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Undead Origins


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Voadam

Legend
For Gold & Glory
For Gold & Glory
Ghoul: Ghouls are undead creatures cursed with a hunger for the flesh of the living and the dead.
Ghoul Ghast: ?
Lich: Among the most powerful of the undead, liches are priests and wizards who have attained immortality through foul necromancy.
The horrible ceremonies used to become a lich require years of lonesome study, and most liches are solitary creatures. They rarely work with others, as they jealously guard their knowledge. Only the most powerful of spell casters can master the necessary rituals, and all liches are wizards or priests of at least 18th level.
Becoming a lich is a long and arduous process, requiring years of study. The needed rituals focus on the creation of a phylactery, an arcane container crafted to keep a lich’s soul in the mortal world after death. A phylactery may be made to look like any object, but crafting it requires at least 1,500 gold pieces per level of the spell caster. It must be imbued with powerful necromantic magics unique to each potential lich, but often such spells as animate dead, death spell, magic jar, and reincarnation. Upon its completion, its crafter commits ritual suicide. If the phylactery is indeed flawless, the crafter rises as a lich, while even a single mistake in its construction utterly destroys the crafter’s soul.
Mummy: Mummies are desiccated corpses animated by dark rituals into horrible unlife. They retain some semblance of their living appearances, but although their desiccation prevents decay, it also twists their features into leathery masks. The most common rituals used to animate a mummy involve wrapping a corpse in strips of linen, and many mummies retain these wrappings.
Shadow: A humanoid victim killed by a shadow is likely to become a shadow himself.
With little to do with each other, shadows are ambivalent towards their own kind. When found together they are likely to be “families”–an elder shadow and its victims, now shadows themselves.
The touch of a shadow drains 1 point of strength from its victim. Humanoids reduced to 0 hp or a strength of 0 by a shadow are doomed to rise as shadows themselves under the command of their killers; all other creatures killed by a shadow remain dead, while all other creatures reduced to a strength of 0 fall unconscious.
Skeleton: Skeletons are the reanimated skeletal remains of humanoid creatures, reinforced with negative energy. They bear no flesh, musculature, or ligaments, and are instead held together through magical force. Skeletons vary in size, depending on the remains of the humanoids they were created from.
As mindless constructs of necromantic magics, skeletons have no interactions with other creatures, save to follow commands from their creators.
Animate Dead spell.
Specter: On rare occasions, several specters come to haunt the same location. These are usually a master and the thralls created from its victims.
Any humanoid drained of all levels or hit dice by a specter dies and rises as a specter himself.
Vampire: Vampires are undead humanoids cursed to live forever as bloodthirsty parasites.
Should a vampire lord be destroyed, his spawn become fully-fledged, independent vampires themselves.
Vampire Spawn: When vampires are found in the company of their own, they are usually lord and spawn–an elder vampire and his victims, now vampires themselves.
When touching a creature with his bare skin, a vampire may drain two levels or hit dice from his victim. Humanoids reduced to zero levels or hit dice, or drained of blood, rise as vampires themselves one night after their death unless their bodies are destroyed in the intervening time.
Wight: Wights are undead creatures spawned by great pain and sorrow.
If their master is slain, fledgling wights become free-willed and gain their full strength.
Fledgling Wight: Only rarely do wights gather together; these are almost always an elder and his children, created from his victims.
Humanoid creatures slain by a wight’s energy drain rise as wights themselves, with half normal hit dice and under the absolute control of the one who slew them.
Wraith: Animated by hatred and spite, wraiths are the undead humanoid spirits of exceptional evil. They often form packs of several wraiths, whether through the death and undeath of several like-minded individuals or through the creation of new wraiths by existing wraiths.
If the master wraith is killed, its minions instantly gain their full strength and free will.
New Wraith: They often form packs of several wraiths, whether through the death and undeath of several like-minded individuals or through the creation of new wraiths by existing wraiths.
Humanoids killed by a wraith rise as wraiths themselves, with half the hit dice of their killers.
Zombie: Zombies are mindless animated corpses. As the magic that animates them does not prevent their decay, zombies are often bloated, rotting, or desiccated, depending on their surrounding environment. Zombies vary in size depending on the kind of corpses they are animated from.
Animate Dead spell.
Juju Zombie: Juju zombies are the undead remains of humanoids killed through the use of energy drain spells.
Energy Drain spell.
Finger of Death spell.
Ghost: ?
Minor Death: ?

Animate Dead (Necromancy)
Caster/Level (Sphere): Priest/3 (Necromantic),Wizard/5
Range: 10 yards
Duration: Permanent
Effective Area: Special
Components: V, S and M
Casting Time: 5 rounds
Saving Throw: None
This spell allows the caster to create the least of the undead creatures, skeletons and zombies, usually from the bones or bodies of dead humans, humanoids, demi-humans, and giants. Optionally, the caster can animate animal corpses. The animated undead remains obey simple commands given to them by the caster. The undead remain animated until destroyed or turned—they are not affected by dispel magic.
The total HD of undead animated by this spell cannot exceed the caster’s level. Humans, demi-humans, and humanoids with only 1 HD in life become 1 HD skeletons or 2 HD zombies, regardless of class levels, experience or HD they once had. Creatures and animals with less than 1 HD can be raised as 1/2 HD skeletons or 1 HD zombies, but clerics receive a +1 bonus to turn checks against these monsters. A creature or animal with 1 HD or more retains its HD when raised as a skeleton and gains one HD when raised as a zombie. Undead have none of the special abilities they had when alive.
While evil spell casters can use this spell whenever and however they wish, the lesser undead created are always neutral in alignment. Neutral spell casters can freely use the spell as long as the body is that of a fallen enemy from a non-PC race. Good spell casters prefer animating animals, and cast speak with dead on a humanoid body to gain express permission. A neutral spell caster may also cast speak with dead to gain permission to animate a PC or a member of a PC race. A neutral or good spell caster would never animate a corpse being prepared for a raise dead spell, because a soul requires it’s original body to be raised. If the body were animated, the victim would then need a full resurrection, reincarnate or similar spell, such as wish, to be brought back to life.
Even though animating undead is not automatically an evil act, undead are perversions of life, and as such their mere presence is disturbing to most creatures (animals avoid them entirely, unless specially trained). The charnel smell, particularly of a zombie, is quite nauseating. Few, if any, hirelings will sign on to a party that is known to travel with undead. Additionally, most civilizations have regulations regarding the creation of undead. Some cultures seek their immediate destruction, and even the most tolerant require undead servants to be tagged and registered. Lawful spell casters must get a permit (if possible) or simply avoid finding bodies in graveyards or battlefields, as local governments claim them and grave robbing is punishable harshly (usually by death).
The spell requires the body or bones of the creature to be animated, and the remains must be reasonably intact. Undead destroyed in combat cannot be re-animated. The spell requires a pinch of bone powder or bone shard.

