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5e Compilation
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (5e SRD v 5.1)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (5e SRD v 5.1)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (5e SRD v 5.1)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (D&D Basic Rules Version 1.0)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
The dead do not always rest peacefully. (Monsters & Creatures: A Young Adventurer's Guide)
Dybbuk's Possess Corpse power. (Mordenkainen's Tome of Foes)
As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead. (Acquisitions Incorporated)
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead. (Acquisitions Incorporated)
Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics. (Baldur's Gate Descent Into Avernus)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (DM Basic Rules V0.5)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons Starter Set Stranger Things)
Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. (Dungeon Master's Guide)
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. (Dungeon Master's Guide)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons vs Rick and Morty)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine. (Eberron: Rising from the Last War)
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark. (Eberron: Rising from the Last War)
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead. (Eberron: Rising from the Last War)
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath. (Eberron: Rising from the Last War)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Essentials Kit)
The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life. (Ghosts of Saltmarsh)
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. (Midgard Worldbook for 5th Edition and Pathfinder)
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. (Midgard Worldbook for 5th Edition and Pathfinder)
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. (Midgard Worldbook for 5th Edition and Pathfinder)
Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. (Ponyfinder Campaign Setting)
Vampiric Sorcerous Origin Ruler of the Night power. (Ponyfinder Campaign Setting)
Abactor Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Abastet, Maatkare: See Banshee, Maatkare Abastet.
Acererak: See Demilich, Acererak.
Acererak: See Lich Archlich, Acererak.
Adult Blue Dracolich: See Dracolich Adult Blue.
Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Alina: See Ghost, Alina.
Allip: When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony. (Mordenkainen's Tome of Foes)
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips. (Mordenkainen's Tome of Foes)
Alhoon: See Mind Flayer Alhoon.
Amasis, Arkara: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Anastrasya Karelova: See Vampire Spawn, Anastrasya Karelova.
Ancient Gold Undead Dragon: See Undead Dragon Gold Ancient.
Anemone Zombified: See Zombie Zombified Anemone
Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Aquatic Beast Harmless Zombified: See Zombie Zombified Harmless Aquatic Beast.
Archlich: See Lich Archlich.
Archlich Orgupash: See Lich, Archlich Orgupash.
Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Ariel the Heavy: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Arkara Amasis: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. (Eberron: Rising from the Last War)
Assassin's Ghost: See Ghost Assassin's Ghost.
Avatar of Death: ?
Axeholm's Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Balenus: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf. (D&D Basic Rules Version 1.0)
This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. (Monster Manual)
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. (Monster Manual)
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. (Monster Manual)
The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death. (Monsters & Creatures: A Young Adventurer's Guide)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
The woeful banshee is a spiteful creature formed from the spirit of a female elf. (DM Basic Rules V0.5)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
A banshee is the hateful spirit of a once-beautiful female elf. (Essentials Kit)
Banshee, Maatkare Abastet: ?
Banshee, Miraal: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy. (Essentials Kit)
Banshee, Patrina Velikovna: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here. (Curse of Strahd)
Banshee, Vyldara: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed. (Essentials Kit)
Barnabas: See Flameskull, Barnabas.
Baron Metus: See Vampire, Baron Metus.
Baron of Doresh: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Baron Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Baroness of Doresh: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Beggar Ghoul: See Ghoul Beggar Ghoul.
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. (Monster Manual)
When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant. (Volo's Guide to Monsters)
Beholder Zombie: See Zombie Beholder Zombie.
Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Blackfly, Drago: See Ghoul Darakhul, Duke Drago Blackfly.
Blood Zombie: See Zombie Blood Zombie.
Bodak: A bodak is the undead remains of someone who revered Orcus. (Volo's Guide to Monsters)
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. (Volo's Guide to Monsters)
These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead. exist only to spread further suffering and death. (Ghosts of Saltmarsh)
Bodak, Hierophants of Annihilation: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. (Volo's Guide to Monsters)
Bone Naga: See Naga Bone Naga.
Bonehand, Wierdunn: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead. (Mordenkainen's Tome of Foes)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires. (Mordenkainen's Tome of Foes)
Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Burning Skeleton: See Skeleton Burning Skeleton.
Calimara: See Ghost, Calimara.
Captain Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
Catfolk Mummy: See Mummy Catfolk Mummy.
Cave Dragon Dracolich: See Dracolich Cave Dragon.
Centaur Ghost: See Ghost Undead Centaur Ghost.
Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Commander Balenus of the Ghost Knights: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Count Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Count Warrin: See Vampire, Count Warrin.
Countess Urzana Dolingen of Morgau: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. (Monster Manual)
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails. (Monster Manual)
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. (Monster Manual)
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed. (Monster Manual)
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. (Monster Manual) Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw. (Monster Manual)
Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Crawling Strahd Zombie: See Zombie Strahd Zombie Crawling.
Crimson Mist: See Vampiric Mist, Crimson Mist.
Ctenmiir: See Vampire, Ctenmiir.
d'Vol, Erandis: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Dalaen, Old: See Ghost, Old Dalaen.
Darakhul: See Ghoul Darakhul.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. (Monster Manual)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Antipaladin Oath of the Giving Grave Undying Sentinel power. (Midgard Worldbook for 5th Edition and Pathfinder)
Death Knight, Lord Soth: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight. (Monster Manual)
Death Knight, Olanthius: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze. (Baldur's Gate Descent Into Avernus)
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty. (Baldur's Gate Descent Into Avernus)
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore. (Baldur's Gate Descent Into Avernus)
Death Tyrant: See Beholder Death Tyrant.
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. (Mordenkainen's Tome of Foes)
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron. (Mordenkainen's Tome of Foes)
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers. (Mordenkainen's Tome of Foes)
Deathwisp: ?
Defender of the Realm: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. (Monster Manual)
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich. (Monster Manual)
Demilich, Acererak: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Demilich Acererak Disciple: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. (Monster Manual)
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. (Volo's Guide to Monsters)
Derro Ghoulish: See Ghoul Ghoulish Derro.
Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Dolingen, Urzana: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Doresain: See Ghoul, Doresain.
Doru: See Vampire Spawn, Doru.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. (Monster Manual)
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones. (Monster Manual)
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form. (Monster Manual)
Dracolich Adult Blue: ?
Dracolich Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind. (Midgard Worldbook for 5th Edition and Pathfinder)
Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Dragon Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Dragon Ancient Gold Undead: See Undead Dragon Gold Ancient.
Dragonson, Thurso: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Draugir: See Undead Mount, Draugir.
Drowned Ascetic: See Drowned One Drowned Ascetic.
Drowned Assassin: See Drowned One Drowned Assassin.
Drowned Blade: See Drowned One Drowned Blade.
Drowned Master: See Drowned One Drowned Master.
Drowned One Drowned Ascetic: ?
Drowned One Drowned Assassin: ?
Drowned One Drowned Blade: ?
Drowned One Drowned Master: ?
Drowned One Drowned Master, Syrgaul Tammeraut: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Drowned One, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones. (Ghosts of Saltmarsh)
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones. (Ghosts of Saltmarsh)
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees. (Baldur's Gate Descent Into Avernus)
du Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Duchess Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Duchess Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Duke Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Duke Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Duke Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Duke Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Duke of Morgau: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Duke Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Durst, Rosavalda: See Ghost, Rosavalda Durst, Rose.
Durst, Thornboldt: See Ghost, Thornboldt Durst, Thorn.
Dust Goblin Ghost: See Ghost Dust Goblin Ghost.
Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. (Mordenkainen's Tome of Foes)
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. (Mordenkainen's Tome of Foes)
Elf Spirit: ?
Elfshadow: ?
Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Elven Wizard Ghost: See Ghost Elven Wizard Ghost.
Emperor Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Emperor Vilmos Marquering: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Erasmus Van Richten: See Vampire, Erasmus Van Richten.
Erandis d'Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Erandis Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Escher: See Vampire Spawn, Escher.
Exethanter: See Lich, Exethanter.
Eye of Anu-Akma: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Father Lucian: See Vampire Spawn, Father Lucian.
Fey Lord of the Grisal Marches: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Monster Manual)
After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command. (Curse of Strahd)
Flameskulls-constructs made from the remains of dead wizards-guard the temple. (Curse of Strahd)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons Starter Set Stranger Things)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons vs Rick and Morty)
Flameskull, Barnabas: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull. (Baldur's Gate Descent Into Avernus)
Folly, Silas: See Ghoul Darakhul, Silas Folly.
Gath: See Lich-Priest Gath.
General Yael: See Ghost, General Yael.
Ghast: See Ghoul Ghast.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (D&D Basic Rules Version 1.0)
A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life. (Monster Manual)
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. (Monster Manual)
This particular ghost is all that remains of a person drained of life by Strahd. (Curse of Strahd)
A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (DM Basic Rules V0.5)
The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest. (Dungeon Master's Guide)
As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. (Eberron: Rising from the Last War)
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains. (Eberron: Rising from the Last War)
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns. (Eberron: Rising from the Last War)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city. (Eberron: Rising from the Last War)
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell. (Eberron: Rising from the Last War)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Ghosts might linger in a manifest zone associated with Dolurrh. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane. (Midgard Worldbook for 5th Edition and Pathfinder)
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghost, Alina: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, Calimara: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, General Yael: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword. (Baldur's Gate Descent Into Avernus)
Ghost, Lazlo Ulrich: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina. (Curse of Strahd)
Ghost, Old Dalaen: ?
Ghost, Patsy McRoyne: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it. (Acquisitions Incorporated)
Ghost, Pfinston Nezzelech: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark. (Eberron: Rising from the Last War)
Ghost, Pidlwick: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Ghost, Prince Ariel du Plumette, Ariel the Heavy: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death. (Curse of Strahd)
Ghost, Rosavalda Durst, Rose: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. (Baldur's Gate Descent Into Avernus)
Ghost, Thornboldt Durst, Thorn: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service. (Baldur's Gate Descent Into Avernus)
Ghost Assassin's Ghost: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi. (Curse of Strahd)
Ghost Dust Goblin Ghost, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: ?
Ghost Elven Wizard Ghost: ?
Ghost Ghostly Drake: ?
Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Ghost Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghostly Adventurer: See Spirit, Phantom, Ghostly Adventurer.
Ghostly Drake: See Ghost Ghostly Drake.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
Maurezhi Bite attack.(Mordenkainen's Tome of Foes)
Nabassu Stoul Stealing Gaze attack.(Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint. (Acquisitions Incorporated)
These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin. (Essentials Kit)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Create Undead spell. (5e SRD v 5.1)
Animate Ghoul spell. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul, Axeholm's Dwarf Castellan: ?
Ghoul, Doresain: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Ghoul, Ghul King: ?
Ghoul Beggar Ghoul: ?
Ghoul Darakhul: ?
Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Ghoul Darakhul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Ghoul Darakhul, Duke Drago Blackfly: ?
Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Ghoul Darakhul, Duke Leander Stross: ?
Ghoul Darakhul, Duke Wierdunn Bonehand: ?
Ghoul Darakhul, Emperor Nicoforus The Pale: ?
Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang: ?
Ghoul Darakhul, Haresha Winterblood: ?
Ghoul Darakhul, Saint Whiteskull of Brastilor: ?
Ghoul Darakhul, Silas Folly: ?
Ghoul Darakhul, Tonderil the Bonebreaker: ?
Ghoul Darakhul, Vermesail the Gravedancer: ?
Ghoul Darakhul Monk, Sated Fang: ?
Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Ghoul Darakhul Necrophage, Valengurd the Confessor: ?
Ghoul Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. (Monster Manual)
Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell. (Acquisitions Incorporated)
Undead Pit. (Baldur's Gate Descent Into Avernus)
This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death. (Ghosts of Saltmarsh)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Animate Ghoul spell, 4th level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul Ghoulish Derro: ?
Ghoul Imperial Ghoul: ?
Ghoul Iron Ghoul: ?
Ghoul Large Ghoul: Animate Ghoul spell, 3rd level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoulish Derro: See Ghoul Ghoulish Derro.
Ghul King: See Ghoul, Ghul King.
Giant Undead: See Haunting Ancestor, Undead Giant.
Gideon Lightward: See Undead Priest, Gideon Lightward.
Githyanki Lich: See Lich Githyanki.
Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Gnogrot Milkeye: See Lich Goblin, Gnogrot Milkeye.
Gnoll Undead: See Undead Gnoll.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling. (Volo's Guide to Monsters)
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings. (Volo's Guide to Monsters)
Goblin Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Goblin King Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Goblin Lich: See Lich Goblin.
God-King Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
God-King Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
God-Wizard Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Gold Ancient Dragon Undead: See Undead Dragon Gold Ancient.
Gray Thirster, Grey Thirster: ?
Grey Thirster: See Gray Thirster, Grey Thirster.
Gwilym, Godfrey: See Revenant, Sir Godfrey Gwilym.
Haresha Winterblood: See Ghoul Darakhul, Haresha Winterblood.
Harmless Aquatic Beast Zombified: See Zombie Zombified Harmless Aquatic Beast.
Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Haunting Ancestor, Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst. (Midgard Worldbook for 5th Edition and Pathfinder)
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants. (Midgard Worldbook for 5th Edition and Pathfinder)
Heir to the Twin Thrones: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Helga Ruvak: See Vampire Spawn, Helga Ruvak.
Hierophants of Annihilation: See Bodak, Hierophants of Annihilation.
High Priest of Vardesain: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Horngaard, Vladimir: See Revenant, Vladimir Horngaard.
Horror: See Zombie Ghost Head Goblin Horror.
Horse Skeletal: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them. (Midgard Worldbook for 5th Edition and Pathfinder)
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades. (Midgard Worldbook for 5th Edition and Pathfinder)
Ibbalan the Illustrious: See Undead Dragon Gold Ancient, Ibbalan the Illustrious.
Illithilich: See Mind Flayer Lich, Illithilich.
Illmarrow, Lady: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Imperial Ghoul: See Ghoul Imperial Ghoul.
Incorporeal Undead: Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
ir'Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Iron Ghoul: See Ghoul Iron Ghoul.
Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Ivliskova, Sasha: See Vampire Spawn, Sasha Ivliskova.
Jander Sunstar: See Vampire, Jander Sunstar.
Jeff Magic: See Lich, Jeff Magic.
Jelayne: See Skeleton Unusual Skeleton, Jelayne.
Kaius I: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: See Ghost Dust Goblin Ghost, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin.
Karelova, Anastasya: See Vampire Spawn, Anastrasya Karelova.
Karrnathi Undead Soldier: Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living. (Eberron: Rising from the Last War)
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers. (Eberron: Rising from the Last War)
Kas the Bloody Handed: See Vampire, Kas the Bloody Handed.
Keeper of the Red Sisters: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Khamet, Irsu Thanetsi: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Khazan: See Lich, Khazan.
King Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
King Lucan: See Vampire Warrior, King Lucan.
Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Kroval: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Lady Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Lady Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Lady Illmarrow: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Lady Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Large Ghoul: See Ghoul Large Ghoul.
Lazlo Ulrich: See Ghost, Lazlo Ulrich.
Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. (Monster Manual)
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. (Monster Manual)
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. (Monster Manual)
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. (Monster Manual)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. (Mordenkainen's Tome of Foes)
The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks: (Curse of Strahd)
Craft a phylactery and imbue it with the power to contain the beneficiary's soul. (Curse of Strahd)
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired). (Curse of Strahd)
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge." (Curse of Strahd)
A wizard might steal the items needed to create a phylactery and become a lich. (Dungeon Master's Guide)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Lich, Archlich Orgupash: ?
Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. (Eberron: Rising from the Last War)
Lich, Exethanter: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich. (Curse of Strahd)
Lich, God-Wizard Kuluma-Siris: ?
Lich, Jeff Magic: ?
Lich, Khazan: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed. (Curse of Strahd)
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Lottie: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. (Dungeon Master's Guide)
Lich-Priest Gath: ?
Lich-Queen: See Lich Githyanki, Vlaakith, Lich-Queen
Lich Archlich, Acererak: ?
Lich Githyanki, Vlaakith, Lich-Queen: ?
Lich Goblin, Gnogrot Milkeye: ?
Lich Ravenfolk Sorcerer, Arkara Amasis: ?
Lightward, Gideon: See Undead Priest, Gideon Lightward.
Liquid Zombie: See Zombie Liquid Zombie.
Lord Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Lord Mayor Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Lord of the Rotted Tower: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Lord Soth: See Death Knight, Lord Soth.
Lorekeeper of Ossean: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Lottie: See Lich, Lottie.
Lottie's Palace Staff Skeleton: See Skeleton Lottie's Palace Staff Skeleton.
Lucan: See Vampire Warrior, King Lucan.
Lucian: See Vampire Spawn, Father Lucian.
Ludmilla Vilisevic: See Vampire Spawn, Ludmilla Vilisevic.
Maatkare Abastet: See Banshee, Maatkare Abastet.
Mad Dog: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Magic, Jeff: See Lich, Jeff Magic.
Maiden Snow: See Snow Maiden.
Malevanor, Hask: See Mummy, Abactor Hask Malevanor.
Marquering, Vilmos: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Master of the Black Hills: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Master of the Hunt: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Master of the Spider Throne: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
McRoyne, Patsy: See Ghost, Patsy McRoyne.
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place. (Midgard Worldbook for 5th Edition and Pathfinder)
Meskhenit: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Metus: See Vampire, Baron Metus.
Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Milkeye, Gnogrot: See Lich Goblin, Gnogrot Milkeye.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. (Volo's Guide to Monsters)
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. (Volo's Guide to Monsters)
Minotaur Skeleton: See Skeleton Minotaur Skeleton.
Miraal: See Banshee, Miraal.
Mist Apparition: ?
Mother of Destiny: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Mummified: See Mummy Mummified.
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (D&D Basic Rules Version 1.0)
Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. (Monster Manual)
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. (Monster Manual)
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. (Monster Manual)
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. (Monster Manual)
The mummies are the undead remains of yuan-ti malisons or purebloods. (Volo's Guide to Monsters)
Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity. (Baldur's Gate Descent Into Avernus)
Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (DM Basic Rules V0.5)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Create Undead spell, 9th level spell slot. (5e SRD v 5.1)
Mummy, Abactor Hask Malevanor: ?
Mummy Catfolk Mummy: ?
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. (Monster Manual)
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells. (Monster Manual)
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. (Monster Manual)
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Mummy Mummified Goblin King Dizzerax: ?
Mummy Mummified Sphinx: ?
Naga Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. (Monster Manual)
Necrophage: See Ghoul Darakhul Necrophage.
Nezzelech, Pfinston: See Ghost, Pfinston Nezzelech.
Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. (Mordenkainen's Tome of Foes)
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. (Mordenkainen's Tome of Foes)
Ogre Zombie: See Zombie Ogre Zombie.
Olanthius: See Death Knight, Olanthius.
Old Dalaen: See Ghost, Old Dalaen.
Orgupash: See Lich, Archlich Orgupash.
Osvaud the Off-White: See Lich, Osvaud the Off-White.
Otmar the Sallow: See Vampire, Otmar the Sallow.
Pale Lady of Fandorin: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Patrina Velikovna: See Banshee, Patrina Velikovna.
Patsy McRoyne: See Ghost, Patsy McRoyne.
Pfinston Nezzelech: See Ghost, Pfinston Nezzelech.
Phantom: ?
Phantom: See Spirit, Phantom, Ghostly Adventurer.
Phantom Warrior: A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. (Curse of Strahd)
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours. (Curse of Strahd)
Phantom Warrior, Sir Klutz Tripalotsky: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia. (Curse of Strahd)
Pidlwick: See Ghost, Pidlwick.
Pixelated Skeleton: See Skeleton Pixelated Skeleton.
Pixelated Zombie: See Zombie Pixelated Zombie.
Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Poltergeist: See Specter Poltergeist.
Popofsky, Valenta: See Vampire Spawn, Valenta Popofsky.
Priest Undead: See Undead Priest.
Prince Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Protector of the Fane of Blood: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Purple Worm Undead: See Undead Purple Worm.
Queen of Death: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Ravenfolk Sorcerer Lich: See Lich Ravenfolk Sorcerer.
Reborn Queen-Goddess: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Regent of Evernight: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. (Monster Manual)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command. (Curse of Strahd)
Murdered by House Cannith assassins after she learned too much about the house's secret research. (Eberron: Rising from the Last War)
Revenant, Sir Godfrey Gwilym: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
Revenant, Vladimir Horngaard: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order. (Curse of Strahd)
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end. (Curse of Strahd)
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. (Curse of Strahd)
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.” (Curse of Strahd)
Richten, Erasmus: See Vampire, Erasmus Van Richten.
Riding Horse Undead: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Rosavalda Durst: See Ghost, Rosavalda Durst, Rose.
Rose: See Ghost, Rosavalda Durst, Rose.
Ruvak, Helga: See Vampire Spawn, Helga Ruvak.
Saint Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Sasha Ivliskova: See Vampire Spawn, Sasha Ivliskova.
Sated Fang: See Ghoul Darakhul Monk, Sated Fang.
Shade Hungry: See Hungry Shade.
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new
shadow rises from the corpse 1d4 hours later. (5e SRD v 5.1)
As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume. (Monster Manual)
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (Monster Manual)
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows. (Acquisitions Incorporated)
Undead Pit. (Baldur's Gate Descent Into Avernus)
They are the remnants of dark souls that perished here long ago. (Curse of Strahd)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Silas Folly: See Ghoul Darakhul, Silas Folly.
Sir Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Sir Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Skeletal Alchemist: See Skeleton Skeletal Alchemist.
Skeletal Arms: Orcus lair action. (Mordenkainen's Tome of Foes)
Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Skeletal Juggernaut: See Skeleton Skeletal Juggernaut.
Skeletal Pony Slinger: See Skeleton Skeletal Pony Slinger.
Skeletal Rider: See Skeleton, Skeletal Rider.
Skeletal Rider: See Skeleton Warhorse Skeleton, Skeletal Rider.
Skeletal Swarm: See Skeleton Skeletal Swarm.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. (Monster Manual)
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. (Monster Manual)
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. (Monster Manual)
Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils. (Monsters & Creatures: A Young Adventurer's Guide)
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms! (Monsters & Creatures: A Young Adventurer's Guide)
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones! (Monsters & Creatures: A Young Adventurer's Guide)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed. (Baldur's Gate Descent Into Avernus)
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area. (Baldur's Gate Descent Into Avernus)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons. (Curse of Strahd)
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor. (Curse of Strahd)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. (Dungeons & Dragons Starter Set Stranger Things)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them. (Dungeons & Dragons vs Rick and Morty)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Animate Dead spell. (5e SRD v 5.1)
Skeleton Burning Skeleton: ?
Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse: ?
Skeleton Lottie's Palace Staff Skeleton: ?
Skeleton Minotaur Skeleton: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion. (Baldur's Gate Descent Into Avernus)
Skeleton Pixelated Skeleton: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Skeleton Skeletal Alchemist: ?
Skeleton Skeletal Juggernaut: ?
Skeleton Skeletal Pony Slinger: ?
Skeleton, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skeleton Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. (Ghosts of Saltmarsh)
Skeleton Unusual Skeleton, Jelayne: Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton. (Acquisitions Incorporated)
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak. (Acquisitions Incorporated)
Skeleton Warhorse Skeleton: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them. (Acquisitions Incorporated)
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies. (Acquisitions Incorporated)
Skeleton Warhorse Skeleton, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skull Lord: A combined being born from three hateful individuals. (Mordenkainen's Tome of Foes)
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters. (Mordenkainen's Tome of Foes)
Skull Lord, Vargo: Created from the bodies of three evil adventurers, the skull lord Vargo has spent hundreds of years in Acheron. (Dragon+: Six Faces of Death (5e))
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being. (Dragon+: Six Faces of Death (5e))
Slave Mistress of Chaingard: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Snow Maiden: ?
Soth: See Death Knight, Lord Soth.
Soulreaper, Mikalea: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. (Volo's Guide to Monsters)
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane. (Volo's Guide to Monsters)
Spawn of Kyuss Burrowing Worm power. (Volo's Guide to Monsters)
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body. (Monster Manual)
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. (Monster Manual)
Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. (Mordenkainen's Tome of Foes)
Summon Specters power. (Mordenkainen's Tome of Foes)
As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter. (Curse of Strahd)
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds. (Curse of Strahd)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead. (Ghosts of Saltmarsh)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters. (Midgard Worldbook for 5th Edition and Pathfinder)
Wraith's create specter ability. (5e SRD v 5.1)
Wraith's Create Specter power. (Monster Manual)
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died. (Monster Manual)
An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs. (Curse of Strahd)
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists. (Curse of Strahd)
Sphinx Mummified: See Mummy Mummified Sphinx.
Spirit: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him. (Curse of Strahd)
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft. (Curse of Strahd)
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail. (Curse of Strahd)
Spirit Elf: See Elf Spirit.
Spirit Tormented: See Tormented Spirit, Varushka.
Ssetha, Angvyr: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Starfish Zombified: See Zombie Zombified Starfish.
Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Strahd Zombie: See Zombie Strahd Zombie.
Strigoi: ?
Stross, Leander: See Ghoul Darakhul, Duke Leander Stross.
Sufocan, Ineca: See Vampire Elf, Captain Ineca Sufocan.
b]Sunstar, Jander:[/b] See Vampire, Jander Sunstar.
Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
Swarm of Skeletal Rats: ?
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith. (Mordenkainen's Tome of Foes)
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Syrgaul Tammeraut: See Drowned One Drowned Master, Syrgaul Tammeraut.
Szarr: See Ghost, Szarr.
Talanatha: See Vampire Spawn, Talanatha.
Tammeraut, Syrgaul: See Drowned One Drowned Master, Syrgaul Tammeraut.
The Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
The Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
The Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
The Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
The Lord of the Rotted Tower: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
The Master of the Spider Throne: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
The Undying King: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
The Whispered One: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Thorn: See Ghost, Thornboldt Durst, Thorn.
