• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Undead Origins


log in or register to remove this ad

Voadam

Legend
Vor Rukoth

Vor Rukoth
4e
Undol Half-Ogre: ?
Arcanian: When they reached the lolfura estate, the family's members unleashed a storm of elemental ice and fire. Although it slew their enemies, it consumed the nobles as well. Death was not the end, though-they soon arose as arcanians, undead cursed to constantly burn and freeze.
 
Last edited:


Voadam

Legend
Web of the Spider Queen

Web of the Spider Queen
4e
Decrepit Skeleton: She carries an ancestor clasp-a magic item developed in Zadzifeirryn that raises fallen drow as undead slaves.
After the totemist speaks, she immediately activates her ancestor clasp as a free action, causing the opal to fall from the center of her silver necklace to the ground. lt shatters to release a cloud of white mist that expands to fill the room, causing skeletons to awaken in each of the upper areas' eight coffins.
 
Last edited:

Voadam

Legend
Wizards Presents Worlds and Monsters

Wizards Presents Worlds and Monsters
4e
Undead: The Shadowfell is the twisted reflection of the world, formed of dark creation-stuff hurled aside by the primordials as they created existence. It encompasses the realm of the dead, and its necrotic energy animates the undead.
Death isn’t always the end, even for creatures that have no great destiny. Aspects that make up living creatures interact to create many possibilities for continued existence, or at least the appearance of it. Through various machinations of fate or intent, a creature can remain in the world after its death as a plague on the living—or something more.
Sentient living creatures have a body and a soul, which is the consciousness that exists in and departs from the body when it perishes. A third element also exists: the animus, an intangible bridge between body and soul that is born and that exists with the physical form. It provides vitality and mobility for the creature, and unlike the soul, it usually remains with the body after death.
If given enough power, the animus can rouse the body in the absence of a soul. It might even be able to function without the body. Such power can come from necromantic magic, another corrupting supernatural inf luence at the place of death or interment, or the connection of the Shadowfell to a locale. Strong desires, beliefs, or emotions on the part of the deceased can also tap the magic of the world to give the animus power.
Most undead, even those that seem intelligent, are this sort of creature—driven to inhuman behavior by lack of governance of a soul and a hunger for life that can’t be sated. Nearly mindless undead have been infused with just enough power to give the remains mobility but little else. Sentient undead have a stronger animus that might even have access to the memories of the deceased, but such monstrosities have few or none of the capabilities they had in life.
The source of this necrotic energy is most often the Shadowfell. Its shadowstuff can “leak” into a dying creature as that being passes away. It can be introduced by necromancy. Or it can be siphoned into areas strongly associated with death, pooling there.
Like living beings, some undead still have their souls. Rituals allow this sort of transformation. A potent destiny or a mighty will sometimes enables (or forces) a creature to transcend death.
Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form. Similar creatures could be created in different circumstances.
Early in the history of the world, Orcus learned to create undead, including the first ghouls, exercising his desire to devour life in the vilest ways.
But the bold need to understand that death is not in itself evil, and that undeath takes as many forms as the dying that precedes it.
Death touches every corner of the D&D cosmos. Even the so-called immortals aren’t immune to its icy grasp. Where death can reach, so too can undeath.
The animus is the seat of animalistic desires and survival instincts, and when coupled with shadow power in the body, it can engage in inhuman behavior.
Shadow, necromancy, strong desires, and corruption can empower the animus to rouse a corpse.
Wraith: Even the dreaded wraith is simply an animus, deeply corrupted and infused with strong necrotic energy.
Ghost: Sentient ghosts are the most common of the undead that manage to retain their souls without resorting to necromantic rituals. They have a purpose that fetters them to the world, even if it’s only to spread misery or wreak vengeance.
Even more rarely, a creature has a strong enough will or destiny to maintain its soul after death, spontaneously becoming a sentient ghost or revenant.
Death Knight: Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form.
Lich: Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form.
Mummy: Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form.
Vampire: Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form.
Ghoul: Early in the history of the world, Orcus learned to create undead, including the first ghouls, exercising his desire to devour life in the vilest ways.
Revenant: Even more rarely, a creature has a strong enough will or destiny to maintain its soul after death, spontaneously becoming a sentient ghost or revenant.
Shadow: Every shadar-kai knows that to give in to the ennui of the Shadowfell is to face physical disintegration and nothingness. Those who succumb fade permanently into darkness, their soul taken by the Raven Queen while their animus remains as an undead shadow.
 