Energy Drain (Evocation, Necromancy)
Caster/Level: Wizard/9
Range: Touch
Duration: Permanent
Effective Area: 1 creature
Components: V, S and M
Casting Time: 3
Saving Throw: None
This spell allows the caster to channel negative energy for one round, permanently draining 2 levels or HD from a creature on a successful touch attack. Hit points, saving throws, attacks and other level/HD related abilities are permanently lost (until regained by gaining experience or 2 restoration spells are cast on the victim). If the attack fails, the spell ends normally.
Human or humanoid creatures killed by this spell can be animated as juju zombies under the caster’s control. The undead cannot be negatively affected by this spell.
The material component is essence of specter or vampire dust. These are dangerous substances, and there’s a 5% chance that the caster loses one point of constitution while casting this spell, due to contact with either of them. If the caster dies through this loss, he becomes a shade. The caster’s alignment instantly becomes neutral evil, and he is then sucked into the Demiplane of Shadow.

Finger of Death (Necromancy)
Caster/Level: Wizard/7
Range: 60 yards
Duration: Permanent
Effective Area: 1 creature pointed to
Components: V and S
Casting Time: 5
Saving Throw: Negate
This spell attempts to utterly destroy a chosen victim’s life energy and body. The victim must make a successful saving throw or die immediately, unable to be raised, resurrected, or reincarnated. A wish spell can restore most victims to life, if, however, the victims are human, profane magic instantly begins to transform the bodies, and after 3 days, the caster is able to perform a special ritual, requiring materials costing 1,000 gp + 500 gp per body, to animate the dead humans as juju zombies under his control. The profane magic must be reversed with a limited wish spell before the juju animation ritual has begun, and then a wish spell can be used to bring the human back to life.
Creatures who make a successful saving throw only suffer 2d8 + 1 points of damage. If the victim dies due to this damage, they can be brought back to life normally.
 
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Voadam

Legend
Ice Kingdoms Bestiary Compilation
For Gold & Glory
Ghost, Shade of the Mortal Soul, Lesser Ghost: Ghosts are ethereal animated spirits of the dead. In life their deeds were so great (whether they were evil or good) as to attract the attention of otherworldly powers (gods, demons, the vile forces of Pohjola), and these powers preserved them as ghosts after death.
Normally only humans can become ghosts, but on rare occasions demi-humans and other creatures suffer such a curse.
Ghost Wraith: ?
Ghost Banshee: ?
Ghost Spectre: ?
Ghoul Berserker: Thanic warriors who perish from either the cold or starvation—and especially from both—risk becoming berserker ghouls. Having died outside of combat and without enough glory for Valagard, they cannot reach the halls of the gods. The loss of Valagard, often coupled with other misfortunes—a run in with the energies of Pohjola, for example, or an actual curse from a powerful godi or deity—brings about this terrible fate. The warriors’ souls cling to their bodies, and they return to “unlife”, seeking to draw the attention of Uthin’s Shield Maidens by a fitting death in battle.
However, their existence transgresses the natural order of the worlds. Their return from death does not bring with it the subtler aspects of true life, such as humanity or rationality. Though perhaps once these warriors were dedicated to the purity of combat between equals, they now hunt women, children, the aged, old friends and allies, and even sacred holy men of the gods. Their new existence is fueled by wrath, pride, jealousy, and the berserker rage. Twisted and evil, they belong to the enemies of the gods they once worshipped.
Ghoul Thane: ?
Skeleton: Skeletons are the bones of humanoid creatures, animated by energy from the Negative Energy Plane. They bear no flesh, musculature, or ligaments and are held together through magical force. Skeletons vary in size, depending on the race of humanoid that the bones came from. As mindless constructs of necromantic magics, skeletons have no interactions with other creatures, except to follow commands from their creators.
Skeletal Ogre, Skeleton Ogre: Skeleton ogres are the reanimated skeletal remains of ogres, reinforced with negative energy. They bear no flesh, musculature, or ligaments, and are instead held together through magical force. A Skeleton ogre is an animated undead ogre comprised of bones.
Warrior Wraith: Warrior Wraiths are a type of undead created from warriors killed in battle, and kept from the dissolution of death by their desire to fight.
Zombie: Zombies are mindless animated corpses. The animate dead spell opens a connection to the Negative Energy Plane that provides these fleshy corpses with the ability to move and follow simple commands given by their controller. Their controller can be the spell caster who created them or an evil-aligned priest who successfully dominates them. As the magic that animates them does not prevent their decay, zombies are often bloated, rotting, or desiccated, depending on their surrounding environment. Zombies vary in size depending on the kind of corpses they are animated from. They do not spawn.
Mournwood Zombie: Mournwood Zombies are mindless animated corpses controlled by the vile curse of the forest. As the magic that animates them does not prevent their decay, Mournwood Zombies are often bloated, rotting, or desiccated, depending on their surrounding environment. Mournwood Zombies vary in size depending on the kind of corpses they are animated from, however, they all have the same basic characteristic of vines and roots growing through their bodies, as if the very forest were using the dead bodies as puppets.
Mournwood Zombie Animal: ?
Ghoul: ?
Lich: ?
Vampire: ?
 


Voadam

Legend
Grim Castle Rules
Grim Castle Rules
Undead: Necromancy is the art of reanimating the dead. Corpses and spirits can be bound into the service of a competent necromancer, becoming slaves to the necromancer’s will. Less competent necromancers simply raise the undead to foment chaos and disorder; these undead are without purpose and are unpredictable.
Magical Calamity: Nearby corpses become undead
Banshee: Banshees are undead; the raised corpses of the traumatically killed.
Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Ghost: Ghosts are the spirits of the restless dead. They can be summoned by necromancers but also naturally arise when someone dies without completing a particularly important task.
Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Ghoul: Make a normal attack against a target [for a ghoul's bite]. If successful the target must make a Toughness attribute check against the ghoul’s Concentration. If they fail they fall into a coma for 1d6 days. Once per day the individual in the coma must make a Toughness attribute check against the Ghoul’s concentration with disadvantage. If they do not pass any of those times the target awakens as a new ghoul. Killing the target while they are in a coma causes them to immediately rise as a new ghoul. Any healing spell of Greater or Arch level cast onto the target while they are in a coma negates the transformation.
Ghouls are dangerous undead that pass on their condition like a virus.
Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Lich: Lich are undead necromancers that have shucked off their mortal forms.
The most dangerous necromancers are those who grant sentience to their undead, creating lich.
Mummy: Mummies are the undead that most often are found dabbling in necromancy and attacking local villages. Their minds have been warped by the incomplete ritual they undertook to become Lich.
Skeleton: Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Mummies can create undead. A mummy can turn a corpse into an undead for mana equal to one-fifth of the undead’s HP (round up). A mummy can create Skeletons and Zombies.
Vampire: Vampires are creatures that have been subjected to a dark curse that causes them to become undead and crave the taste of blood.
Vampires are solitary creatures, and their bite (if deadly) causes the deceased creature to awaken in 1d6 days as another vampire.
Wight: They are sentient, but are controlled by whatever necromancer raised them.
Zombie: Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.
Mummies can create undead. A mummy can turn a corpse into an undead for mana equal to one-fifth of the undead’s HP (round up). A mummy can create Skeletons and Zombies.
 