Thornboldt Durst: See Ghost, Thornboldt Durst, Thorn.
Thurso Dragonson: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Tonderil the Bonebreaker: See Ghoul Darakhul, Tonderil the Bonebreaker.
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn. (Curse of Strahd)
Tree Undead: See Undead Tree.
Tripalotsky, Klutz: See Phantom Warrior, Sir Klutz Tripalotsky.
Ulrich, Lazlo: See Ghost, Lazlo Ulrich.
Undead Centaur Ghost: See Ghost Undead Centaur Ghost.
Undead Cocatrice: ?
Undead Dragon Black Wyrmling: ?
Undead Dragon Gold Ancient, Ibbalan the Illustrious: ?
Undead Giant: See Haunting Ancestor, Undead Giant.
Undead Gnoll: ?
Undead Mount, Draugir: ?
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. (Baldur's Gate Descent Into Avernus)
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. (Baldur's Gate Descent Into Avernus)
Undead Purple Worm: ?
Undead Riding Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Undead Tree: ?
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. (Eberron: Rising from the Last War)
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. (Eberron: Rising from the Last War)
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants. (Eberron: Rising from the Last War)
Undying Councilor: ?
Undying King: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Undying Soldier: ?
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance. (Ponyfinder Campaign Setting)
Unusual Skeleton: See Skeleton Unusual Skeleton.
Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Urzana Dolingen: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Vaettir: ?
Valengurd the Confessor: See Ghoul Darakhul Necrophage, Valengurd the Confessor.
Valenta Popofsky: See Vampire Spawn, Valenta Popofsky.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. (Monster Manual)
West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift. (Curse of Strahd)
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it. (Curse of Strahd)
The beneficiary dies a violent death at the hands of one or more creatures that hate it. (Curse of Strahd)
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual). (Curse of Strahd)
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone." (Curse of Strahd)
Vampire, Baron Metus: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. (Monster Manual)
Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality. (Curse of Strahd)
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. (Curse of Strahd)
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire. (Curse of Strahd)
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison. (Curse of Strahd)
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.” (Curse of Strahd)
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. (Curse of Strahd)
Vampire, Count Warrin: ?
Vampire, Ctenmiir: ?
Vampire, Erasmus Van Richten: ?
Vampire, Jander Sunstar: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind. (Baldur's Gate Descent Into Avernus)
Vampire, Kas the Bloody Handed: ?
Vampire, King Kaius ir'Wynarn III, Kaius I: ?
Vampire, Lord Ruthven: ?
Vampire, Otmar the Sallow: ?
Vampire, Xolec: ?
Vampire Elf, Captain Ineca Sufocan: ?
Vampire Lord: ?
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. (Monster Manual)
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control. (Monster Manual)
Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return. (Monsters & Creatures: A Young Adventurer's Guide)
Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn. (Curse of Strahd)
Vampire Spawn, Anastrasya Karelova: ?
Vampire Spawn, Doru: ?
Vampire Spawn, Escher: ?
Vampire Spawn, Father Lucian: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft. (Curse of Strahd)
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control. (Curse of Strahd)
Vampire Spawn, Helga Ruvak: ?
Vampire Spawn, Ludmilla Vilisevic: ?
Vampire Spawn, Sasha Ivliskova: ?
Vampire Spawn, Talanatha: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately. (Acquisitions Incorporated)
Vampire Spawn, Valenta Popofsky: ?
Vampire Spellcaster: Some vampires are practitioners of the arcane arts. (Monster Manual)
Vampire Spellcaster, Countess Urzana Dolingen of Morgau: ?
Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Vampire Warrior: Some vampires have martial training and battlefield experience. (Monster Manual)
Vampire Warrior, Commander Balenus of the Ghost Knights: ?
Vampire Warrior, King Lucan: ?
Vampire Warrior, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Vampire Warrior, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. (Mordenkainen's Tome of Foes)
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains. (Mordenkainen's Tome of Foes)
Van Richten, Erasmus: See Vampire, Erasmus Van Richten.
Vargo: See Skull Lord, Vargo.
Varushka: See Tormented Spirit, Varushka.
Vecna: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Velikovna, Patrina: See Banshee, Patrina Velikovna.
Vermesail the Gravedancer: See Ghoul Darakhul, Vermesail the Gravedancer.
Vilisevic, Ludmilla: See Vampire Spawn, Ludmilla Vilisevic.
Vizorakh the Ravenous: See Dracolich Cave Dragon, Vizorakh the Ravenous.
Vlaakith: See Lich Githyanki, Vlaakith, Lich-Queen
Vladimir Horngaard: See Revenant, Vladimir Horngaard.
Voivodina of the Verdant Tower: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Von Zarovich, Strahd: See Vampire, Count Strahd Von Zarovich
Vorghesht, Eloghar: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Vyldara: See Banshee, Vyldara.
Walker: See Drowned One, Walker.
Warden of the Red Portal: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Warhorse Skeleton: See Skeleton Warhorse Skeleton.
Warlord of Gallwheor: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Warrin: See Vampire, Count Warrin.
Whispered One: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Undead Pit. (Baldur's Gate Descent Into Avernus)
These undead soldiers once served as guard captains in Castle Ravenloft. (Curse of Strahd)
Artifact Major Detrimental Property 81-85. (Dungeon Master's Guide)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. (Monster Manual)
Winterblood, Haresha: See Ghoul Darakhul, Haresha Winterblood.
Witherling: See Gnoll Witherling.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. (Monster Manual)
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. (Monster Manual)
Being entombed in Avernus has corrupted the spirits of these knights. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt: ?
Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Xolec: See Vampire, Xolec.
Yael: See Ghost, General Yael.
Zariel's Knight: See Ghost, Zariel's Knight.
Zarovich, Strahd Von: See Vampire, Count Strahd Von Zarovich
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (5e SRD v 5.1)
A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (D&D Basic Rules Version 1.0)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (D&D Basic Rules Version 1.0)
Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. (Monster Manual)
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. (Monster Manual)
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. (Monster Manual)
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants. (Monster Manual)
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. (Monster Manual)
Humanoids slain by a wight can rise as zombies under its control. (Monster Manual)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Monster Manual)
The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.(Mordenkainen's Tome of Foes)
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control. (Volo's Guide to Monsters)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first. (Baldur's Gate Descent Into Avernus)
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob. (Curse of Strahd)
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days. (Curse of Strahd)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (DM Basic Rules V0.5)
Zombies are corpses imbued with a semblance of life. (Dungeons & Dragons Starter Set Stranger Things)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons Starter Set Stranger Things)
Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. (Dungeon Master's Guide)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons vs Rick and Morty)
You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies. (Eberron: Rising from the Last War)
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie. (Eberron: Rising from the Last War)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
Mabaran Resonator eldritch machine. (Eberron: Rising from the Last War)
Mournland Environmental Effect. (Eberron: Rising from the Last War)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. (Midgard Worldbook for 5th Edition and Pathfinder)
Animate Dead spell. (5e SRD v 5.1)
Finger of Death spell. (5e SRD v 5.1)
Finger of Death spell. (D&D Basic Rules Version 1.0)
Zombie Fog supernatural storm. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Beholder Zombie: ?
Zombie Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.” (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Liquid Zombie: ?
Zombie Ogre Zombie: ?
Zombie Pixelated Zombie: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Zombie Pony, Zombie: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear. (Ponyfinder Everglow Bestiary)
Zombie Strahd Zombie: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself. (Curse of Strahd)
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath. (Curse of Strahd)
Zombie Strahd Zombie Crawling: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain. (Curse of Strahd)
Zombie Zombified Anemone: ?
Zombie Zombified Harmless Aquatic Beast: ?
Zombie Zombified Starfish: ?
Zombified: See Zombie Zombified.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (5e SRD v 5.1)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (5e SRD v 5.1)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (D&D Basic Rules Version 1.0)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
The dead do not always rest peacefully. (Monsters & Creatures: A Young Adventurer's Guide)
Dybbuk's Possess Corpse power. (Mordenkainen's Tome of Foes)
As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead. (Acquisitions Incorporated)
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead. (Acquisitions Incorporated)
Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics. (Baldur's Gate Descent Into Avernus)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (DM Basic Rules V0.5)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons Starter Set Stranger Things)
Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. (Dungeon Master's Guide)
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. (Dungeon Master's Guide)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons vs Rick and Morty)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine. (Eberron: Rising from the Last War)
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark. (Eberron: Rising from the Last War)
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead. (Eberron: Rising from the Last War)
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath. (Eberron: Rising from the Last War)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Essentials Kit)
The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life. (Ghosts of Saltmarsh)
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. (Midgard Worldbook for 5th Edition and Pathfinder)
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. (Midgard Worldbook for 5th Edition and Pathfinder)
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. (Midgard Worldbook for 5th Edition and Pathfinder)
Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. (Ponyfinder Campaign Setting)
Vampiric Sorcerous Origin Ruler of the Night power. (Ponyfinder Campaign Setting)
Abactor Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Abastet, Maatkare: See Banshee, Maatkare Abastet.
Acererak: See Demilich, Acererak.
Acererak: See Lich Archlich, Acererak.
Adult Blue Dracolich: See Dracolich Adult Blue.
Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Alina: See Ghost, Alina.
Allip: When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony. (Mordenkainen's Tome of Foes)
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips. (Mordenkainen's Tome of Foes)
Alhoon: See Mind Flayer Alhoon.
Amasis, Arkara: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Anastrasya Karelova: See Vampire Spawn, Anastrasya Karelova.
Ancient Gold Undead Dragon: See Undead Dragon Gold Ancient.
Anemone Zombified: See Zombie Zombified Anemone
Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Aquatic Beast Harmless Zombified: See Zombie Zombified Harmless Aquatic Beast.
Archlich: See Lich Archlich.
Archlich Orgupash: See Lich, Archlich Orgupash.
Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Ariel the Heavy: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Arkara Amasis: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. (Eberron: Rising from the Last War)
Assassin's Ghost: See Ghost Assassin's Ghost.
Avatar of Death: ?
Axeholm's Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Balenus: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf. (D&D Basic Rules Version 1.0)
This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. (Monster Manual)
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. (Monster Manual)
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. (Monster Manual)
The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death. (Monsters & Creatures: A Young Adventurer's Guide)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
The woeful banshee is a spiteful creature formed from the spirit of a female elf. (DM Basic Rules V0.5)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
A banshee is the hateful spirit of a once-beautiful female elf. (Essentials Kit)
Banshee, Maatkare Abastet: ?
Banshee, Miraal: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy. (Essentials Kit)
Banshee, Patrina Velikovna: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here. (Curse of Strahd)
Banshee, Vyldara: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed. (Essentials Kit)
Barnabas: See Flameskull, Barnabas.
Baron Metus: See Vampire, Baron Metus.
Baron of Doresh: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Baron Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Baroness of Doresh: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Beggar Ghoul: See Ghoul Beggar Ghoul.
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. (Monster Manual)
When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant. (Volo's Guide to Monsters)
Beholder Zombie: See Zombie Beholder Zombie.
Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Blackfly, Drago: See Ghoul Darakhul, Duke Drago Blackfly.
Blood Zombie: See Zombie Blood Zombie.
Bodak: A bodak is the undead remains of someone who revered Orcus. (Volo's Guide to Monsters)
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. (Volo's Guide to Monsters)
These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead. exist only to spread further suffering and death. (Ghosts of Saltmarsh)
Bodak, Hierophants of Annihilation: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. (Volo's Guide to Monsters)
Bone Naga: See Naga Bone Naga.
Bonehand, Wierdunn: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead. (Mordenkainen's Tome of Foes)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires. (Mordenkainen's Tome of Foes)
Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Burning Skeleton: See Skeleton Burning Skeleton.
Calimara: See Ghost, Calimara.
Captain Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
Catfolk Mummy: See Mummy Catfolk Mummy.
Cave Dragon Dracolich: See Dracolich Cave Dragon.
Centaur Ghost: See Ghost Undead Centaur Ghost.
Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Commander Balenus of the Ghost Knights: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Count Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Count Warrin: See Vampire, Count Warrin.
Countess Urzana Dolingen of Morgau: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. (Monster Manual)
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails. (Monster Manual)
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. (Monster Manual)
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed. (Monster Manual)
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. (Monster Manual) Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw. (Monster Manual)
Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Crawling Strahd Zombie: See Zombie Strahd Zombie Crawling.
Crimson Mist: See Vampiric Mist, Crimson Mist.
Ctenmiir: See Vampire, Ctenmiir.
d'Vol, Erandis: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Dalaen, Old: See Ghost, Old Dalaen.
Darakhul: See Ghoul Darakhul.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. (Monster Manual)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Antipaladin Oath of the Giving Grave Undying Sentinel power. (Midgard Worldbook for 5th Edition and Pathfinder)
Death Knight, Lord Soth: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight. (Monster Manual)
Death Knight, Olanthius: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze. (Baldur's Gate Descent Into Avernus)
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty. (Baldur's Gate Descent Into Avernus)
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore. (Baldur's Gate Descent Into Avernus)
Death Tyrant: See Beholder Death Tyrant.
