Undead Origins

30 Variant Dragons

30 Variant Dragons
Pathfinder 1e
Fast Zombie: Juju Fever Disease—breath weapon or miasma; save Fort, same DC as the jungle dragon’s breath weapon; onset 1 day; frequency 1/day; effect 1 point of Con damage and 1 point of Wis damage per age category; cure 3 consecutive saves. Anyone who dies from juju fever rises as a fast zombie at the next midnight.
 
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Nice complement of Undead and will read through them later. Do you have or are interested in methods of turning
Thanks. For the most part undead do not have alternate methods of turning, mostly variant vampires like in Ravenloft do and I'm focusing here on generation, not their description once created or their methods of destruction or effective methods of combating them.
 

Fell Beasts Volume 1

Fell Beasts Volume 1
Pathfinder 1e
Canopic Jar: One of the more prized and closely guarded secrets among necromancers is the method for creating a canopic jar. The process begins with the preparation of an enchanted jar inscribed with the holy symbol of an evil deity. The jar is then filled with a special alchemical fluid. These are but the containers, though, for the main component: a humanoid brain. The jar is then sealed and bound with further enchantments. The end result is an undead servant brain bound within a jar and able to wield unholy magics.
Greenmold Bones: When magic -- especially druidic magic -- interacts with war and battle, strange things can result. One such are Greenmold Bones, undead creatures that form in symbiosis with plants magically animated and then slain.
The body of any creature slain by a Greenmold Bones and left to lie among them will rise as one of them.
 
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Fell Beasts Volume 2

Fell Beasts Volume 2
Pathfinder 1e
Deadsoul Elemental: A deadsoul elemental is a creature created through a depraved ritual. A large number of innocents are slain, in a manner specific to each of the four known rites, and their souls are kept briefly trapped by potent magic. Then an elemental of large size is summoned, using the materials resulting from the murders, and it, too, is killed, and its physical form, before it can discorporate, it merged with the trapped souls, creating a hybrid creature that is, in fact, a type of undead.
Deadsoul elementals cannot come into existence by accident, nor can they propagate themselves as other undead do.
Deadsoul Elemental Charnelsmoke: They are created in much the same way as pyreborns, but instead of using the flame, the creators use the smoke and befouled air.
Deadsoul Elemental Chokewater: They are created by the deliberate drowning of at least a dozen sentient beings in a brackish, diseased, tidal pool, followed by the summoning and slaughter of a water elemental.
Deadsoul Elemental Graveearth: They are created by summoning, and then slaying, an earth elemental above a mound of dirt and soil created by desecrating a graveyard.
Deadsoul Elemental Pyreflame: They are created by the incineration of the living -- at least a dozen -- in an unhallowed space, with that flame used to summon a fire elemental, which is then slain and recreated as a pyreflame.
Fear Monger: A fear monger is the spirit of a deceased person that was betrayed by someone she trusted.

Fast Zombie: A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie.
 
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Fell Beasts Volume 3

Fell Beasts Volume 3
Pathfinder 1e
Dark Fire Creature: Any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin that dies as a result from Aramus the Black Flame’s burn ability returns in 1d4 rounds as a dark-fire creature. Aramus literally consumes the victim’s soul, burning it away, leaving behind a portion of its own essence.
“Dark Fire” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.
Soul Knight: Soul knights are suits of armor animated by the spirit of a warrior.
A soul knight can be created with the corpse of an evil warrior through the use of a create undead spell. The caster must be at least 12th level. A full suit of armor is required, as the spirit animates the armor (so a suit of half plate would work, but a breastplate and greaves would not). The armor must include a helmet, gauntlets, and boots.
 
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Beasts of Legend Coldwood Codex

Beasts of Legend Coldwood Codex
Pathfinder 1e
Faleich-Wyrm: In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive.
Leeches of Madness: Created by the Faleich-Mar.
Slough: A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect.
All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.
Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10 + the weirdstone's caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone's eventually die and become slough themselves.
“Slough” is an acquired template that can be added to any living creature, provided it can create or otherwise acquire a weirdstone.
Ugrohter: Ugrohters are undead fey whose accused souls become trapped upon the Material Plane.
Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld's influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters.
Wight Barrow: Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.
Wight Boreal: Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise.
Boreal wights are the restless dead left unburied in the evergreen forests of the north.
Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt.