Voadam

Legend
Hypertellurians (M)Anvil Edition
Hypertellurians
Revenant: You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.
Vampire: You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.
Lich: You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.
Aristocratic Vampire: ?
Undead Wolf: ?
Drowned Undead: Former smuggler or sailor, returned from the depths of the sea for a purpose unknown.
Skeletal Guard: Animated skeleton warrior, long abandoned and forgotten by its creator, finally but tentatively leaving its post in the crypt.

GIFT UNLIFE
Taking some of the dark force that anchors your dead body to this realm, and whispering dark blasphemies, you instill an ephemeral mockery of life into the corpse of another creature.
You can do this once per session, for the duration of 1 scene, at a cost of 1d6 Brawn damage to yourself.
The corpse lurches back to a grotesque facsimile of life, with jagged movements, and unnerving sounds. It follows your every command, to the best of its unthinking abilities. The GM will have the stats for the unholy creature.
 


Voadam

Legend
Advanced Labyrinth Lord
Labyrinth Lord
Undead: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, these beings rise again as undead horrors.
Ghast: ?
Ghost: These incorporeal, ethereal beings are the animated spirits of horribly evil humans. In life their evil was so great as to attract otherworldly attention, and the powers preserved their being as ghosts after death.
Ghoul: Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living.
All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies.
Groaning Spirit, Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lich: A lich is an undead magic-user of at least 18th level (and possibly multiclassed) who has used its magical powers and a phylactery to unnaturally extend its life.
Mummy: Mummies are preserved undead corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
Animate Dead spell.
Spectre: The most dreaded attack of the spectre is its life draining ability. When a victim is struck, it suffers 1d8 hit points of damage and loses 2 experience levels or 2 HD. Note that characters drained of levels must also reduce other characteristics associated with their class and level. After being drained of levels, a character will have the minimum number of experience points for the level he is reduced to. Should a character reach level 0, he dies and will become a spectre in 24 hours.
Throghrin: A throghrin may appear to be a hobgoblin at first glance, but these monsters are a wicked, unholy magical hybrid of troll, hobgoblin, and ghoul.
Vampire: Vampires create others of their kind by draining humans or other humanoids of all life energy (they reach 0 level). The victim must be buried, and after 1 day he will arise as a vampire.
Wight: Wights are undead creatures who were formerly humans or demi-humans in life. A wight’s appearance is a weird and twisted reflection of the form it had in life. Wights attack by touching a victim and draining 1 level, or hit die, from a victim. For example, if a 3 HD monster is attacked and struck, it becomes a 2 HD monster. Likewise, if a 4th level character is struck, he becomes 3rd level. Any human or demi-human reduced to 0 level dies, and becomes a wight in 1d4 days.
Wraith: Wraiths are incorporeal undead creatures born of evil and darkness.
When a wraith touches a victim it inflicts 1d6 hit points of damage and drains one level or hit die. Note that characters drained of levels must also reduce other characteristics associated with their class and level. After being drained of levels, a character will have the minimum number of experience points for the level he is reduced to. Should a character reach level 0, he dies and will become a wraith in 24 hours.
Zombie: Zombies are undead corpses reanimated through dark and sinister magic.
Animate Dead spell.
Being of Death: ?

Animate Dead
Level: 3
Duration: Permanent
Range: 60’
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them.
The caster may animate a number of hit die worth of zombies or skeletons equal to the caster’s level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.
 

Voadam

Legend
Realms of Crawling Chaos (Labyrinth Lord)
Labyrinth Lord
Skeleton: Random Artifact 51.
Zombie: Random Artifact 51.

51) This device spontaneously restores life to dead tissue, effectively raising the dead, but it is only 33% likely to work as intended. In the event of improper function, it either (25%) animates dead as the spell but without placing the newly arisen undead under the user’s control or (75%) causes the formerly dead tissue to reanimate as semi-sentient proto-matter. This substance will attempt to absorb any creature nearby. Treat as ochre jelly (q.v.) for combat purposes.
 

Voadam

Legend
The Tomb of Sigyfel
Labyrinth Lord
Skeleton: ?
Sygifel, Ghoul: Sigyfel has recently been “reborn” by the demonic beings he worshiped in life. His body still lies in the sarcophagus, but he has become a fearsome ghoul, waiting for any fool to open the heavy lid so he can spring forth.
 