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. (Mordenkainen's Tome of Foes)
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron. (Mordenkainen's Tome of Foes)
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers. (Mordenkainen's Tome of Foes)
Deathwisp: ?
Defender of the Realm: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. (Monster Manual)
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich. (Monster Manual)
Demilich, Acererak: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Demilich Acererak Disciple: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. (Monster Manual)
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. (Volo's Guide to Monsters)
Derro Ghoulish: See Ghoul Ghoulish Derro.
Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Dolingen, Urzana: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Doresain: See Ghoul, Doresain.
Doru: See Vampire Spawn, Doru.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. (Monster Manual)
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones. (Monster Manual)
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form. (Monster Manual)
Dracolich Adult Blue: ?
Dracolich Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind. (Midgard Worldbook for 5th Edition and Pathfinder)
Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Dragon Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Dragon Ancient Gold Undead: See Undead Dragon Gold Ancient.
Dragonson, Thurso: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Draugir: See Undead Mount, Draugir.
Drowned Ascetic: See Drowned One Drowned Ascetic.
Drowned Assassin: See Drowned One Drowned Assassin.
Drowned Blade: See Drowned One Drowned Blade.
Drowned Master: See Drowned One Drowned Master.
Drowned One Drowned Ascetic: ?
Drowned One Drowned Assassin: ?
Drowned One Drowned Blade: ?
Drowned One Drowned Master: ?
Drowned One Drowned Master, Syrgaul Tammeraut: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Drowned One, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones. (Ghosts of Saltmarsh)
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones. (Ghosts of Saltmarsh)
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees. (Baldur's Gate Descent Into Avernus)
du Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Duchess Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Duchess Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Duke Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Duke Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Duke Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Duke Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Duke of Morgau: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Duke Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Durst, Rosavalda: See Ghost, Rosavalda Durst, Rose.
Durst, Thornboldt: See Ghost, Thornboldt Durst, Thorn.
Dust Goblin Ghost: See Ghost Dust Goblin Ghost.
Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. (Mordenkainen's Tome of Foes)
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. (Mordenkainen's Tome of Foes)
Elf Spirit: ?
Elfshadow: ?
Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Elven Wizard Ghost: See Ghost Elven Wizard Ghost.
Emperor Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Emperor Vilmos Marquering: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Erasmus Van Richten: See Vampire, Erasmus Van Richten.
Erandis d'Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Erandis Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Escher: See Vampire Spawn, Escher.
Exethanter: See Lich, Exethanter.
Eye of Anu-Akma: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Father Lucian: See Vampire Spawn, Father Lucian.
Fey Lord of the Grisal Marches: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Monster Manual)
After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command. (Curse of Strahd)
Flameskulls-constructs made from the remains of dead wizards-guard the temple. (Curse of Strahd)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons Starter Set Stranger Things)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons vs Rick and Morty)
Flameskull, Barnabas: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull. (Baldur's Gate Descent Into Avernus)
Folly, Silas: See Ghoul Darakhul, Silas Folly.
Gath: See Lich-Priest Gath.
General Yael: See Ghost, General Yael.
Ghast: See Ghoul Ghast.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (D&D Basic Rules Version 1.0)
A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life. (Monster Manual)
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. (Monster Manual)
This particular ghost is all that remains of a person drained of life by Strahd. (Curse of Strahd)
A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (DM Basic Rules V0.5)
The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest. (Dungeon Master's Guide)
As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. (Eberron: Rising from the Last War)
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains. (Eberron: Rising from the Last War)
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns. (Eberron: Rising from the Last War)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city. (Eberron: Rising from the Last War)
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell. (Eberron: Rising from the Last War)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Ghosts might linger in a manifest zone associated with Dolurrh. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane. (Midgard Worldbook for 5th Edition and Pathfinder)
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghost, Alina: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, Calimara: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, General Yael: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword. (Baldur's Gate Descent Into Avernus)
Ghost, Lazlo Ulrich: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina. (Curse of Strahd)
Ghost, Old Dalaen: ?
Ghost, Patsy McRoyne: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it. (Acquisitions Incorporated)
Ghost, Pfinston Nezzelech: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark. (Eberron: Rising from the Last War)
Ghost, Pidlwick: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Ghost, Prince Ariel du Plumette, Ariel the Heavy: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death. (Curse of Strahd)
Ghost, Rosavalda Durst, Rose: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. (Baldur's Gate Descent Into Avernus)
Ghost, Thornboldt Durst, Thorn: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service. (Baldur's Gate Descent Into Avernus)
Ghost Assassin's Ghost: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi. (Curse of Strahd)
Ghost Dust Goblin Ghost, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: ?
Ghost Elven Wizard Ghost: ?
Ghost Ghostly Drake: ?
Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Ghost Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghostly Adventurer: See Spirit, Phantom, Ghostly Adventurer.
Ghostly Drake: See Ghost Ghostly Drake.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
Maurezhi Bite attack.(Mordenkainen's Tome of Foes)
Nabassu Stoul Stealing Gaze attack.(Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint. (Acquisitions Incorporated)
These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin. (Essentials Kit)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Create Undead spell. (5e SRD v 5.1)
Animate Ghoul spell. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul, Axeholm's Dwarf Castellan: ?
Ghoul, Doresain: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Ghoul, Ghul King: ?
Ghoul Beggar Ghoul: ?
Ghoul Darakhul: ?
Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Ghoul Darakhul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Ghoul Darakhul, Duke Drago Blackfly: ?
Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Ghoul Darakhul, Duke Leander Stross: ?
Ghoul Darakhul, Duke Wierdunn Bonehand: ?
Ghoul Darakhul, Emperor Nicoforus The Pale: ?
Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang: ?
Ghoul Darakhul, Haresha Winterblood: ?
Ghoul Darakhul, Saint Whiteskull of Brastilor: ?
Ghoul Darakhul, Silas Folly: ?
Ghoul Darakhul, Tonderil the Bonebreaker: ?
Ghoul Darakhul, Vermesail the Gravedancer: ?
Ghoul Darakhul Monk, Sated Fang: ?
Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Ghoul Darakhul Necrophage, Valengurd the Confessor: ?
Ghoul Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. (Monster Manual)
Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell. (Acquisitions Incorporated)
Undead Pit. (Baldur's Gate Descent Into Avernus)
This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death. (Ghosts of Saltmarsh)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Animate Ghoul spell, 4th level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul Ghoulish Derro: ?
Ghoul Imperial Ghoul: ?
Ghoul Iron Ghoul: ?
Ghoul Large Ghoul: Animate Ghoul spell, 3rd level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoulish Derro: See Ghoul Ghoulish Derro.
Ghul King: See Ghoul, Ghul King.
Giant Undead: See Haunting Ancestor, Undead Giant.
Gideon Lightward: See Undead Priest, Gideon Lightward.
Githyanki Lich: See Lich Githyanki.
Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Gnogrot Milkeye: See Lich Goblin, Gnogrot Milkeye.
Gnoll Undead: See Undead Gnoll.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling. (Volo's Guide to Monsters)
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings. (Volo's Guide to Monsters)
Goblin Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Goblin King Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Goblin Lich: See Lich Goblin.
God-King Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
God-King Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
God-Wizard Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Gold Ancient Dragon Undead: See Undead Dragon Gold Ancient.
Gray Thirster, Grey Thirster: ?
Grey Thirster: See Gray Thirster, Grey Thirster.
Gwilym, Godfrey: See Revenant, Sir Godfrey Gwilym.
Haresha Winterblood: See Ghoul Darakhul, Haresha Winterblood.
Harmless Aquatic Beast Zombified: See Zombie Zombified Harmless Aquatic Beast.
Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Haunting Ancestor, Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst. (Midgard Worldbook for 5th Edition and Pathfinder)
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants. (Midgard Worldbook for 5th Edition and Pathfinder)
Heir to the Twin Thrones: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Helga Ruvak: See Vampire Spawn, Helga Ruvak.
Hierophants of Annihilation: See Bodak, Hierophants of Annihilation.
High Priest of Vardesain: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Horngaard, Vladimir: See Revenant, Vladimir Horngaard.
Horror: See Zombie Ghost Head Goblin Horror.
Horse Skeletal: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them. (Midgard Worldbook for 5th Edition and Pathfinder)
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades. (Midgard Worldbook for 5th Edition and Pathfinder)
Ibbalan the Illustrious: See Undead Dragon Gold Ancient, Ibbalan the Illustrious.
Illithilich: See Mind Flayer Lich, Illithilich.
Illmarrow, Lady: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Imperial Ghoul: See Ghoul Imperial Ghoul.
Incorporeal Undead: Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
ir'Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Iron Ghoul: See Ghoul Iron Ghoul.
Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Ivliskova, Sasha: See Vampire Spawn, Sasha Ivliskova.
Jander Sunstar: See Vampire, Jander Sunstar.
Jeff Magic: See Lich, Jeff Magic.
Jelayne: See Skeleton Unusual Skeleton, Jelayne.
Kaius I: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: See Ghost Dust Goblin Ghost, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin.
Karelova, Anastasya: See Vampire Spawn, Anastrasya Karelova.
Karrnathi Undead Soldier: Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living. (Eberron: Rising from the Last War)
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers. (Eberron: Rising from the Last War)
Kas the Bloody Handed: See Vampire, Kas the Bloody Handed.
Keeper of the Red Sisters: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Khamet, Irsu Thanetsi: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Khazan: See Lich, Khazan.
King Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
King Lucan: See Vampire Warrior, King Lucan.
Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Kroval: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Lady Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Lady Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Lady Illmarrow: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Lady Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Large Ghoul: See Ghoul Large Ghoul.
Lazlo Ulrich: See Ghost, Lazlo Ulrich.
Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. (Monster Manual)
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. (Monster Manual)
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. (Monster Manual)
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. (Monster Manual)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. (Mordenkainen's Tome of Foes)
The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks: (Curse of Strahd)
Craft a phylactery and imbue it with the power to contain the beneficiary's soul. (Curse of Strahd)
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired). (Curse of Strahd)
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge." (Curse of Strahd)
A wizard might steal the items needed to create a phylactery and become a lich. (Dungeon Master's Guide)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Lich, Archlich Orgupash: ?
Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. (Eberron: Rising from the Last War)
Lich, Exethanter: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich. (Curse of Strahd)
Lich, God-Wizard Kuluma-Siris: ?
Lich, Jeff Magic: ?
Lich, Khazan: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed. (Curse of Strahd)
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Lottie: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. (Dungeon Master's Guide)
Lich-Priest Gath: ?
Lich-Queen: See Lich Githyanki, Vlaakith, Lich-Queen
Lich Archlich, Acererak: ?
Lich Githyanki, Vlaakith, Lich-Queen: ?
Lich Goblin, Gnogrot Milkeye: ?
Lich Ravenfolk Sorcerer, Arkara Amasis: ?
Lightward, Gideon: See Undead Priest, Gideon Lightward.
Liquid Zombie: See Zombie Liquid Zombie.
Lord Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Lord Mayor Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Lord of the Rotted Tower: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Lord Soth: See Death Knight, Lord Soth.
Lorekeeper of Ossean: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Lottie: See Lich, Lottie.
Lottie's Palace Staff Skeleton: See Skeleton Lottie's Palace Staff Skeleton.
Lucan: See Vampire Warrior, King Lucan.
Lucian: See Vampire Spawn, Father Lucian.
Ludmilla Vilisevic: See Vampire Spawn, Ludmilla Vilisevic.
Maatkare Abastet: See Banshee, Maatkare Abastet.
Mad Dog: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Magic, Jeff: See Lich, Jeff Magic.
Maiden Snow: See Snow Maiden.
Malevanor, Hask: See Mummy, Abactor Hask Malevanor.
Marquering, Vilmos: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Master of the Black Hills: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Master of the Hunt: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Master of the Spider Throne: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
McRoyne, Patsy: See Ghost, Patsy McRoyne.
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place. (Midgard Worldbook for 5th Edition and Pathfinder)
Meskhenit: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Metus: See Vampire, Baron Metus.
Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Milkeye, Gnogrot: See Lich Goblin, Gnogrot Milkeye.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. (Volo's Guide to Monsters)
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. (Volo's Guide to Monsters)
Minotaur Skeleton: See Skeleton Minotaur Skeleton.
Miraal: See Banshee, Miraal.
Mist Apparition: ?
Mother of Destiny: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Mummified: See Mummy Mummified.
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (D&D Basic Rules Version 1.0)
Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. (Monster Manual)
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. (Monster Manual)
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. (Monster Manual)
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. (Monster Manual)
The mummies are the undead remains of yuan-ti malisons or purebloods. (Volo's Guide to Monsters)
Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity. (Baldur's Gate Descent Into Avernus)
Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (DM Basic Rules V0.5)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Create Undead spell, 9th level spell slot. (5e SRD v 5.1)
Mummy, Abactor Hask Malevanor: ?
Mummy Catfolk Mummy: ?
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. (Monster Manual)
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells. (Monster Manual)
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. (Monster Manual)
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Mummy Mummified Goblin King Dizzerax: ?
Mummy Mummified Sphinx: ?