Wight: Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight.
 
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Book of Beasts Wandering Monsters

Book of Beasts Wandering Monsters
Pathfinder 1e
Death Adept: Death adepts are made from the body of a good priest that has been within the bounds of desecrated land for over 100 years. The remains must be transported to the plane of evil and the create greater undead spell must be finished before the plane animates the corpse of its own accord. The spell requires a caster level of 17 to creature this creature.
Remembrent: A few souls of bards and sorcerers cling to their memories and to their decaying bodies desperately trying to gain revenge for their death or some other wrong done to them in life. The soul shrieks loudly enough that their own dead bodies can hear, allowing the soul to take possession once again. These undead are called remembrents.
 
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Book of Beasts Monsters of the River Nations

Book of Beasts Monsters of the River Nations
Pathfinder 1e
Autumn Death: Legends say the first autumn death was created from the skeleton of someone hopelessly lost in the forest. The despair at the point of death combined with ambient arcane powers from dragons or fey to enervate the remains into a wandering terror.
Riverswell Spirit: A riverswell spirit is the drowned victim of a flood or violent downpour.
 
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Book of Beasts Monsters of the Shadow Plane

Book of Beasts Monsters of the Shadow Plane
Pathfinder 1e
Centaur Raav: Scholars debate the origins of the centaur raav. Some point to the reinforced bones as the handiwork of the lich necromancer Skerasis. Others believe it was created by the cult of Orcus attempting to enrage the centaurs and driving them to war. However, all scholars agree this abomination could only be formed near the dark fields of the Plane of Shadows. The negative energy flowing into Shadowsfall empowers and reinforces the skeletal body. As long as the dark fields have a supply of centaur corpses, it will produce more raavs.
Clawed Kadian: A humanoid slain by a clawed kadian rises as a clawed kadian in 1d4 rounds.
This type of undead can be made with a greater create undead spell of caster level 18th or higher.
Deathhand: Charon created a legion of undead floating goons to hunt down creatures that have tasted death, whether living or undead–other than themselves, and drag them to Abaddon permanently.
Deathhand Captain: ?
Headless Hunchback Skelton: ?
Headless Hunchback Skeletal Champion: ?
Helblar: Thought to be called into being by a well-meaning but less than clear wish.
Helblar Greater: ?
Helblar Champion: ?
Nightshade Nightstalker: ?
Phantasm Swarm: It is said that souls that reach their final reward forget their earlier lives. Less known is that souls forbidden from this reward never forget. Over the course of centuries, clusters of these tortured souls have gathered together on the Plane of Shadows to form a phantasm swarm, an entity more powerful than just the combined ectoplasmic energy of the souls alone.

Spectre: Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder.
Spectre Spawn: Any humanoids slain by a spectre spawn becomes a spectre spawn themselves in 1d4 rounds.
Any humanoids slain by a spectre lord become a spectre spawn themselves in 1d4 rounds.
Spectre Lord: Spectres are far more common on Shadowsfall than in the Material Plane because the many lonely and lost places they haunt are absorbed by the Plane. Shadowsfall’s dim sun affords spectres freedom to indulge their fury without incapacity. Over the course of centuries, many of these rage spirits develop greater powers, transforming into a much more virulent entity known as a spectre lord.
Unquiet Giant: Reanimated by the intense hatred and anguish it experiences in its fierce but final battle, the unquiet giant still is impaled by the many weapons that struck it down.
Shadow: A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds.
Shadow Halfling: ?
Shadow Cave Fisher: ?
Shadow Manticore: ?
Shadow Titan Centipede: ?
Shadow Dragon Ancient: ?
Skeleton Blood Monkey: ?
Skeleton Minotaur: ?
Skeleton Snake Constrictor Freezing: ?
Skeleton Stogsaurus: ?
Skeleton Ice Linnorm: ?
Skeletal Champion Half-Elf Fighter 8 Rogue 6: ?
Zombie Plague Rat: ?
Zombie Basilisk: ?
Zombie Bulette: ?
Zombie Plague Shambling Mound: ?
Zombie Plague: Zombie rot-injury save Fort DC 10, onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.
Zombie rot-injury save Fort DC 15, onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.
Zombie Fast Ancient Black Dragon: ?
Zombie Juju Gnome Sorcerer 17: ?
 
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