Voadam

Legend
An Echo Resounding
Labyrinth Lord
Shade: A great and magnificent battle took place in the ruins. Some such struggles involved substantial magical energies or the interference of some divine power, while others were simply the product of ferocious valor and exemplary martial courage. The shades of these heroic warriors remain present to a degree, and can be propitiated with the correct sacrifices and reverences to their memory.
Undead Archmage: ?
Undead Swarm: Some necromancers call up these mobs of mindless undead, while other packs are simply the undead detritus of some terrible massacre.
Angry Dead: The dead of the ruins are furious. Sometimes these spirits are angry for comprehensible reasons, such as the unburied and unlamented condition of their bodies or the terrible way in which they died. In other cases these angry dead seem to spontaneously erupt from incomprehensible causes and strange tides of evil fortune. Necromancers and other deathworkers are the most common sources of this plague of wrathful corpses.
Dead Legion: ?
Ancient Lizardman Priest Undead Shell: ?
Ghostly Defender: ?
Undead Shou: ?
Dwarven Undead: They are infesting the chambers of grave-goods, crazed with centuries of terror at their lonely and forgotten deaths. The dwarves of Hammersong are mortified at having somehow forgotten these dwarves, and seek outsiders to do the shameful work of putting their bodies to rest so that their spirits may be tended. Somewhere in the lost section is the awful reason why their names were forever struck from the rosters of the clan.
The Screaming Stones have many slaves within their halls, both to tend the fungal gardens and beetle-farms that feed the dwarves and to serve as sacrifices to their goddess. More wretched than the living, however, are the spirits of the dead. Dwarven prisoners are slain with consecrated, red-runed picks that pin their spirits to the mortal world. The Repenters use dark rituals to give these spirits fresh bodies of flesh, the better to inflict new agonies on the hated traitors to their Mother Below.
Mindless Undead: ?
Thinking Spirit: ?
Undead Miner: Rusty Gold Mine / Good Mine / Bad Feng Shui-5: Before the Ravaging, this mine was a rich and prosperous gold mine. The Shou witch-priestess who led the horde that sacked it was a powerful sorceress, and her magic collapsed several important tunnels, rerouting an underground river and slumping half a hill over the main entrance to the delve. Until workers are able to undo the damage to the site’s feng shui- and deal with the undead miners who have been trapped inside for a hundred years- the mine will suffer from luck so bad that even gold tarnishes in its vicinity.
Strange Undead Hybrid: The half-mindless servants of the Grass General have confused a massacre site’s nest of undead for a band of humans. They’ve captured the undead and fed them to a hungry cultivator, causing strange undead hybrids to grow and uproot themselves in search of human flesh.
Waiting One, Undead Serpent-Priest, Undead Lizardfolk Cleric 13: Ages ago, in the time when serpent priests ruled among the lizardfolk, one among them appalled even that harsh race with his thirsts and his cruel excesses. For a time he even seemed likely to ascend to rulership over all his kind until a pact among his rivals resulted in his sudden fall from glory. So great was his sorcerous might that his rivals feared to actually kill him, lest his blood bear a curse that they could not break. Instead, they stripped him of his regalia and arcane implements and imprisoned him deep within the mountain under nine great stone seals.
The better to keep watch on him, all five of his rivals moved their own lairs into the mountain. Their own apprentices and mates would serve as vigilant guardians over their hated foe. Within the mountain, they built laboratories and temples and serpentine pleasure-gardens for their delight. For centuries, the long-lived snake priests dwelled in tense harmony.
Such peace was ruined when one among them appeared to have the chance to ascend to the throne. The others dragged him down before all five became prey to a swift tangle of betrayal and counter-treachery. In mere months their peaceful lair became an abattoir, and none lived to escape the stone door.
Yet the Waiting One still lived, translated from living flesh to immortal corruption by the sheer, malicious hatred that boiled in his serpentine breast. He could do nothing within his living crypt, an undead serpent-priest condemned to eternal isolation beyond the wards and walls of his betrayers’ homes.
Mummified Undead Ancient Lizardfolk: ?
Castellan Liu, Mummified Xianese Officer: Once a bold keep on the Westmark borderlands, Vanguard Keep was the first conquest of the Witch-Queen Agrahti when she and her hordes rolled out of the Godbarrows. For too many decades, the mountain tribes had been quarrelsome and disorganized, easy prey for disciplined Xianese soldiers. With the Witch-Queen to unite them, their numbers and wild sorcery were too much for the high walls of the keep. The gates were shattered and the soldiers within slaughtered before they even knew what was happening.
Agrahti knew that haste was her best friend in crushing the Westmark, so she was profligate in hurling soldiers against the strong walls of the keep. Wave upon wave of Shou were sent forward to break upon the stones and to fill the trenches with mounds of their own dead. All the while, Agrahti’s witchcraft conjured elemental forces to shake the foundations of the fort.
When the fortress was broken and the Shou surged east, nothing was left behind but the unburied dead. The sudden, savage release of so much death and mystical energy left a pall over the ruined keep, one that slowly infected the bones of the dead. It was not long before they rose once more to repeat the battle, rusted swords and broken spears becoming spectral weapons in their hands. Each cloven skull and broken pelvis became whole with each new dusk, and the dead rose once again to repeat their battle.
Neither side can ever truly win. The patterns of mutual destruction are too strong and old destinies still cling to their bones. The great war-chief Takul leads his rotting kinsmen against the spears of Castellan Liu’s bodyguard, and every time all are slain in the end. The battle begins at dusk, and often runs straight to mid-afternoon of the next day.
War-Chief Takul: Once a bold keep on the Westmark borderlands, Vanguard Keep was the first conquest of the Witch-Queen Agrahti when she and her hordes rolled out of the Godbarrows. For too many decades, the mountain tribes had been quarrelsome and disorganized, easy prey for disciplined Xianese soldiers. With the Witch-Queen to unite them, their numbers and wild sorcery were too much for the high walls of the keep. The gates were shattered and the soldiers within slaughtered before they even knew what was happening.
Agrahti knew that haste was her best friend in crushing the Westmark, so she was profligate in hurling soldiers against the strong walls of the keep. Wave upon wave of Shou were sent forward to break upon the stones and to fill the trenches with mounds of their own dead. All the while, Agrahti’s witchcraft conjured elemental forces to shake the foundations of the fort.
When the fortress was broken and the Shou surged east, nothing was left behind but the unburied dead. The sudden, savage release of so much death and mystical energy left a pall over the ruined keep, one that slowly infected the bones of the dead. It was not long before they rose once more to repeat the battle, rusted swords and broken spears becoming spectral weapons in their hands. Each cloven skull and broken pelvis became whole with each new dusk, and the dead rose once again to repeat their battle.
Neither side can ever truly win. The patterns of mutual destruction are too strong and old destinies still cling to their bones. The great war-chief Takul leads his rotting kinsmen against the spears of Castellan Liu’s bodyguard, and every time all are slain in the end. The battle begins at dusk, and often runs straight to mid-afternoon of the next day.
Sundered Ghost of the Mother Below: The dwarves have ever been a godless people. In the dawn of the world, they were human slaves of the Mother Below, a goddess who cared only for gold and the abasement of her slaves. In anger, the ancients rose up against her and tore her into a thousand shrieking pieces. Ever since, no other god dares claim the dwarves for their own, and their afterlife is a gray and sober realm of stone and their ancestors’ shades.
This afterlife is scourged by the vengeful shards of the Mother Below and the misshapen creatures she has made to torment her rebellious subjects. She is still subject to the power of gold, however, and so gold buried with dwarves may go with them in spirit to be forged into powerful ghost-weapons against the shades.
Dwarven Ghost: ?
Furious Ghost: ?
White-Faced Spectre: ?
Ludmilla, Ghost: Five years ago, Yevgeny’s young wife Ludmilla was assassinated by a band of dwarven Repenters who had slipped in by posing as a group of pilgrims. Hated by their brethren, the Repenters are a small sect of dwarven heretics who seek to placate the Mother Below with rites of self-torment and punishment of their rebel brethren. Several of them escaped in the aftermath of the attack, and Yevgeny grieved as he prepared his wife’s body for burial.
It was only then that he realized that her spirit was not present- the Repenters had stolen it away in one of their blood-runed picks. A secret message soon came to him advising him that if he wished his wife’s soul to be spared hideous torment, he would cooperate with the instructions that followed.
Poor Chen, Wraith: The man now known as Poor Chen brought his entire family to live in an abandoned stone manor house, but two weeks after he’d started his farm, his wife and every one of his children were killed in hideous fashion by angry ghosts. Their wraiths still haunt the farm in tormented confusion.