Naga Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. (Monster Manual)
Necrophage: See Ghoul Darakhul Necrophage.
Nezzelech, Pfinston: See Ghost, Pfinston Nezzelech.
Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. (Mordenkainen's Tome of Foes)
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. (Mordenkainen's Tome of Foes)
Ogre Zombie: See Zombie Ogre Zombie.
Olanthius: See Death Knight, Olanthius.
Old Dalaen: See Ghost, Old Dalaen.
Orgupash: See Lich, Archlich Orgupash.
Osvaud the Off-White: See Lich, Osvaud the Off-White.
Otmar the Sallow: See Vampire, Otmar the Sallow.
Pale Lady of Fandorin: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Patrina Velikovna: See Banshee, Patrina Velikovna.
Patsy McRoyne: See Ghost, Patsy McRoyne.
Pfinston Nezzelech: See Ghost, Pfinston Nezzelech.
Phantom: ?
Phantom: See Spirit, Phantom, Ghostly Adventurer.
Phantom Warrior: A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. (Curse of Strahd)
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours. (Curse of Strahd)
Phantom Warrior, Sir Klutz Tripalotsky: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia. (Curse of Strahd)
Pidlwick: See Ghost, Pidlwick.
Pixelated Skeleton: See Skeleton Pixelated Skeleton.
Pixelated Zombie: See Zombie Pixelated Zombie.
Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Poltergeist: See Specter Poltergeist.
Popofsky, Valenta: See Vampire Spawn, Valenta Popofsky.
Priest Undead: See Undead Priest.
Prince Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Protector of the Fane of Blood: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Purple Worm Undead: See Undead Purple Worm.
Queen of Death: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death.
Ravenfolk Sorcerer Lich: See Lich Ravenfolk Sorcerer.
Reborn Queen-Goddess: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Regent of Evernight: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. (Monster Manual)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command. (Curse of Strahd)
Murdered by House Cannith assassins after she learned too much about the house's secret research. (Eberron: Rising from the Last War)
Revenant, Sir Godfrey Gwilym: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
Revenant, Vladimir Horngaard: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order. (Curse of Strahd)
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end. (Curse of Strahd)
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. (Curse of Strahd)
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.” (Curse of Strahd)
Richten, Erasmus: See Vampire, Erasmus Van Richten.
Riding Horse Undead: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Rosavalda Durst: See Ghost, Rosavalda Durst, Rose.
Rose: See Ghost, Rosavalda Durst, Rose.
Ruvak, Helga: See Vampire Spawn, Helga Ruvak.
Saint Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Sasha Ivliskova: See Vampire Spawn, Sasha Ivliskova.
Sated Fang: See Ghoul Darakhul Monk, Sated Fang.
Shade Hungry: See Hungry Shade.
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new
shadow rises from the corpse 1d4 hours later. (5e SRD v 5.1)
As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume. (Monster Manual)
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (Monster Manual)
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows. (Acquisitions Incorporated)
Undead Pit. (Baldur's Gate Descent Into Avernus)
They are the remnants of dark souls that perished here long ago. (Curse of Strahd)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Silas Folly: See Ghoul Darakhul, Silas Folly.
Sir Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Sir Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Skeletal Alchemist: See Skeleton Skeletal Alchemist.
Skeletal Arms: Orcus lair action. (Mordenkainen's Tome of Foes)
Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Skeletal Juggernaut: See Skeleton Skeletal Juggernaut.
Skeletal Pony Slinger: See Skeleton Skeletal Pony Slinger.
Skeletal Rider: See Skeleton, Skeletal Rider.
Skeletal Rider: See Skeleton Warhorse Skeleton, Skeletal Rider.
Skeletal Swarm: See Skeleton Skeletal Swarm.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. (Monster Manual)
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. (Monster Manual)
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. (Monster Manual)
Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils. (Monsters & Creatures: A Young Adventurer's Guide)
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms! (Monsters & Creatures: A Young Adventurer's Guide)
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones! (Monsters & Creatures: A Young Adventurer's Guide)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed. (Baldur's Gate Descent Into Avernus)
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area. (Baldur's Gate Descent Into Avernus)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons. (Curse of Strahd)
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor. (Curse of Strahd)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. (Dungeons & Dragons Starter Set Stranger Things)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them. (Dungeons & Dragons vs Rick and Morty)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Animate Dead spell. (5e SRD v 5.1)
Skeleton Burning Skeleton: ?
Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse: ?
Skeleton Lottie's Palace Staff Skeleton: ?
Skeleton Minotaur Skeleton: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion. (Baldur's Gate Descent Into Avernus)
Skeleton Pixelated Skeleton: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Skeleton Skeletal Alchemist: ?
Skeleton Skeletal Juggernaut: ?
Skeleton Skeletal Pony Slinger: ?
Skeleton, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skeleton Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. (Ghosts of Saltmarsh)
Skeleton Unusual Skeleton, Jelayne: Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton. (Acquisitions Incorporated)
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak. (Acquisitions Incorporated)
Skeleton Warhorse Skeleton: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them. (Acquisitions Incorporated)
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies. (Acquisitions Incorporated)
Skeleton Warhorse Skeleton, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skull Lord: A combined being born from three hateful individuals. (Mordenkainen's Tome of Foes)
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters. (Mordenkainen's Tome of Foes)
Skull Lord, Vargo: Created from the bodies of three evil adventurers, the skull lord Vargo has spent hundreds of years in Acheron. (Dragon+: Six Faces of Death (5e))
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being. (Dragon+: Six Faces of Death (5e))
Slave Mistress of Chaingard: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Snow Maiden: ?
Soth: See Death Knight, Lord Soth.
Soulreaper, Mikalea: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. (Volo's Guide to Monsters)
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane. (Volo's Guide to Monsters)
Spawn of Kyuss Burrowing Worm power. (Volo's Guide to Monsters)
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body. (Monster Manual)
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. (Monster Manual)
Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. (Mordenkainen's Tome of Foes)
Summon Specters power. (Mordenkainen's Tome of Foes)
As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter. (Curse of Strahd)
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds. (Curse of Strahd)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead. (Ghosts of Saltmarsh)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters. (Midgard Worldbook for 5th Edition and Pathfinder)
Wraith's create specter ability. (5e SRD v 5.1)
Wraith's Create Specter power. (Monster Manual)
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died. (Monster Manual)
An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs. (Curse of Strahd)
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists. (Curse of Strahd)
Sphinx Mummified: See Mummy Mummified Sphinx.
Spirit: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him. (Curse of Strahd)
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft. (Curse of Strahd)
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail. (Curse of Strahd)
Spirit Elf: See Elf Spirit.
Spirit Tormented: See Tormented Spirit, Varushka.
Ssetha, Angvyr: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Starfish Zombified: See Zombie Zombified Starfish.
Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Strahd Zombie: See Zombie Strahd Zombie.
Strigoi: ?
Stross, Leander: See Ghoul Darakhul, Duke Leander Stross.
Sufocan, Ineca: See Vampire Elf, Captain Ineca Sufocan.
b]Sunstar, Jander:[/b] See Vampire, Jander Sunstar.
Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
Swarm of Skeletal Rats: ?
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith. (Mordenkainen's Tome of Foes)
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Syrgaul Tammeraut: See Drowned One Drowned Master, Syrgaul Tammeraut.
Szarr: See Ghost, Szarr.
Talanatha: See Vampire Spawn, Talanatha.
Tammeraut, Syrgaul: See Drowned One Drowned Master, Syrgaul Tammeraut.
The Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
The Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
The Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
The Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
The Lord of the Rotted Tower: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
The Master of the Spider Throne: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
The Undying King: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
The Whispered One: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Thorn: See Ghost, Thornboldt Durst, Thorn.
Thornboldt Durst: See Ghost, Thornboldt Durst, Thorn.
Thurso Dragonson: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Tonderil the Bonebreaker: See Ghoul Darakhul, Tonderil the Bonebreaker.
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn. (Curse of Strahd)
Tree Undead: See Undead Tree.
Tripalotsky, Klutz: See Phantom Warrior, Sir Klutz Tripalotsky.
Ulrich, Lazlo: See Ghost, Lazlo Ulrich.
Undead Centaur Ghost: See Ghost Undead Centaur Ghost.
Undead Cocatrice: ?
Undead Dragon Black Wyrmling: ?
Undead Dragon Gold Ancient, Ibbalan the Illustrious: ?
Undead Giant: See Haunting Ancestor, Undead Giant.
Undead Gnoll: ?
Undead Mount, Draugir: ?
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. (Baldur's Gate Descent Into Avernus)
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. (Baldur's Gate Descent Into Avernus)
Undead Purple Worm: ?
Undead Riding Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Undead Tree: ?
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. (Eberron: Rising from the Last War)
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. (Eberron: Rising from the Last War)
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants. (Eberron: Rising from the Last War)
Undying Councilor: ?
Undying King: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Undying Soldier: ?
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance. (Ponyfinder Campaign Setting)
Unusual Skeleton: See Skeleton Unusual Skeleton.
Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Urzana Dolingen: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Vaettir: ?
Valengurd the Confessor: See Ghoul Darakhul Necrophage, Valengurd the Confessor.
Valenta Popofsky: See Vampire Spawn, Valenta Popofsky.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. (Monster Manual)
West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift. (Curse of Strahd)
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it. (Curse of Strahd)
The beneficiary dies a violent death at the hands of one or more creatures that hate it. (Curse of Strahd)
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual). (Curse of Strahd)
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone." (Curse of Strahd)
Vampire, Baron Metus: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. (Monster Manual)
Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality. (Curse of Strahd)
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. (Curse of Strahd)
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire. (Curse of Strahd)
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison. (Curse of Strahd)
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.” (Curse of Strahd)
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. (Curse of Strahd)
Vampire, Count Warrin: ?
Vampire, Ctenmiir: ?
Vampire, Erasmus Van Richten: ?
Vampire, Jander Sunstar: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind. (Baldur's Gate Descent Into Avernus)
Vampire, Kas the Bloody Handed: ?
Vampire, King Kaius ir'Wynarn III, Kaius I: ?
Vampire, Lord Ruthven: ?
Vampire, Otmar the Sallow: ?
Vampire, Xolec: ?
Vampire Elf, Captain Ineca Sufocan: ?
Vampire Lord: ?
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. (Monster Manual)
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control. (Monster Manual)
Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return. (Monsters & Creatures: A Young Adventurer's Guide)
Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn. (Curse of Strahd)
Vampire Spawn, Anastrasya Karelova: ?
Vampire Spawn, Doru: ?
Vampire Spawn, Escher: ?
Vampire Spawn, Father Lucian: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft. (Curse of Strahd)
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control. (Curse of Strahd)
Vampire Spawn, Helga Ruvak: ?
Vampire Spawn, Ludmilla Vilisevic: ?
Vampire Spawn, Sasha Ivliskova: ?
Vampire Spawn, Talanatha: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately. (Acquisitions Incorporated)
Vampire Spawn, Valenta Popofsky: ?
Vampire Spellcaster: Some vampires are practitioners of the arcane arts. (Monster Manual)
Vampire Spellcaster, Countess Urzana Dolingen of Morgau: ?
Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Vampire Warrior: Some vampires have martial training and battlefield experience. (Monster Manual)
Vampire Warrior, Commander Balenus of the Ghost Knights: ?
Vampire Warrior, King Lucan: ?
Vampire Warrior, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Vampire Warrior, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. (Mordenkainen's Tome of Foes)
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains. (Mordenkainen's Tome of Foes)
Van Richten, Erasmus: See Vampire, Erasmus Van Richten.
Vargo: See Skull Lord, Vargo.
Varushka: See Tormented Spirit, Varushka.
Vecna: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Velikovna, Patrina: See Banshee, Patrina Velikovna.
Vermesail the Gravedancer: See Ghoul Darakhul, Vermesail the Gravedancer.
Vilisevic, Ludmilla: See Vampire Spawn, Ludmilla Vilisevic.
Vizorakh the Ravenous: See Dracolich Cave Dragon, Vizorakh the Ravenous.
Vlaakith: See Lich Githyanki, Vlaakith, Lich-Queen
Vladimir Horngaard: See Revenant, Vladimir Horngaard.
Voivodina of the Verdant Tower: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Von Zarovich, Strahd: See Vampire, Count Strahd Von Zarovich
Vorghesht, Eloghar: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Vyldara: See Banshee, Vyldara.
Walker: See Drowned One, Walker.
Warden of the Red Portal: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Warhorse Skeleton: See Skeleton Warhorse Skeleton.
Warlord of Gallwheor: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Warrin: See Vampire, Count Warrin.
Whispered One: See Lich, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lich-God.
Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Undead Pit. (Baldur's Gate Descent Into Avernus)
These undead soldiers once served as guard captains in Castle Ravenloft. (Curse of Strahd)
Artifact Major Detrimental Property 81-85. (Dungeon Master's Guide)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. (Monster Manual)
Winterblood, Haresha: See Ghoul Darakhul, Haresha Winterblood.