Last edited:

Voadam

Legend
Dragon 364

Dragon 364
4e
Kahlir Husk: Created through the torturous draining of their once-living blood, Kahlir husks seek to recover what they lost.
Kahlir Vampire: ?
Elder Arantham: Elder Arantham’s notoriety began when he set out to uncover a copy of the ancient ritual that transforms apostate priests into foul undead creatures called huecuvas—not to punish, but to voluntarily subject agreement to the vile transformation. In a ceremony witnessed by his fellow cultists, Arantham shed the last of his humanity—and, as he proclaimed, “the last lingering stench of my prior misguided beliefs.”
Shambling Zombie: As his cult grew, the foul huecuva returned to the temple of Bahamut where he once served. There, in a bloodbath of mythic proportions, he not only massacred the entire priesthood but also raised them as shambling zombies, whom he then set loose upon the surrounding city.
Holchweir, Undead Glabrezu Exarch of Orcus: ?
Mauglurien, The Black Knight, Death Knight Dwarf Warlord: ?
Huecuva: Huecuvas are foul undead that are created by an ancient divine curse. Originally intended as punishment for a priest who horribly violates his vows and responsibilities, the rite is occasionally used by evil churches as a means of empowering their clerics.
Ashgaunt: Ashgaunts are recent creations of the Ashen Covenant.
These foul creatures were created by a faction of Orcus-worshipers called the Ashen Covenant, some of whom are focused on finding new ways to spread undeath.
Zombie Rotter: Ashgaunt's Wake the Dead power.
Flameharrow: Flameharrows are created by powers of vile chaos—some say Orcus—to spread pain and misery. The animating spirit of the creature is smelted from the soul of a homicidal madman.

Wake the Dead0; target up to 4 destroyed undead creatures reduced to 0 hit points within range; the targets become zombie rotters (see Monster Manual 274), which fight on the behest of the ashguant until the end of the encounter or 5 minutes, whichever comes first. The zombie rotters rise as a free action, and act after the ashgaunt in the initiative order.
 
Last edited:

Voadam

Legend
Dragon 368

Dragon 368
4e
Ivania: ?
The Ghoul: ?
Nephigor: When the black winds howled about Harrack Unarth, Nephigor was in the city’s grand library, seeking a means of prolonging his time out of the Nine Hells. He got more than he bargained for. Devils are not supposed to have ghosts. Their deaths are impermanent things that cast them back to the fiery pit to regain bodies. Yet when the howling winds shattered the library, Nephigor slid into darkness greater than any he had known. The chain devil “awoke” in the Broken Library. His body transparent, his form intangible—if Nephigor is not a ghost, he cannot fathom what else he might be.
 
Last edited:

Voadam

Legend
Dragon 369

Dragon 369
4e
Perditazu, Maze Demon: THESE FIENDS TAKE SHAPE FROM CAPTURED SOULS of mortals who died while trapped in the Endless Maze.
Called maze demons, these fiends are the vestiges of those demons and mortals who became lost in the Endless Maze and never found their way out. Driven mad, they live on in an accursed state, seeking to possess their victims and reduce them to their same state.
Ghoul: Cannibalism has made ghouls from many tieflings from Io'vanthor and the rest are well on their way to becoming undead horrors.
Undead: Cannibalism has made ghouls from many tieflings from Io'vanthor and the rest are well on their way to becoming undead horrors.
 