Undead, Restless Dead: When the Shou stormed out of the west in years past, many of these young cities and towns were put to the torch and ravaged by the furious humanoids. Men and women of later days tend to shun them for fear of the restless dead, still furious over unburied bones and an uncertain afterlife to come.
Once a bold keep on the Westmark borderlands, Vanguard Keep was the first conquest of the Witch-Queen Agrahti when she and her hordes rolled out of the Godbarrows. For too many decades, the mountain tribes had been quarrelsome and disorganized, easy prey for disciplined Xianese soldiers. With the Witch-Queen to unite them, their numbers and wild sorcery were too much for the high walls of the keep. The gates were shattered and the soldiers within slaughtered before they even knew what was happening.
Agrahti knew that haste was her best friend in crushing the Westmark, so she was profligate in hurling soldiers against the strong walls of the keep. Wave upon wave of Shou were sent forward to break upon the stones and to fill the trenches with mounds of their own dead. All the while, Agrahti’s witchcraft conjured elemental forces to shake the foundations of the fort.
When the fortress was broken and the Shou surged east, nothing was left behind but the unburied dead. The sudden, savage release of so much death and mystical energy left a pall over the ruined keep, one that slowly infected the bones of the dead. It was not long before they rose once more to repeat the battle, rusted swords and broken spears becoming spectral weapons in their hands. Each cloven skull and broken pelvis became whole with each new dusk, and the dead rose once again to repeat their battle.
Neither side can ever truly win. The patterns of mutual destruction are too strong and old destinies still cling to their bones. The great war-chief Takul leads his rotting kinsmen against the spears of Castellan Liu’s bodyguard, and every time all are slain in the end. The battle begins at dusk, and often runs straight to mid-afternoon of the next day.
In the days before the Ravaging, White Jade Hill was a prosperous quarry town nestled amid the low hills of the Galukan Wald. Where other masons sent heavy blocks of granite or limestone down rivers on wooden barges, the townsmen of Jade Peak sought rare stone- the precious jade that had so much value for Imperial sorcerers and so much beauty for other eyes.
Countless different kinds of jade were pulled from the low hills that surrounded the forest town: the spring-green luster of “green apple jade”, the brilliant green-flecked white of “moss-in-snow”, the golden luminescence of “sun jade”, and rarest of all, the flawless emerald translucence of celestial jade. The greatest archmages of the Ninefold Celestial Empire used this precious material for some of their most powerful artifacts, as the purest forms could endure the channeling of massive amounts of geomantic energy without shattering. Even aside from the deposits of gem jade were great slabs of creamy mutton-fat jade that could be cut out to adorn the walls of rich merchants’ houses and the palaces of daifus.
There was always a certain puzzlement at the hills, though. Elsewhere in the Isles, jade was a thing found in loose boulders and worn river stones, not in great masses beneath the earth. Still, who were they to kick at luck? The hillsides were stripped of their trees and became runneled with great strips of black earth torn to bare the white stone below.
This all ended when the Shou came. The Witch-Queen Agrahti and her horde burned Westmark to the ground, and White Jade Hill was no exception. The people were slaughtered and devoured, the buildings were toppled, and the hillsides were left to return to the forest’s green embrace. The roads that had led to the town were reclaimed by the Galukan Wald and its name became no more than a wistful memory.
Perhaps it was a consequence of the jade itself- a side-effect of such horror and slaughter committed in the proximity of such magically-potent mineral, but the dead did not rest easily in White Jade Hill. Slowly, fragments of jade dust and powdered stone crusted over the bones of the dead, mantling them in shrouds and layers to give them the seeming of perfect, pallid life. Were it not for their perfectly smooth skins and the pallor of their eyes and faces, the bodies that rose from their uneasy slumber would seem to be entirely normal men and women.
For decades, these unquiet shapes mimicked the lives they had led before the slaughter, pantomiming the tasks they had been about at the moment of their death. Outsiders were answered in vague, dreamy fashion, or ignored, or torn to bloody pieces if they threatened one of the townsmen. For many years, White Jade Hill lived on as a ghost of itself.
That changed fifteen years ago, when the wandering adventurer Nobu Kitano and his adventuring party came to liberate the ruins of their remaining fragments of wealth. The Galukan Wald treated the little band harshly, and only Nobu and three companions yet lived by the time they reached the ruins. One of these died not long after they arrived, and Nobu and his friends despaired of escaping the place alive.
It was then that Nobu discovered the power of the place, when his dead companion was crusted in creeping jade dust and rose as if alive once again. He remembered little of his past and cared nothing for more than contemplating the white hills and the soothing perfection of the jade. Nobu counted it a miracle, and became determined to discover the secret of the power that dwelled in the ruins of White Jade Hill.
With time, he became convinced that the ruin itself was the birthplace of a new god, a spirit summoned of the life of all who died here. He counts himself a priest of this new “Jade God”, and is determined to strengthen it with sacrifices of new life. With each wayfarer and kidnapped farm girl who perishes under his knives, a fresh minion of the Jade God is soon to follow after.
They spend their days searching for precious jade or studying the magical aura of the ruin, trying to find some way of replicating its undeath-inducing enchantment in a more practical form.
Wraith: The man now known as Poor Chen brought his entire family to live in an abandoned stone manor house, but two weeks after he’d started his farm, his wife and every one of his children were killed in hideous fashion by angry ghosts. Their wraiths still haunt the farm in tormented confusion.
Zombie: ?
Skeleton: ?
Ghost: In the hills around the town rise a patchwork of newly-founded farmsteads, most of them reasonably prosperous. Five miles away, however, at the furthest western edge of the territory claimed by the town, a thick scar of burnt-over earth and ruined stone buildings marks the remains of a former town. The Ravaging was more than a century ago, but such were the hideous torments inflicted upon the citizens there that their ghosts still taint the earth with echoes of suffering and loss.
Spectre, Specter: ?
Lich: ?
 