Witherling: See Gnoll Witherling.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. (Monster Manual)
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. (Monster Manual)
Being entombed in Avernus has corrupted the spirits of these knights. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt: ?
Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Xolec: See Vampire, Xolec.
Yael: See Ghost, General Yael.
Zariel's Knight: See Ghost, Zariel's Knight.
Zarovich, Strahd Von: See Vampire, Count Strahd Von Zarovich
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (5e SRD v 5.1)
A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (D&D Basic Rules Version 1.0)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (D&D Basic Rules Version 1.0)
Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. (Monster Manual)
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. (Monster Manual)
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. (Monster Manual)
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants. (Monster Manual)
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. (Monster Manual)
Humanoids slain by a wight can rise as zombies under its control. (Monster Manual)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Monster Manual)
The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.(Mordenkainen's Tome of Foes)
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control. (Volo's Guide to Monsters)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first. (Baldur's Gate Descent Into Avernus)
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims. (Baldur's Gate Descent Into Avernus)
Undead Pit. (Baldur's Gate Descent Into Avernus)
These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob. (Curse of Strahd)
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days. (Curse of Strahd)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (DM Basic Rules V0.5)
Zombies are corpses imbued with a semblance of life. (Dungeons & Dragons Starter Set Stranger Things)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons Starter Set Stranger Things)
Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. (Dungeon Master's Guide)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons vs Rick and Morty)
You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies. (Eberron: Rising from the Last War)
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie. (Eberron: Rising from the Last War)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
Mabaran Resonator eldritch machine. (Eberron: Rising from the Last War)
Mournland Environmental Effect. (Eberron: Rising from the Last War)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. (Midgard Worldbook for 5th Edition and Pathfinder)
Animate Dead spell. (5e SRD v 5.1)
Finger of Death spell. (5e SRD v 5.1)
Finger of Death spell. (D&D Basic Rules Version 1.0)
Zombie Fog supernatural storm. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Beholder Zombie: ?
Zombie Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.” (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Liquid Zombie: ?
Zombie Ogre Zombie: ?
Zombie Pixelated Zombie: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Zombie Pony, Zombie: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear. (Ponyfinder Everglow Bestiary)
Zombie Strahd Zombie: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself. (Curse of Strahd)
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath. (Curse of Strahd)
Zombie Strahd Zombie Crawling: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain. (Curse of Strahd)
Zombie Zombified Anemone: ?
Zombie Zombified Harmless Aquatic Beast: ?
Zombie Zombified Starfish: ?
Zombified: See Zombie Zombified.
5e WotC
5e SRD v 5.1:
D&D Basic Rules Version 1.0:
Monster Manual:
Monsters & Creatures: A Young Adventurer's Guide
Mordenkainen's Tome of Foes
Volo's Guide to Monsters
Acquisitions Incorporated
Baldur's Gate Descent Into Avernus
Curse of Strahd
Deck of Many Things
DM Basic Rules V0.5
Dragon+: Six Faces of Death (5e)
Dungeons & Dragons Starter Set Stranger Things
Dungeon Master's Guide
Dungeons & Dragons vs Rick and Morty
Eberron: Rising from the Last War
Essentials Kit
Ghosts of Saltmarsh
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Ghost: ?
Ghast: Create Undead spell, 8th level or higher spell slot.
Ghoul: Create Undead spell.
Lich: ?
Mummy: ?
Create Undead spell, 9th level spell slot.
Mummy Lord: ?
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new
shadow rises from the corpse 1d4 hours later.
Skeleton: Animate Dead spell.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: Wraith's create specter ability.
Vampire: ?
Vampire Spawn: ?
Wight: Create Undead spell, 8th level or higher spell slot.
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Animate Dead spell.
Finger of Death spell.
Ogre Zombie: ?
Avatar of Death: ?
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Create Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Finger of Death
7th-level necromancy
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Create Specter.
The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Ghost: ?
Ghast: Create Undead spell, 8th level or higher spell slot.
Ghoul: Create Undead spell.
Lich: ?
Mummy: ?
Create Undead spell, 9th level spell slot.
Mummy Lord: ?
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new
shadow rises from the corpse 1d4 hours later.
Skeleton: Animate Dead spell.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: Wraith's create specter ability.
Vampire: ?
Vampire Spawn: ?
Wight: Create Undead spell, 8th level or higher spell slot.
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Animate Dead spell.
Finger of Death spell.
Ogre Zombie: ?
Avatar of Death: ?
Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Create Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Finger of Death
7th-level necromancy
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Create Specter.
The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.
D&D Basic Rules Version 1.0:
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Lich: ?
Vampire: ?
Specter: ?
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Lich: ?
Vampire: ?
Specter: ?
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Monster Manual:
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Banshee: This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing.
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers.
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature.
Lord Soth, Death Knight: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form.
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.
Acererak, Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Acererak Disciple Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones.
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form.
Adult Blue Dracolich: ?
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Doresain, Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves.
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.
Mummy: Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires.
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.
Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor.
Vecna, Lich: ?
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse.
Shadow: As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body.
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.
Wraith's Create Specter power.
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control.
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them.
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
Vampire Warrior: Some vampires have martial training and battlefield experience.
Vampire Spellcaster: Some vampires are practitioners of the arcane arts.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered.
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died.
Zombie: Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation.
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.
Humanoids slain by a wight can rise as zombies under its control.
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Ogre Zombie: ?
Beholder Zombie: ?
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Banshee: This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing.
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers.
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature.
Lord Soth, Death Knight: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form.
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.
Acererak, Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Acererak Disciple Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones.
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form.
Adult Blue Dracolich: ?
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Doresain, Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves.
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.
Mummy: Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires.
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.
Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor.
Vecna, Lich: ?
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse.
Shadow: As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body.
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.
Wraith's Create Specter power.
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control.
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them.
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
Vampire Warrior: Some vampires have martial training and battlefield experience.
Vampire Spellcaster: Some vampires are practitioners of the arcane arts.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered.
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died.
Zombie: Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation.
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.
Humanoids slain by a wight can rise as zombies under its control.
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Ogre Zombie: ?
Beholder Zombie: ?
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Monsters & Creatures: A Young Adventurer's Guide
Vampire Lord: ?
Undead: The dead do not always rest peacefully.
Banshee: The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death.
Skeleton: Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils.
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms!
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones!
Vampire: ?
Vampire Spawn: Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return.
Legendary Vampire, Count Strahd von Zarovich: ?
Ghost: ?
Ghoul: ?
Undead: The dead do not always rest peacefully.
Banshee: The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death.
Skeleton: Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils.
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms!
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones!
Vampire: ?
Vampire Spawn: Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return.
Legendary Vampire, Count Strahd von Zarovich: ?
Ghost: ?
Ghoul: ?
Mordenkainen's Tome of Foes
Allip: When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony.
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips.
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead.
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires.
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers.
Skeletal Arms: Orcus lair action.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites.
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter.
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place.
Skull Lord: A combined being born from three hateful individuals.
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters
Vecna: ?
Kas, Vampire: ?
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith.
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.
Undead: Dybbuk's Possess Corpse power.
Banshee: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Ghoul: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
Maurezhi Bite attack.
Nabassu Stoul Stealing Gaze attack.
Doresain: ?
Ghast:
Vlaakith, Lich-Queen, Githyanki:
Vecna, Arch-Lich: ?
Kas, Vampire Lord: ?
Lich: The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart.
Revenant: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Skeleton: Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Specter: Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Summon Specters power.
Wight: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Zombie: The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Possess Corpse (Recharge 6). The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.
While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.
Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; ld6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.
Maurezhi Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2dl0 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.
Soul-Stealing Gaze. The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips.
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead.
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires.
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers.
Skeletal Arms: Orcus lair action.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites.
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter.
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place.
Skull Lord: A combined being born from three hateful individuals.
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters
Vecna: ?
Kas, Vampire: ?
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith.
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.
Undead: Dybbuk's Possess Corpse power.
Banshee: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Ghoul: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
Maurezhi Bite attack.
Nabassu Stoul Stealing Gaze attack.
Doresain: ?
Ghast:
Vlaakith, Lich-Queen, Githyanki:
Vecna, Arch-Lich: ?
Kas, Vampire Lord: ?
Lich: The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart.
Revenant: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Skeleton: Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Specter: Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Summon Specters power.
Wight: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Zombie: The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Possess Corpse (Recharge 6). The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.
While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.
Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; ld6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.
Maurezhi Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2dl0 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.
Soul-Stealing Gaze. The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.
Volo's Guide to Monsters
Bodak: A bodak is the undead remains of someone who revered Orcus.
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze.
Hierophants of Annihilation, Bodak: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly.
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling.
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane.
Spawn of Kyuss Burrowing Worm power.
Banshee: ?
Beholder Death Tyrant: When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant.
Crawling Claw: ?
Flameskull: ?
Ghoul: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ghast: ?
Lich: The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Mummy: The mummies are the undead remains of yuan-ti malisons or purebloods.
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Zombie: Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control.
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ogre Zombie: ?
Beholder Zombie: ?
Imprison Soul. The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, l hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to O hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze.
Hierophants of Annihilation, Bodak: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly.
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling.
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane.
Spawn of Kyuss Burrowing Worm power.
Banshee: ?
Beholder Death Tyrant: When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant.
Crawling Claw: ?
Flameskull: ?
Ghoul: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ghast: ?
Lich: The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Mummy: The mummies are the undead remains of yuan-ti malisons or purebloods.
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Zombie: Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control.
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ogre Zombie: ?
Beholder Zombie: ?
Imprison Soul. The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, l hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to O hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
Acquisitions Incorporated
Jelayne, Unusual Skeleton: Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton.
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak.
Undead Cocatrice: ?
Talanatha, Vampire Spawn: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately.
Patsy McRoyne, Ghost: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it.
Lottie, Lich: ?
Lottie's Palace Staff Skeleton: ?
Jeff Magic, Lich: ?
Undead: As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead.
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead.
Ghost: ?
Ghoul: Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint.
Ghast: Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell.
Lich: ?
Shadow: Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows.
Warhorse Skeleton: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them.
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies.
Vampire: ?
Will-o'-Wisp: ?
Zombie: ?
Ogre Zombie: ?
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak.
Undead Cocatrice: ?
Talanatha, Vampire Spawn: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately.
Patsy McRoyne, Ghost: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it.
Lottie, Lich: ?
Lottie's Palace Staff Skeleton: ?
Jeff Magic, Lich: ?
Undead: As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead.
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead.
Ghost: ?
Ghoul: Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint.
Ghast: Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell.
Lich: ?
Shadow: Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows.
Warhorse Skeleton: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them.
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies.
Vampire: ?
Will-o'-Wisp: ?
Zombie: ?
Ogre Zombie: ?
Baldur's Gate Descent Into Avernus
Swarm of Skeletal Rats: ?
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature.
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees.
Undead Tree: ?
Olanthius, Death Knight: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze.
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty.
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore.
Barnabas, Flameskull: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull.
General Yael, Ghost: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword.
Elf Spirit: ?
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service.
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty.
Jander Sunstar, Vampire: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind.
Undead: Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics.
Crawling Claw: ?
Ghoul: These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms.
Undead Pit.
Ghast: Undead Pit.
Mummy: Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity.
Revenant: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Shadow: Undead Pit.
Skeleton: If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed.
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area.
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Undead Pit.
Minotaur Skeleton: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion.
Specter: As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt.
Undead Pit.
Vampire Lord: ?
Wight: Undead Pit.
Will-o'-Wisp: ?
Wraith: Being entombed in Avernus has corrupted the spirits of these knights.
Undead Pit.
Zombie: Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first.
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims.
Undead Pit.
Undead Pit
The path around the chapel has been sundered by a deep hole in the ground, filled with a putrid purple mist. The haze filling the hole blocks any sense of how deep it might be, or of what might lie within.
Gideon creates his undead servants in this 30-foot-deep pit, which was formed when a piece of the meteor that struck the High Hall splintered off.
Necromantic Mist. The mist is formed by necromantic energy emitted from the corrupted Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters the mist for the first time on a turn or starts its turn there takes 5 (1d10) necrotic damage. Climbing the sides of the pit without equipment requires a successful DC 10 Strength (Athletics) check. Whenever Gideon directs his minions to toss a dead body into the pit, an undead creature crawls forth one hour later. Newly created undead patiently wander the cemetery grounds until Gideon gives them orders. One undead creature appears during the time the characters investigate the pit, and more can appear if they leave this area, then return again while Gideon is still at large. Use the Undead Creation table to determine what kind of undead creature is created.
UNDEAD CREATION
d20 Undead
1-4 Skeleton
5-7 Zombie
8-10 Shadow
11-12 Specter
13-15 Ghoul
16-17 Ghast
18-19 Wight
20 Wraith
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature.
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees.
Undead Tree: ?
Olanthius, Death Knight: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze.
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty.
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore.
Barnabas, Flameskull: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull.
General Yael, Ghost: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword.
Elf Spirit: ?
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service.
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty.
Jander Sunstar, Vampire: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind.
Undead: Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics.