Last edited:

Voadam

Legend
Dragon 371

Dragon 371
4e
Undead: From undead spawned by his dread rituals to the descendants of those adventurers who died in the tomb, Acererak and his legend have shaped and altered countless lives.
The Shadowfell bleeds into the mortal world where Skull City stands, but the influence is not the chilling pall normally associated with such regions. Instead a conduit to a region of Darklands is not far from the City That Waits. The Darklands’ influence spills through the planar barriers, staining the mortal world with its corrupting influence, and thus Skull City and those who die here often rise as undead.
Disciple of the Devourer: ?
Mistress Ferranifer: ?
Devourer's Spawn: Horrid necromantic leavings infused with dread energy, Devourer’s spawn are wretched things, driven by an insatiable hunger for living flesh.
Devourer’s spawn are bits of organ, tissue, and rotten flesh collected and awakened into a bestial awareness.
Glistening Heap: ?
Festering Morass: Spawn grow and evolve by adding organs and blood that they rip and drink from still-living victims. In time, the loosed bits coalesce into a vaguely humanoid-shaped bag of blood and meat known as a festering morass.
Shadow Sentinel: Those sacrificed in Acererak’s name find no peace in death because the Devourer is aptly named. Consumed by the powerful lich, their essence reformed and twisted into new shapes, they serve the dark one for eternity.
Shadow Watcher: ?
Shadow Guard: ?
Moilian Dead: For all their selfish cruelty, excess sickened the Moilians, and little by little, Orcus’s hold weakened as they searched for a more wholesome power to find redemption for their evil ways. No matter their efforts or improved intentions, the demon prince’s grip was too tight and when the people refused to make sacrifices in his name, his anger was unleashed. It took form in a terrible curse, causing the Moilians to fall into a deep sleep. As they slept, Orcus seized the city and flung it into the deepest regions of the Shadowfell, where it was believed that they would succumb to the fell energy there and serve him more loyally in undeath.
As expected, the Moilians died out and awoke as free-willed undead, drifting aimlessly through their now frozen city.
Orcus laid a heavy curse on the Moilians—a curse they must bear still.
Moilian dead are the undead remains of those who lived in the City That Waits.
Blackfire Creeper: Chosen guardians created from exemplary Moilian dead, the blackfire creepers patrol the City That Waits to dispatch any interlopers they find.
Blackfire creepers are advanced undead remade by Acererak the Devourer.
Charnel Zombie: THE SAME PROCESSES THAT GIVE RISE TO GREAT CITIES and monuments invariably also sire throngs of poor, hungry, and unwanted souls barely surviving from day to day. Uncared for in life, these unfortunates receive little better in death. Thrown into burial pits or stacked in mass graves, they are quickly disposed of and forgotten even faster. Not even this pitiful eternal rest is secure, for such a wealth of uncared for remains is a prime target for necromancers and their ilk.
Charnel zombies bear the marks of their former poverty even into undeath. Their bodies are thin and malnourished from constant near starvation. What clothing was not scavenged by other destitute homeless is tattered and worn beyond possible use. Broken and crushed body parts attest that these corpses were dumped into a packed mass grave with little thought given for propriety or the state of the bodies. Their bodies and spirits broken even before being animated as zombies, they seem especially pathetic and vacant.
Zombie Grave Digger: Often made from the remains of failed, living grave robbers, zombie grave diggers are dressed in dark-colored work attire, complete with a myriad of hammers, spades, pries, and other accoutrements of their profession.
Corpse of Despair: DESPAIR CAN BE A POWERFUL EMOTION—one capable of overwhelming otherwise ordinary beings and driving them to normally unthinkable acts. Those who succumb to utter hopelessness and end their own lives at the bleakest point of their depression leave a powerful
impression upon their physical remains that can be exploited by necromantic ritual to create a particular type of undead: a corpse of despair.