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Voadam

Legend
Barrowmaze Complete
Labyrinth Lord
Barrow Abomination: A Barrow Abomination is a physical manifestation of Nergal’s chaos energy and the corruptive power of The Tablet of Chaos.
Barrow Ghast, Greater Ghast: ?
Barrow Mummy: ?
Barrow Wight: Tablet of Chaos relic.
Coffer Corpse: ?
Corpse Candle: Anyone killed by a corpse candle has a 10% chance of rising as one in 1d4 rounds.
Crypt Shade: Spawned from chaos and lingering hate, crypt shades feed on the fear and pain of their victims.
Crypt Shade Greater: Spawned from chaos and lingering hate, these monsters feed on the fear and pain of their victims.
Crypt Knight: Crypt Knights are all that remain of a secret martial order—the Black Legion—devoted to Nergal, God of the Underworld. When The Tablet of Chaos was hidden, the order gathered together and willingly allowed their life energy to be drained by Nergal’s undead. They rose in death as crypt knights devoted to the protection of the Dark God’s great temples and The Tablet of Chaos.
In addition, the close proximity of The Tablet has spawned new forms of undead, including Crypt Knights, former antipaladins of Nergal, and Spectral Dead, ghostly phantoms that endlessly wander the dark corridors of Barrowmaze.
Crypt Thing: ?
Death Knight: It is unknown if they achieved their state through a fall from grace or if they were created by the dark gods.
Undead Warhorse: ?
Ghaist: ?
Giant Ant Exoskeleton: These undead creatures are the dry animated husks of giant ants.
Huecuva: ?
Lich-Dragon: A lich-dragon is the combination of a Lich and a Black Dragon.
Mummy of Zuul: A mummy of Zuul is a former priest of the chaos deity of the elements.
When The Tablet of Chaos was brought to Barrowmaze, it began twisting and further corrupting Lorktho, his minions, and the elemental sepulchers.
Mummy Lord: Mummy lords were powerful clerics in life and have survived for centuries in a state of undeath.
Mummy Lord Age 201-300: ?
Mummy Lord Age 301-400: ?
Mummy Lord Age 401-500: ?
Mummy Lord Age 501+: ?
Neb'Enakhet, Mummified Cat: ?
Phantom: ?
Poltergeist: ?
Shadow: Should a being be drained to STR 0 [by a shadow], it immediately transforms into a shadow.
Skeletal Naga, Barrow Naga: Sages say that necromancers and dark priests possess the secrets of animating the skeleton of a guardian naga.
Skeleton Black, Black Bones: Black skeletons, or black bones, are the skeletal remains of mighty warriors infused with dark magic to make them stronger than a standard skeleton.
Skeleton Exploding Bone, Exploding Bones: ?
Skeleton Fossil: Inside the box are the bone remains of a cleric and a small leather bag filled with 2d10 fossilized hydra’s teeth. If thrown on the ground, Fossil Skeletons AL: C, AC: 6, HD: 2, #AT: 1, DMG: 1d8, will emerge in 1d4 rounds and obey the bidding of the PC who scattered the teeth.
Skeleton Sapphire: ?
Skeleton Warrior, Skeletal Warrior: A skeletal warrior exists in an undead state because its soul was trapped in a golden circlet.
Son of Gaxx/Daughter of Gaxx: Moreover, with each hit [from a Son of Gaxx] Rot Grubs may (50%) burrow into the body of a struck character. If so, consult the entry for Rot Grubs for more information. If the Rot Grubs kill the character s/he will rise in 1d3 days as a Son or Daughter of Gaxx.
Tablet of Chaos relic.
Spectral Dead: The spectral dead are the incorporeal spirits of warriors interred in Barrowmaze long ago. They have heard the call to rise that emanates from The Tablet of Chaos, but their physical remains have disintegrated to dust. With no bones to occupy, these vengeful spirits wander Barrowmaze aimlessly, particularly in the areas close to The Tablet.
In addition, the close proximity of The Tablet has spawned new forms of undead, including Crypt Knights, former antipaladins of Nergal, and Spectral Dead, ghostly phantoms that endlessly wander the dark corridors of Barrowmaze.
If the remains of the knights are disturbed they will rise as Spectral Dead.
Zombie Funeral Pyre, Bombie: Funeral pyre zombies, sometimes referred to as “Bombies” by veteran adventurers, are a strange necromantic construct.
An assortment of 11 different zombies have risen here in response to The Tablet of Chaos.
Zombie Juju: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos.
Zombie Ravenous: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos.
Undead: Moreover, The Tablet of Chaos, secreted in a vast labyrinthine burial site, has defiled the sanctity of the crypts. The relic has called the dead and commanded them to rise from their graves!
Prior to his presumed death, Nergal ensured his followers interred his most powerful artifact, The Tablet of Chaos, deep in Barrowmaze. Over time The Tablet has called the dead to rise.
The Acolytes [of Orcus] commonly raise their own dead to serve as foot soldiers.
The Tablet of Chaos, an ancient relic created by Nergal himself, continues to exert his power and is the reason why the dead have risen in Barrowmaze.
The Necromancers will then search the bodies, animate several undead, and head north and east.
Tablet of Chaos relic.
Ascyet Vie Yannarg, The Keeper of the Tablet, Lich: Foreseeing the treachery of his sons Orcus and Set, Nergal commanded Yannarg to hide The Tablet within a series of secret vaults, where his sons’ followers could not reach it. Nergal promised him that through The Tablet he would wield great power, and so he, and several other dark priests, were entombed to guard The Tablet for eternity. When Yannarg closed his eyes for the last time, he reopened them as a lich and became The Keeper of the Tablet.
In life, The Keeper was known by the name Ascyet (Az-say-et) Vie Yannarg. Yannarg was a powerful necromancer and cleric of Nergal. Yannarg received The Tablet from Nergal himself and was charged with burying the relic deep in Barrowmaze. Upon his death, The Tablet elevated him to lichdom and he has devoted himself to its protection.
Ossithrax Pejorative, Lich-Dragon: However, The Tablet of Chaos has had an effect most unexpected. Its eldritch energy has animated the skeletal remains of Ossithrax Pejorative.
For centuries, Ossithrax Pejorative, an ancient black dragon, ruled the Barrowmoor swamp and laid waste to the surrounding region. He tunneled below a huge barrow mound and into the Great Temple of Nergal (#375). There he sat upon his vast hoard, and in time, died jealously clutching his gold.
Untold centuries passed, and slowly the chaos energy of The Tablet began calling to him to return to his now skeletal form. Ossithrax awoke as a Lich-Dragon, a monster that is both a lich and an Ancient Black Dragon.
Untold centuries passed and slowly the chaos energy of The Tablet began calling to Ossithrax to return to his now skeletal form. Ossithrax awoke as a Lich-Dragon, a monster that is both a Lich and a Black Dragon.
The power of The Tablet has also raised the terrible Ossithrax Pejorative.
Grizelda the Ghastly Gourmet, Greater Ghast: ?
Skeleton: The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos.
Zombie: The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos.
Ghoul: ?
Ghast: The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos.
Wight: A humanoid slain by a barrow wight will rise as a normal wight in 1d6 rounds.
Anyone reduced to zero hit points [by the glyphs of the Tomb of the Sacred Blade], including hirelings, will immediately rise as a Wight.
These are former adventurers who had their life force drained.
Wraith: Tablet of Chaos relic.
Vampire: ?
Mummy: ?
Glossmira, Groaning Spirit: ?
Magic-User Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Homunculus Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Thief Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Hell-Hound Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Tavern Drunk Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Elf Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Blind Man Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Dwarf Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Mummy Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Marionette Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Evil Cleric Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Minotaur Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Succubus Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Cyclops Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Old Witch Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Zombie Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Seasick Pirate Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Slovenly Trull Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Nagging Wife Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Old Paladin Severed Head: This crypt contains the bizarre experiments of a strange wizard who converted severed heads into magical items. In a (brief) fit of regret he gathered them all together and buried them here.
Dhekeon, Skeletal Warrior: Many centuries ago, when the clerics of St. Ygg, the God of Righteousness, learned of Barrowmaze and the Pit of Chaos, they created a unique magic item called the Fount of Law. They charged their most devout paladins, including myself, with the task of throwing the Fount into the Pit and closing it forever. Led by Sir Guy de O’Veargne, we fought our way through Nergal’s undead hordes. We were about to complete our great quest—and then I betrayed my fellow knights.
Seduced by the promise of wealth and power, I, Dhekeon, once a noble young paladin of St. Ygg, lured my fellow knights into a trap. I murdered Sir Guy myself with a thrust of my sword. The remaining knights were overrun and put to death. The followers of Nergal then buried me alive within this barrow. I am a traitor and a liar.
Upon my death, St. Ygg refused to embrace me in the afterlife. Instead, the God of Righteousness sent me back and cursed me to walk the realm for eternity as one of the very undead abominations I swore to destroy.
Bareus of Barrowcrest, Wraith: ?
Emil Muzz, Barrow Ghast: ?
The Green Mummy, Unique Barrow Mummy: ?
Lizardman Crypt Knight: ?
Lord Varghoulis, Death Knight: ?
Rheuts Ool, Ghaist: ?
Yellow Glowing Skeleton: ?
Vermingetrix the Reaver, Funeral Pyre Zombie: Vermingetrix was an evil warrior of repute in the days before the coming of the Ironguards to this area of the realm. Due to the Tablet of Chaos he has animated into a more powerful and sentient Funeral Pyre Zombie.
Sir Guy de O'Veargne, Ghost: ?
Ghost: ?
Groaning Spirit, Banshee: ?
Spectre: A terrible Spectre has risen here in response to The Tablet of Chaos.
Tablet of Chaos relic.
Rendar Serouc, Barrow Wight: The Chosen were fanatical followers of Nergal, led by High Priest Rendar Serouc, and have risen in response to the proximity of the Pit and the presence of The Tablet of Chaos.
Krisella, Halfling Ghast: ?
Arnaxella, Human Ghast: ?
Parnell, Ghoul: ?
Nileed Enad, Greater Crypt Shade: Anyone who enters will disturb the final resting place of Nileed Enad, a follower of Nergal in life. The Tablet of Chaos has called to him, and he has risen as a terrible undead monster, a Greater Crypt Shade.
Yasuq-Jac, Wight: ?
Uthuk Amon Thar, Vampire: Thar has heard the call of The Tablet and has risen as a great and terrible Vampire.
Fecal Nul, Spectre: ?
Zvin Lorktho, Mummy Lord: When The Tablet of Chaos was brought to Barrowmaze, it began twisting and further corrupting Lorktho, his minions, and the elemental sepulchers.
Sir Huxley Tallbow: ?
Sir Wildrif Raurriel, Ghost: ?
Roeth Blackshield, Wraith: ?
Able Blackshield, Wraith: ?
Hephacates, Spectral Dead: ?
Minos the Minotaur, Ghast: If Minos is killed, and the Tablet of Chaos has not been destroyed, he will rise in 1d4 days as a ghast and seek his revenge on the PCs.
Broodina, Daughter of Gaxx: ?
Rorteb Meerab, Barrow Wight: ?
Lich: Tablet of Chaos relic.