Crawling Claw: ?
Ghoul: These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms.
Undead Pit.
Ghast: Undead Pit.
Mummy: Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity.
Revenant: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Shadow: Undead Pit.
Skeleton: If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed.
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area.
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Undead Pit.
Minotaur Skeleton: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion.
Specter: As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt.
Undead Pit.
Vampire Lord: ?
Wight: Undead Pit.
Will-o'-Wisp: ?
Wraith: Being entombed in Avernus has corrupted the spirits of these knights.
Undead Pit.
Zombie: Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first.
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims.
Undead Pit.
Undead Pit
The path around the chapel has been sundered by a deep hole in the ground, filled with a putrid purple mist. The haze filling the hole blocks any sense of how deep it might be, or of what might lie within.
Gideon creates his undead servants in this 30-foot-deep pit, which was formed when a piece of the meteor that struck the High Hall splintered off.
Necromantic Mist. The mist is formed by necromantic energy emitted from the corrupted Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters the mist for the first time on a turn or starts its turn there takes 5 (1d10) necrotic damage. Climbing the sides of the pit without equipment requires a successful DC 10 Strength (Athletics) check. Whenever Gideon directs his minions to toss a dead body into the pit, an undead creature crawls forth one hour later. Newly created undead patiently wander the cemetery grounds until Gideon gives them orders. One undead creature appears during the time the characters investigate the pit, and more can appear if they leave this area, then return again while Gideon is still at large. Use the Undead Creation table to determine what kind of undead creature is created.
UNDEAD CREATION
d20 Undead
1-4 Skeleton
5-7 Zombie
8-10 Shadow
11-12 Specter
13-15 Ghoul
16-17 Ghast
18-19 Wight
20 Wraith
Curse of Strahd
Phantom Warrior: A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty.
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Strahd Zombie: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself.
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath.
Vladimir Horngaard, Revenant: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end.
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order.
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.”
Sir Godfrey Gwilym, Revenant: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
Lord Ruthven, Vampire: ?
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him.
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft.
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail.
Skeletal Rider, Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Skeletal Rider, Warhorse Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Doru, Vampire Spawn: ?
Crawling Strahd Zombie: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain.
Helga Ruvak, Vampire Spawn: ?
Pidlwick, Ghost: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn.
Escher, Vampire Spawn: ?
Prince Ariel du Plumette, Ariel the Heavy, Ghost: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death.
Khazan, Lich: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed.
Sasha Ivliskova, Vampire Spawn: ?
Patrina Velikovna, Banshee: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here.
Sir Klutz Tripalotsky, Phantom Warrior: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia.
Kroval "Mad Dog" Grislek, Master of the Hunt, Wraith: ?
Ludmilla Vilisevic, Vampire Spawn: ?
Anastrasya Karelova, Vampire Spawn: ?
Valenta Popofsky, Vampire Spawn: ?
Assassin's Ghost: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi.
Father Lucian, Vampire Spawn: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft.
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control.
Snow Maiden: ?
Lazlo Ulrich, Ghost: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina.
Exethanter, Lich: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich.
Rosavalda Durst, Rose, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Thornboldt Durst, Thorn, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Baron Metus, Vampire: ?
Erasmus Van Richten, Vampire: ?
Strahd von Zarovich, Vampire: Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows.
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison.
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.”
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever.
Ghost: This particular ghost is all that remains of a person drained of life by Strahd.
Vampire Spawn: Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn.
Revenant: The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command.
Zombie: These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob.
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days.
Will-o'-Wisp: ?
Ghoul: ?
Crawling Claw: ?
Shadow: They are the remnants of dark souls that perished here long ago.
Wight: These undead soldiers once served as guard captains in Castle Ravenloft.
Specter: The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter.
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds.
Skeleton: Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons.
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor.
Flameskull: After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command.
Flameskulls-constructs made from the remains of dead wizards-guard the temple.
Demilich: ?
Poltergeist: An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs.
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists
Vampire: West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.
The beneficiary dies a violent death at the hands of one or more creatures that hate it.
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual).
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone."
Lich: South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:
Craft a phylactery and imbue it with the power to contain the beneficiary's soul
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired).
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge."
Shadow: ?
Ghast: ?
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Strahd Zombie: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself.
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath.
Vladimir Horngaard, Revenant: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end.
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order.
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.”
Sir Godfrey Gwilym, Revenant: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
Lord Ruthven, Vampire: ?
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him.
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft.
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail.
Skeletal Rider, Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Skeletal Rider, Warhorse Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Doru, Vampire Spawn: ?
Crawling Strahd Zombie: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain.
Helga Ruvak, Vampire Spawn: ?
Pidlwick, Ghost: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn.
Escher, Vampire Spawn: ?
Prince Ariel du Plumette, Ariel the Heavy, Ghost: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death.
Khazan, Lich: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed.
Sasha Ivliskova, Vampire Spawn: ?
Patrina Velikovna, Banshee: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here.
Sir Klutz Tripalotsky, Phantom Warrior: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia.
Kroval "Mad Dog" Grislek, Master of the Hunt, Wraith: ?
Ludmilla Vilisevic, Vampire Spawn: ?
Anastrasya Karelova, Vampire Spawn: ?
Valenta Popofsky, Vampire Spawn: ?
Assassin's Ghost: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi.
Father Lucian, Vampire Spawn: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft.
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control.
Snow Maiden: ?
Lazlo Ulrich, Ghost: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina.
Exethanter, Lich: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich.
Rosavalda Durst, Rose, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Thornboldt Durst, Thorn, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Baron Metus, Vampire: ?
Erasmus Van Richten, Vampire: ?
Strahd von Zarovich, Vampire: Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows.
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison.
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.”
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever.
Ghost: This particular ghost is all that remains of a person drained of life by Strahd.
Vampire Spawn: Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn.
Revenant: The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command.
Zombie: These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob.
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days.
Will-o'-Wisp: ?
Ghoul: ?
Crawling Claw: ?
Shadow: They are the remnants of dark souls that perished here long ago.
Wight: These undead soldiers once served as guard captains in Castle Ravenloft.
Specter: The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter.
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds.
Skeleton: Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons.
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor.
Flameskull: After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command.
Flameskulls-constructs made from the remains of dead wizards-guard the temple.
Demilich: ?
Poltergeist: An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs.
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists
Vampire: West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.
The beneficiary dies a violent death at the hands of one or more creatures that hate it.
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual).
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone."
Lich: South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:
Craft a phylactery and imbue it with the power to contain the beneficiary's soul
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired).
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge."
Shadow: ?
Ghast: ?
Deck of Many Things
Avatar of Death: ?
DM Basic Rules V0.5
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Dragon+: Six Faces of Death (5e)
Vargo, Skull Lord: Created from the bodies of three evil adventurers, the skull lord Vargo has spent hundreds of years in Acheron.
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being.
Pixelated Skeleton: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.
Pixelated Zombie: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being.
Pixelated Skeleton: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.
Pixelated Zombie: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.
Dungeons & Dragons Starter Set Stranger Things
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
Zombie: Zombies are corpses imbued with a semblance of life.
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.
Vampire: ?
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
Zombie: Zombies are corpses imbued with a semblance of life.
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.
Vampire: ?
Dungeon Master's Guide
Avatar of Death: ?
Elfshadow: ?
Kas the Bloody Handed: ?
Kaius, Vampire: ?
Ctenmiir, Vampire: ?
Undead: Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse.
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures.
Banshee: ?
Beholder Death Tyrant: ?
Crawling Claw: ?
Death Knight: The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Demilich: ?
Acererak Archlich: ?
Adult Blue Dracolich: ?
Flameskull: ?
Ghost: The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest.
Ghoul: ?
Ghast: ?
Lich: A wizard might steal the items needed to create a phylactery and become a lich.
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Mummy: ?
Mummy Lord: ?
Lich-God Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich.
Revenant: ?
Shadow: ?
Skeleton: ?
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: ?
Specter Poltergeist: ?
Vampire: ?
Vampire Spawn: ?
Count Strahd Von Zarovich: ?
Vampire Warrior: ?
Vampire Spellcaster: ?
Wight: Artifact Major Detrimental Property 81-85.
Will-o'-Wisp: ?
Wraith: ?
Zombie: Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
Ogre Zombie: ?
Beholder Zombie: ?
Artifact Major Detrimental Property
Property 81-85 Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a wight under the DM's control that is sworn to protect the artifact.
Elfshadow: ?
Kas the Bloody Handed: ?
Kaius, Vampire: ?
Ctenmiir, Vampire: ?
Undead: Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse.
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures.
Banshee: ?
Beholder Death Tyrant: ?
Crawling Claw: ?
Death Knight: The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Demilich: ?
Acererak Archlich: ?
Adult Blue Dracolich: ?
Flameskull: ?
Ghost: The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest.
Ghoul: ?
Ghast: ?
Lich: A wizard might steal the items needed to create a phylactery and become a lich.
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Mummy: ?
Mummy Lord: ?
Lich-God Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich.
Revenant: ?
Shadow: ?
Skeleton: ?
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: ?
Specter Poltergeist: ?
Vampire: ?
Vampire Spawn: ?
Count Strahd Von Zarovich: ?
Vampire Warrior: ?
Vampire Spellcaster: ?
Wight: Artifact Major Detrimental Property 81-85.
Will-o'-Wisp: ?
Wraith: ?
Zombie: Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
Ogre Zombie: ?
Beholder Zombie: ?
Artifact Major Detrimental Property
Property 81-85 Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a wight under the DM's control that is sworn to protect the artifact.
Dungeons & Dragons vs Rick and Morty
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them.
Zombie: The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them.
Zombie: The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.
Eberron: Rising from the Last War
Karrnathi Undead Soldier: Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living.
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers.
Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich.
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors.
Undying Councilor: ?
Undying Soldier: ?
Old Dalaen, Ghost: ?
Mist Apparition: ?
Pfinston Nezzelech, Ghost: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark.
Lich-Priest Gath: ?
Abactor Hask Malevanor, Mummy: ?
King Kaius ir'Wynarn III, Kaius I, Vampire: ?
Undead: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine.
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark.
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead.
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath.
Banshee: Dolurrh Manifest Zone feature.
Dracolich: ?
Ghost: As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts.
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains.
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns.
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city.
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell.
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Ghosts might linger in a manifest zone associated with Dolurrh.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Ghoul: ?
Incorporeal Undead: Dolurrh Manifest Zone feature.
Lich: ?
Mummy: ?
Revenant: Murdered by House Cannith assassins after she learned too much about the house's secret research.
Shadow: Dolurrh Manifest Zone feature.
Skeleton: Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Specter: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Dolurrh Manifest Zone feature.
Poltergeist: ?
Vampire: ?
Wraith: The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Zombie: You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies.
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie.
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Mabaran Resonator eldritch machine.
Mournland Environmental Effect.
MABARAN RESONATOR This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device.
DOLURRH MANIFEST ZONE FEATURES
d4 Feature
1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits. These spirits might be malevolent or benign.
2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended.
3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead.
4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 +the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.
MOURNLAND ENVIRONMENTAL EFFECTS
d8 Effect
1 Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points.
2 A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of exhaustion.
3 Any Medium humanoid that dies in the area reanimates as a zombie at the start of its next turn. The zombie is under the DM's control.
4 The area is affected by a silence spell.
5 Each creature that enters the area is affected by an enlarge/reduce spell, with an equal chance for each effect. The effect lasts until the creature leaves the area.
6 The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight.
7 All creatures are linked to every other creature in the area as if by the telepathy spell.
8 A creature that casts a spell of 1st level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the Player's Handbook.
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers.
Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich.
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors.
Undying Councilor: ?
Undying Soldier: ?
Old Dalaen, Ghost: ?
Mist Apparition: ?
Pfinston Nezzelech, Ghost: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark.
Lich-Priest Gath: ?
Abactor Hask Malevanor, Mummy: ?
King Kaius ir'Wynarn III, Kaius I, Vampire: ?
Undead: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine.
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark.
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead.
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath.
Banshee: Dolurrh Manifest Zone feature.
Dracolich: ?
Ghost: As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts.
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains.
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns.
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city.
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell.
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Ghosts might linger in a manifest zone associated with Dolurrh.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Ghoul: ?
Incorporeal Undead: Dolurrh Manifest Zone feature.
Lich: ?
Mummy: ?
Revenant: Murdered by House Cannith assassins after she learned too much about the house's secret research.
Shadow: Dolurrh Manifest Zone feature.
Skeleton: Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Specter: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Dolurrh Manifest Zone feature.
Poltergeist: ?
Vampire: ?
Wraith: The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Zombie: You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies.
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie.
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Mabaran Resonator eldritch machine.
Mournland Environmental Effect.
MABARAN RESONATOR This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device.
DOLURRH MANIFEST ZONE FEATURES
d4 Feature
1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits. These spirits might be malevolent or benign.
2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended.
3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead.
4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 +the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.
MOURNLAND ENVIRONMENTAL EFFECTS
d8 Effect
1 Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points.