The body animated as a corpse of despair could have hailed from any walk of life, since loss, pain, and despair can darken even the most opulent and powerful lives. However, certain similarities are borne by all. Their faces are masks of anguish and froze at the moment they ended their own existence. Marks of this suicide are still visible upon the zombie; slit wrists, signs of poisoning, and broken necks still bearing nooses are all common.
Lasher Zombie: DESPITE THE PROGRESS AND EXPANSION OF CIVILIZATION, countless unfortunate souls continue to live with the cruel pangs of hunger. Poverty, famine, disaster, and war all contribute to the tally of lives stolen away by starvation. Its victims suffer horribly as they wither away to pitiful, skeletal caricatures of themselves before finally succumbing. The final, agonizing hunger these poor creatures experience can be imprinted on the corpse they leave behind—a terrible need that lacks only the dark energy of necromancy to rise and gorge itself on an endless feast of warm blood and quivering flesh. Twisted rituals animate and bind these travesties to the will of their creator, who employs them as disturbingly effective guardians or terror weapons.
Shambling Nexus: UNDEAD IN GENERAL ARE NOTORIOUSLY VULNERABLE to attacks that employ radiant energy, and zombies, although cheap and easy to animate, are often cumbersome and slow to react on the battlefield. Such problems have long been the bane of aspiring necromantic overlords and have spelled defeat for countless undead, both servant and master. Created to nullify these weaknesses, a shambling nexus is the product of unspeakable rituals that bind enormous quantities of raw, dark energy into a fleshy shell.
Flayed Crawler: CREATED TO BE VICIOUS TRACKERS AND ASSASSINS for their necromantic overlords, flayed crawlers are abhorrent abominations animated from the remains of victims sadistically tortured to death. The terrors inflicted upon the poor souls are so extreme that it leaves even their animated corpses unhinged and prone to violent, psychotic outbursts.
Plague Fogger: MANY VIRULENT AND DESTRUCTIVE DISEASES trouble the world, but a dreadful few belong to a category all their own. These plagues can devastate a region, leaving bloated and twisted corpses littering the streets and fields of the blighted area. Such corpses are rife with lethal pestilence and can, through either spontaneous accumulation of fell energy or deliberate action, rise as undead capable of calling on that power.
Slavering Maw: ONLY THE MOST POWER-HUNGRY, OVERLY CONFIDENT INSANE PERSON would construct an abomination known as a slavering maw. Dozens of corpses must be raised through necromantic rituals to serve as obscene construction material. The creature is then given form by stitching together the writhing and thrashing muscle, skin, sinew, and bone of its still animate donor zombies. Rusted iron and rotted wooden scraps are crudely nailed to its flesh and frame to help support its terrible mass. A final, unspeakable ritual fuses the disparate zombies into a single, horrific whole that is far more powerful than its component parts.
Vecna: ?
Acererak: And from lich, Acererak went on, not to godhood, but to become the game’s first demilich—in many ways, a far more dangerous creature, the final vestige of a once all-powerful lich.
Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak. Over the scores of years which followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the Tomb is. Eventually even the undead life force of Acererak began to wane, so for the next eight decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages.
 
Last edited:

Voadam

Legend
Dragon 372

Dragon 372
4e
Undead: Most undead, they say, exist as a result of the continued functioning of the animus. The soul—the element that makes one an individual—is gone.
Animate Dead power.
Skelmur the Stalker: ?

Animate Dead Wizard Attack 9
You flood a fallen foe’s animus with shadow, imbuing it with arcane strength.
Daily ✦ Arcane, Implement, Necrotic, Summoning
Minor Action Ranged 10
Target: One dead enemy
Effect: You summon the animated corpse of one of your fallen enemies in an unoccupied square within range. The summoned creature is the same size as the target, has a reach equal to the target’s reach, and has speed 6. It gains a +2 bonus to AC, a +2 bonus to Fortitude, and the undead keyword. You can give the animated creature the following special commands.
✦ Standard Action: Targets one enemy in reach; Intelligence vs. Reflex; 1d10 + Intelligence modifier necrotic damage.
✦ Opportunity Attack: Targets one enemy in reach; Intelligence vs. Reflex; 1d10 + Intelligence modifier necrotic damage.
 
Last edited:

Remove ads

Top