The Tablet of Chaos
Sages only speculate as to the origin of The Tablet of Chaos. Some believe The Tablet was created by Nergal himself. Others suggest a supreme being—the all-father of the gods—gave a great tablet of knowledge to the pantheon of law, neutrality, and chaos.
Regardless of the origin, it is known that Nergal possessed the relic for millennia. Upon learning of the coming betrayal of his sons Orcus and Set, he hid The Tablet with his most loyal followers. Nergal instructed them to seek the ancient crypts of Barrowmaze and to bury The Tablet behind many wards and traps. Nergal’s most powerful follower became a lich of great power—known as The Keeper of the Tablet—to safeguard the relic until he returned.
Prime Power:
1. Nergal’s Beckoning: This power is a stronger, more powerful, mass-effect form of the spell Animate Dead. Nergal’s Beckoning animates the dead and they remain animated until destroyed. Unlike the spell Animate Dead, which limits the total number of undead created, Nergal’s Beckoning produces a mass effect. All remains within 1 mile of The Tablet of Chaos, starting with those closest in proximity and extending outward, are affected. However, the undead created by The Beckoning are not animated immediately. Rather, it is the prolonged and sustained exposure to The Tablet over time that calls the dead to rise.
Major Benign Effects:
1. Wither Life: When this power is used, a beam of dark energy extends from The Tablet and automatically strikes a single target. Roll 1d20. The result is the number of Constitution points, or life essence, drained from the target. If the number exceeds the total constitution of the victim, the target will rise immediately as a (roll 1d4):
Wither Life 1. Son of Gaxx 2. Wraith 3. Barrow Wight 4. Spectre
2. Scarab Plague: The possessor can cast an Insect Plague (1/day) at 20th level of magic use.
Minor Benign Effects:
1. Animate Dead: The wielder of The Tablet can cast Animate Dead three times per day at 20th level of magic use.
2. Speak with Dead: The possessor of The Tablet can cast Speak with Dead three times per day at 20th level of magic use.
Major Malevolent Effects:
1. Alignment Change: The alignment of the possessor changes immediately to Chaos/Evil.
2. Keeper of the Tablet: The Tablet both consumes the possessor’s life essence and imbues it with negative energy over time. Upon death, The Tablet elevates its possessor to lichdom, thus always ensuring a Keeper of the Tablet.
Minor Malevolent Effects:
1. Pollute Holy Water: All holy water within 50 feet of The Tablet of Chaos is instantly polluted.
2. Decay Vegetation: All vegetation within 30 feet of The Tablet of Chaos withers and dies.
Destroying The Tablet of Chaos
The Tablet is impervious to spells, physical attacks, and most magic items. The Tablet can be destroyed by sundering a powerful lawful-aligned magic item or weapon against it. Examples include the Fount of Law, the Aspergillum of Palantis, Caliburn, the Armature of Palantis, the Spear Predestined, or an item deemed appropriate by the Referee.
Alternate Ending: If Dhekeon is present when the PCs reach The Tablet he will exclaim, “My time has come my friends. Blessed St. Ygg has told me what I must do. Farewell.” He will then destroy The Tablet and himself by sundering his mighty two-handed sword +3 on the relic.
Dhekeon, his sword, and The Tablet will all be consumed in a great explosion of chaos energy. The PCs will then be teleported to #232.
 
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Voadam

Legend
Castle Gargantua
Labyrinth Lord
Caput Decamort: ?
Bluebeard Ghoul: There was a gruesome killer in the past named Bluebeard. He used to lock his wives in closets, then butcher them. Returning from the dead, those wives have found a way to kill him, but took a part of his soul when they did so.
Undead Shrieker Fungi: ?
Living Skeleton: The pool is filled with a phosphorescent ivory vapor. When a character inhales the vapor and fails to save versus magic, he turns into a living skeleton. He doesn't need to sleep, eat or drink any longer and can see with a supernatural sight that allows him to locate creatures and items even in complete darkness. On the other hand, he loses the ability to speak and can be turned by Clerics as an undead creature of the same level as his. Further inhalations have no effect.
Vampire Eye: ?
Skeleton Snake: There are 24 preserved teeth in the dust, each of them turning into a skeleton snake when thrown on the ground.
Ghoul: Characters themselves deluded by the mirror's magic will fight real ghouls instead, undead creatures whose attacks paralyze their victims for 2d4 turns (save negates, a cure light wounds spell removes the paralysis).
Spectre: ?
Giantess's Lingering Spirit: ?