2 A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of exhaustion.
3 Any Medium humanoid that dies in the area reanimates as a zombie at the start of its next turn. The zombie is under the DM's control.
4 The area is affected by a silence spell.
5 Each creature that enters the area is affected by an enlarge/reduce spell, with an equal chance for each effect. The effect lasts until the creature leaves the area.
6 The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight.
7 All creatures are linked to every other creature in the area as if by the telepathy spell.
8 A creature that casts a spell of 1st level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the Player's Handbook.
Essentials Kit
Lady Alagondar's Skeletal Horse, Undead Riding Horse: ?
Vyldara, Banshee: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed.
Miraal, Banshee: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy.
Axeholm's Dwarf Castellan, Ghoul: ?
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: A banshee is the hateful spirit of a once-beautiful female elf.
Ghoul: When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin.
Will-o'-Wisp: ?
Strahd von Zarovich: ?
Vyldara, Banshee: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed.
Miraal, Banshee: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy.
Axeholm's Dwarf Castellan, Ghoul: ?
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: A banshee is the hateful spirit of a once-beautiful female elf.
Ghoul: When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin.
Will-o'-Wisp: ?
Strahd von Zarovich: ?
Ghosts of Saltmarsh
Bodak: These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead. exist only to spread further suffering and death.
Drowned Ascetic: ?
Drowned Assassin: ?
Drowned Blade: ?
Drowned Master: ?
Skeletal Alchemist: ?
Skeletal Juggernaut: ?
Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons.
Drowned One, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones.
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones.
Xolec, Vampire: ?
Zombified Starfish: ?
Zombified Anemone: ?
Zombified Harmless Aquatic Beast: ?
Captain Ineca Sufocan, Elf Vampire: ?
Syrgaul Tammeraut, Drowned Master: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Calimara, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.
Alina, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.
Undead: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life.
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Skeleton: If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Vampire: ?
Ghoul: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Zombie: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Shadow: ?
Specter: If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead.
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Banshee: ?
Wight: ?
Vampire Spawn: ?
Mummy: ?
Death Knight: ?
Ghast: This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death.
Minotaur Skeleton: ?
Ogre Zombie: ?
Ghost: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Wraith: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Flameskull: ?
Demilich: ?
Lich: ?
Drowned Ascetic: ?
Drowned Assassin: ?
Drowned Blade: ?
Drowned Master: ?
Skeletal Alchemist: ?
Skeletal Juggernaut: ?
Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons.
Drowned One, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones.
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones.
Xolec, Vampire: ?
Zombified Starfish: ?
Zombified Anemone: ?
Zombified Harmless Aquatic Beast: ?
Captain Ineca Sufocan, Elf Vampire: ?
Syrgaul Tammeraut, Drowned Master: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Calimara, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.
Alina, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.
Undead: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life.
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Skeleton: If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Vampire: ?
Ghoul: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Zombie: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Shadow: ?
Specter: If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead.
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Banshee: ?
Wight: ?
Vampire Spawn: ?
Mummy: ?
Death Knight: ?
Ghast: This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death.
Minotaur Skeleton: ?
Ogre Zombie: ?
Ghost: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Wraith: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Flameskull: ?
Demilich: ?
Lich: ?
3rd Party
Manastorm: World of Shin'ar NPC Codex:
Midgard Worldbook for 5th Edition and Pathfinder
Ponyfinder Campaign Setting
Ponyfinder Everglow Bestiary
Undead Black Dragon Wyrmlings: ?
Midgard Worldbook for 5th Edition and Pathfinder
Banshee, Maatkare Abastet: ?
Deathwisp: ?
Dracolich, Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblins, Dust Goblin Ghost: ?
Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghostly Drake: ?
Ghost, Elven Wizard: ?
Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.”
Ghoul, Ghul King: ?
Beggar Ghoul: ?
Darakhul Ghoul: ?
Darakhul Ghoul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Darakhul Ghoul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Darakhul Ghoul, Duke Drago Blackfly: ?
Darakhul Ghoul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Darakhul Ghoul, Duke Wierdunn Bonehand: ?
Darakhul Ghoul, Duke Leander Stross: ?
Darakhul Ghoul, Emperor Nicoforus The Pale: ?
Darakhul Ghoul, Emperor Vilmos Marquering, The Black Fang: ?
Darakhul Ghoul, Haresha Winterblood: ?
Darakhul Ghoul Monk, Sated Fang: ?
Darakhul Ghoul, Saint Whiteskull of Brastilor: ?
Darakhul Ghoul, Silas Folly: ?
Darakhul Ghoul, Tonderil the Bonebreaker: ?
Darakhul Ghoul, Vermesail the Gravedancer: ?
Darakhul Ghoul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Darakhul Ghoul Necrophage, Valengurd the Confessor: ?
Ghoulish Derro: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Large Ghoul: Animate Ghoul spell, 3rd level slot.
Grey Thirster: ?
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them.
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades.
Lich, God-Wizard Kuluma-Siris: ?
Lich, Archlich Orgupash: ?
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Goblin, Gnogrot Milkeye: ?
Lich, Ravenfolk Sorcerer, Arkara Amasis: ?
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place.
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Catfolk Mummy: ?
Mummified Goblin King Dizzerax: ?
Mummified Sphinx: ?
Phantom: ?
Burning Skeleton: ?
Strigoi: ?
Ancient Undead Gold Dragon, Ibbalan the Illustrious: ?
Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst.
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants.
Undead Gnoll: ?
Draugir, Undead Mount: ?
Undead Purple Worm: ?
Vaettir: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Warrin: ?
Vampire, Otmar the Sallow: ?
Spellcaster Vampire, Countess Urzana Dolingen of Morgau: ?
Spellcaster Vampire, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Spellcaster Vampire, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Spellcaster Vampire, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Warrior Vampire, Commander Balenus of the Ghost Knights: ?
Warrior Vampire, King Lucan: ?
Warrior Vampire, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Warrior Vampire, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough.
Liquid Zombie: ?
Undead: The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities.
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead.
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok.
Ghoul: Animate Ghoul spell.
Vampire: ?
Vampire Spawn: ?
Lich: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Ghost: The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane.
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave.
Zombie: When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square.
Zombie Fog supernatural storm.
Skeleton: ?
Specter: The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters.
Wraith: ?
Mummy: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Wight: ?
Shadow: ?
Will o' Wisp: ?
Ghast: Animate Ghoul spell, 4th level slot.
Banshee: ?
Death Knight: Antipaladin Oath of the Giving Grave Undying Sentinel power.
ANIMATE GHOUL
2nd-level necromancy [blood]
Casting Time: 1 action
Range: Touch
Components: V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)
Duration: Instantaneous
You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.
Zombie Fog: These pervasive banks of corpse-gray fog extend 1d4 × 100 feet in diameter and rise from sites steeped in ancient necromancy. The mostly intact corpses of humanoids caught in the fog’s rotting fumes animate as zombies in 1d6 rounds and typically wander within the fog until drawn forth by the presence of the living. The concealment provided by the thick mists hides the approach of hordes of zombies until much too late.
UNDYING SENTINEL
At 20th level, you gain magic resistance; you have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave within 1d4 days as a death knight. Consult your GM for implementation.
Deathwisp: ?
Dracolich, Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblins, Dust Goblin Ghost: ?
Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghostly Drake: ?
Ghost, Elven Wizard: ?
Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.”
Ghoul, Ghul King: ?
Beggar Ghoul: ?
Darakhul Ghoul: ?
Darakhul Ghoul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Darakhul Ghoul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Darakhul Ghoul, Duke Drago Blackfly: ?
Darakhul Ghoul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Darakhul Ghoul, Duke Wierdunn Bonehand: ?
Darakhul Ghoul, Duke Leander Stross: ?
Darakhul Ghoul, Emperor Nicoforus The Pale: ?
Darakhul Ghoul, Emperor Vilmos Marquering, The Black Fang: ?
Darakhul Ghoul, Haresha Winterblood: ?
Darakhul Ghoul Monk, Sated Fang: ?
Darakhul Ghoul, Saint Whiteskull of Brastilor: ?
Darakhul Ghoul, Silas Folly: ?
Darakhul Ghoul, Tonderil the Bonebreaker: ?
Darakhul Ghoul, Vermesail the Gravedancer: ?
Darakhul Ghoul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Darakhul Ghoul Necrophage, Valengurd the Confessor: ?
Ghoulish Derro: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Large Ghoul: Animate Ghoul spell, 3rd level slot.
Grey Thirster: ?
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them.
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades.
Lich, God-Wizard Kuluma-Siris: ?
Lich, Archlich Orgupash: ?
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Goblin, Gnogrot Milkeye: ?
Lich, Ravenfolk Sorcerer, Arkara Amasis: ?
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place.
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Catfolk Mummy: ?
Mummified Goblin King Dizzerax: ?
Mummified Sphinx: ?
Phantom: ?
Burning Skeleton: ?
Strigoi: ?
Ancient Undead Gold Dragon, Ibbalan the Illustrious: ?
Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst.
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants.
Undead Gnoll: ?
Draugir, Undead Mount: ?
Undead Purple Worm: ?
Vaettir: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Warrin: ?
Vampire, Otmar the Sallow: ?
Spellcaster Vampire, Countess Urzana Dolingen of Morgau: ?
Spellcaster Vampire, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Spellcaster Vampire, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Spellcaster Vampire, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Warrior Vampire, Commander Balenus of the Ghost Knights: ?
Warrior Vampire, King Lucan: ?
Warrior Vampire, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Warrior Vampire, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough.
Liquid Zombie: ?
Undead: The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities.
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead.
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok.
Ghoul: Animate Ghoul spell.
Vampire: ?
Vampire Spawn: ?
Lich: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Ghost: The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane.
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave.
Zombie: When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square.
Zombie Fog supernatural storm.
Skeleton: ?
Specter: The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters.
Wraith: ?
Mummy: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Wight: ?
Shadow: ?
Will o' Wisp: ?
Ghast: Animate Ghoul spell, 4th level slot.
Banshee: ?
Death Knight: Antipaladin Oath of the Giving Grave Undying Sentinel power.
ANIMATE GHOUL
2nd-level necromancy [blood]
Casting Time: 1 action
Range: Touch
Components: V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)
Duration: Instantaneous
You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.
Zombie Fog: These pervasive banks of corpse-gray fog extend 1d4 × 100 feet in diameter and rise from sites steeped in ancient necromancy. The mostly intact corpses of humanoids caught in the fog’s rotting fumes animate as zombies in 1d6 rounds and typically wander within the fog until drawn forth by the presence of the living. The concealment provided by the thick mists hides the approach of hordes of zombies until much too late.
UNDYING SENTINEL
At 20th level, you gain magic resistance; you have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave within 1d4 days as a death knight. Consult your GM for implementation.
Ponyfinder Campaign Setting
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance.
Undead: Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living.
Vampiric Sorcerous Origin Ruler of the Night power.
Undead: Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living.
Vampiric Sorcerous Origin Ruler of the Night power.
Ponyfinder Everglow Bestiary
Skeletal Pony Slinger: ?
Zombie Pony: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.
Zombie Pony: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.
D&D Next:
Dungeon 213
Dungeon 221
Enlarged Skeleton: ?
Glorified Zombie: ?
Apparition: ?
Mummy: ?
Acererak the Demi-Lich: Ages past, a human wizard/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 that followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb resides. 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. Joining the halves of the FIRST KEY calls his soul back to the Material Plane, and use of the SECOND KEY alerts the now demilich that he must prepare to do battle to survive yet more centuries.
All that remains of Acererak are the dust of his bones and a skull with two 50,000 gp rubies set into its eye sockets. The skull also has six pointed (marquis cut) diamonds set as teeth in its jaw (each diamond is worth 5,000 gp). If any character is foolish enough to touch or strike the skull, a terrible thing occurs.
The skull rises into the air, its ruby eyes flickering with malevolence, its diamond teeth agleam with ancient hunger for the souls of the damned.
The skull is all that remains of Acererak’s body, but it’s all the demi-lich needs to show the heroes the folly of their endeavors.
Glorified Zombie: ?
Apparition: ?
Mummy: ?
Acererak the Demi-Lich: Ages past, a human wizard/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 that followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb resides. 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. Joining the halves of the FIRST KEY calls his soul back to the Material Plane, and use of the SECOND KEY alerts the now demilich that he must prepare to do battle to survive yet more centuries.
All that remains of Acererak are the dust of his bones and a skull with two 50,000 gp rubies set into its eye sockets. The skull also has six pointed (marquis cut) diamonds set as teeth in its jaw (each diamond is worth 5,000 gp). If any character is foolish enough to touch or strike the skull, a terrible thing occurs.
The skull rises into the air, its ruby eyes flickering with malevolence, its diamond teeth agleam with ancient hunger for the souls of the damned.
The skull is all that remains of Acererak’s body, but it’s all the demi-lich needs to show the heroes the folly of their endeavors.
Dungeon 221
Kel the Eldest, Human Lich: ?
Wight: ?
Wight: ?
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