Lamentations of the Flame Princess
Caput Decamort: ?
Bluebeard Ghoul: There was a gruesome killer in the past named Bluebeard. He used to lock his wives in closets, then butcher them. Returning from the dead, those wives have found a way to kill him, but took a part of his soul when they did so.
Undead Shrieker Fungi: ?
Living Skeleton: The pool is filled with a phosphorescent ivory vapor. When a character inhales the vapor and fails to save versus magic, he turns into a living skeleton. He doesn't need to sleep, eat or drink any longer and can see with a supernatural sight that allows him to locate creatures and items even in complete darkness. On the other hand, he loses the ability to speak and can be turned by Clerics as an undead creature of the same level as his. Further inhalations have no effect.
Vampire Eye: ?
Skeleton Snake: There are 24 preserved teeth in the dust, each of them turning into a skeleton snake when thrown on the ground.
Ghoul: Characters themselves deluded by the mirror's magic will fight real ghouls instead, undead creatures whose attacks paralyze their victims for 2d4 turns (save negates, a cure light wounds spell removes the paralysis).
Spectre: ?
Giantess's Lingering Spirit: ?
 

Voadam

Legend
Ford's Faeries: A Bestiary Inspired by Henry Justice Ford
Labyrinth Lord
Cabinet Keeper Ghost, Cabinet of the Keeper: ?
Justiciar Ghost of Law, Cabinet of the Justiciar: During their lifetime, they were a famous judge or other dispensator or law, in a land and time where trial by combat was commonplace.
Leachlich: It is thought the creature is a form of restless Wight that chooses to live in corporal beings rather than a barrow. Others think it’s the ember of a failed lich, a whiff of malign consciousness which death’s hand cannot stay, an essence that craves power.
Lich: ?
Vengeful Drowned: He’s here because he died a treacherous or unjust death. He’s here because he seeks his murderers. Unlucky fisherman with a wife too beautiful, unlucky heir to the Metal Throne, unlucky last daughter of twelve, unlucky child who met the wrong person. Unlucky enough to be sent to the bottom of the lake.
 

Voadam

Legend
Howler (LL)
Labyrinth Lord
Ancient Skeleton: ?
Zellula, Hill Mummy: ?
Ruella, Hill Mummy: ?
Allor, Hill Mummy: ?
Hill Mummy: Hill mummies are created by rural cults in areas that lack the wealth and power necessary to create greater mummies. These mummies can be worshiped and idolized or they can be used as guardians. If properly raised with the correct rites and rituals they maintain their original alignment and ability scores and can be consulted for wisdom or help. When raised in this manner they will only remain animated for 1 day per cleric level of the high priest or priestess that raised them. After that point they return to their sarcophagus and slumber for at least one year before they can be raised again. If raised improperly by having their coffins unsealed or their true names recited aloud without the accompanying rituals, they will rise as monstrous creatures bent on destroying everything around them, an unfortunate side-effect of the quality of magic used to create them.
 
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Voadam

Legend
Ruins of the Undercity
Labyrinth Lord
Skeleton: ?
Animal Skeleton: Animated skeletons of jackals, giant rats, stirges or giant scorpions.
Zombie: ?
Coffer Corpse: ?
Ghoul: ?
Huecuva: Undead spirits of wizards and clerics.
Ghast: ?
Rot Zombie: One worm per round jumps from a rot zombie to a random target. When the worm hits, it burrows into the skin in 1 round (cold iron, holy or blessed item to kill it) and then etches for the brain in d4 rounds (remove curse or cure disease to kill it meanwhile, neutralize poison and dispel evil merely slowing its progress for d6 turns). Turns the victim immediately into a rot zombie when it reaches the brain.
Spirit Troll: Invisible troll shadows spawned from the negative planes and the weaving of necromantic magic.
Wight: ?
Wraith: ?
Mummy: ?
Specter: ?
Death Knight: ?
Ghost: ?
Skeleton Warrior: ?
Lich Thief: When the Great Empire took hold upon the Eastern Marches, rebels and partisans fled into the wild. Further south, they reached an endless desert of silt and dust where they huddled together, building stockades and tall walls around the rare oases they could find.
Eventually, their villages spread and shaped a vast ramshackle metropolis rising high above the burning sands. The rebels, most of them thieves, scoundrels and bandits soon found ruins underneath. There, forgotten secrets of necromancy were found and the colossal statue of the Red Goddess was unearthed. The ancient cult of the Blood Moon was restored, and its minarets and spires now etch for the sky in the city.
Upon moldy scrolls, the thieves deciphered ancient magic spells and wove them into reality, turning themselves into eldritch undead creatures, shedding their human skin forever.
Crypt Aberration: ?
Eye of Chaos, Fear and Flame: ?
 


Voadam

Legend
The Basic Witch: The Pumpkin Spice Witch Tradition
Labyrinth Lord
Autumnal Rider: ?
Beheaded: A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds.
Bogan: Any goblin killed by a bogan or ghoul will rise as a bogan after it is buried.
Ghoul: Bloody bones are the remains of particularly evil people that have died a violent death. While evil in life, they were not powerful enough to come back to unlife as a ghoul or wight.
Skeleton Bloody Bones: Bloody bones are the remains of particularly evil people that have died a violent death. While evil in life, they were not powerful enough to come back to unlife as a ghoul or wight.
Wight: Bloody bones are the remains of particularly evil people that have died a violent death. While evil in life, they were not powerful enough to come back to unlife as a ghoul or wight.
Death Mask magic item.
Vampire Twilight's Child, Child of Twilight: ?
Vampire: ?
Zugarramurdi Bruja: The Zugarramurdi Brujas are undead witches that are believed to have come from the village of Zugarramurdi, Spain. Zugarramurdi was the scene of a huge witch trail in the 17th century. It was believed that these witches sold their souls to a devil named Akerbeltz. He gave them magical powers, silver, and a toad familiar. When alive they had power over animals and members of the opposite sex. It was believed that these witches could also spit poison. To maintain their power they had to sacrifice children on the night of the Summer Solstice.
Some of the accused died before they saw trail, but many of the witches were tried and executed. Their remains, which could not be buried in hallowed ground, were tossed into a cave where the witches used to meet; Cuevas de las Brujas ("Cave of the Witches").
It is said they returned from the dead on the next Summer Solstice.
The term now is used to refer to any witch that comes back from the dead due to improper burial.
Zombie: On a successful critical hit (natural 20) on any attack, they also drain 1 point of Wisdom and 1 point of Charisma from their victims. Any victim reduced to 0 in either ability will become a zombie under control of the Zugarramurdi Bruja, who killed it.
Cauldron of the Dead magic item.
Skeleton: Cauldron of the Dead magic item.
Undead: ?
Flying Undead: ?
Incorporeal Undead: ?
Ghost: ?
Banshee: ?

Cauldron of the Dead: This heavy cauldron of dark iron is large enough to accommodate a Medium-sized creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie or skeleton per the animate dead spell (the user chooses whether or not a zombie or skeleton is created from an intact corpse). Each corpse animated uses up 50 gp in materials, and the cauldron can animate a corpse in one round. The user of the cauldron commands the undead so created, up to 2 HD per character level, any further undead created over this limit is under the owner’s control, but previously created undead are freed.

Mask, Death: This mask is the visage of a skull or corpse. Once per day, the wearer can cast Finger of Death. Doing so is considered a chaotic act. If the wearer is killed with the mask on they can not be raised from the dead or resurrected. They will rise the next night as a wight.
 

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