Undead Origins

Dragon 162

Dragon 162
2e
Skotos: Skotos are spirits that have broken free of the netherworld and now roam the world of the living as undead.
Sluagh: The unforgiven dead.
The spirits of dead mortals.
The undead forms of warlike elves who turned on their fellow elves and were slain in battle.
Ghost-Stone: Ghost-stones are just that: stones inhabited by ghosts. A powerful, evil individual may choose to send his malicious spirit into a specially prepared stone upon his death.
Spiritus Animae: A spiritus anime is a type of undead created only when a human, demi-human or humanoid creature is buried alive, either intentionally (as a torture or sacrifice) or by accident (such as a landslide or the result of a tragedy involving a disease, a feign death spell, etc.). Many (40%) of those so buried become spiritus animes, desperate to escape burial and return to the surface.
Ankou: The ankou is an undead creature who was a miserly farmer or peasant in life, a person so debased as to have murdered his own family out of greed or to have allowed his family to perish rather than share his hoard of food with them. When death claims such a person, his soul sometimes returns as an ankou.

Ghost: Ghosts are the souls of creatures who were either so evil or so emotional during life that, upon death, they were cursed with undead status.
Take the case of a person hopelessly in love with another (in literature, this is often a young girl who's fallen for a heartless cad). When the girl realizes that her love is unrequited, she falls into despair and kills herself. Her passion is so strong, even in death, that her soul remains bound to the Prime Material and Ethereal planes as a ghost.
The ghost's suicide might not be an attempt to escape from pain, but rather an act of anger, a spiteful “grand gesture.”
As with haunts (Monster Manual II, page 74), people who die leaving a vital task unfinished might remain bound to the world by their own indomitable will or sense of duty.
A ghost might be bound to the world not by its own will, but by the existence of a particular object. In literature, this “spiritual anchor” is sometimes an item that was of great emotional importance to the ghost while alive, hut more often it is a piece of the ghost's mortal body.
Lich: Horror literature contains many tales of people who were too involved in their pursuits, often magical research, to even notice their own deaths. Their concentration is intense enough to bind their spirits to their bodies, and to the Prime Material plane.
Perhaps at the time of their physical death, their concentration and willpower was intense enough to bind them to the material world, or perhaps the transition was the whim of a deity.
Archlich: Archliches are caring individuals who've deliberately become undead so they can better serve a cause or protect a beloved being or place.
Shadow: Shadows “appear to have been magically created, perhaps as part of some ancient curse.”

Call of Cthulhu
Vampire Lesser: The most obvious way of becoming a vampire is to be bitten by one. In some legends, the mere bite of a vampire is not enough to infect the victim with the curse of blood-thirst. The vampire must have killed the victim by completely draining all of his blood. If the proper steps are not taken, the corpse will rise within a week or two (for game purposes, 2d6 days).
Another way of becoming a vampire is to be excommunicated by one's church.
According to this belief, the body of the excommunicated person will never rest until it is accepted back into the church. In this case as well, the corpse arises as a lesser vampire within a few days of its burial.
The last method of becoming a vampire is one that should set any good CALL OF CTHULHU Keeper's creative gears in motion. The bodies of men and women who were purported to be sorcerers were said by legend to rise again to continue their evil doings.
As we saw earlier, a vampire can create a new vampire by completely draining a victim of blood.
A victim slain by a vampire’s blood draining (i.e., brought to zero POW or CON) arises within 2d6 game days as a lesser vampire.
Vampire Greater: Add together the STR, CON, INT, POW, and DEX scores the vampire had when it was alive, then subtract the total from 100. This gives you the number of months the vampire must remain a lesser creature before becoming a greater vampire.

Marvel Super Heroes
Vampire: Many years ago, when Stephen Strange was a mere apprentice to his mentor, the Ancient One, Strange cast a spell he was not familiar with (the Vampiric Verses) in order to save his dying brother, Victor. Victor's life was saved, but he was transformed into a vampire.
If a victim died from blood loss from Lilith's vampire's bite, the enzyme injected by her bite would cause him to arise three nights later as a normal vampire.
Dracula himself was mortally wounded in battle and was taken to a gypsy healer who was actually a vampire. The healer killed Vlad and transformed him into a vampire.
Lilith: All of Lilith's vampiric powers stemmed from a spell cast on her by a gypsy when Lilith was a normal child.
Lilith's vampirism was due to the spell cast upon her.
The vengeful mother of one of the gypsies Dracula killed, Gretchin, cast a spell on Dracula's daughter, Lilith. This spell transformed the child into an adult vampire.
 
Last edited:

log in or register to remove this ad

Dragon 163

Dragon 163
Basic
Night Dragon: Night Dragons are particularly chaotic dragons that have become the undead servants of Immortals in the Sphere of Entropy.
Night Dragon Lesser: ?
Night Dragon Greater: ?
 
Last edited:

Dragon 167

Dragon 167
2e
Animal Skeleton: Animate Dead Animals spell.
Animal Zombie: Animate Dead Animals spell.

Animate Dead Animals (Necromantic)
Level: 1 Components: V,S,M
Range: 10 yards CT: 2 rounds
Duration: Perm. Save: None
AE: Special
The use of this spell is often a necromancer's first experience with the animation of corpses. This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains will obey simple verbal commands given by the caster. The caster need not use other magicks to communicate with these undead, as they will understand his commands no matter what language he uses. Only naturally occurring animals of semi-intelligence or less can be animated with this spell (e.g., lizards, cats, frogs, weasels, tigers, etc.), including minimals (see “Mammal, Minimal,” in the Monstrous Compendium) and nonmagical giant-sized animals. These undead remain animated until they are destroyed in combat or are turned; the animating magic cannot be dispelled.
The number of animal undead that a wizard can animate is determined by the animal's original number of hit dice, the caster's level, and the type of undead being created. The caster can create the following number of animal skeletons:
– Animals of ¼ HD or less: four skeletons per level of experience.
– Animals of ½ to 1 HD: two skeletons per level of experience.
– Animals of 1+ to 3 HD: one skeleton per level of experience.
– Animals of 3 + to 6 HD: one skeleton per two levels of experience.
– Animals of over 6 HD: one skeleton for every four levels of experience.
The caster is also able to create the following number of animal zombies:
– Animals of ¼ HD or less: two zombies per level of experience.
– Animals of ½ to 1- 1 HD: one zombie per level of experience.
– Animals of 1 to 3 HD: one zombie for every two levels of experience.
– Animals of over 3 HD: one zombie for every four levels of experience.
The animated skeletons of animals that had ¼ to 1 HD conform to the statistics of animal skeletons as given in the Monstrous Compendium (see .Skeleton.). Skeletons of animals that had less than ¼ HD conform to those statistics, with the following changes: AC 9; HD ¼; hp 1; #AT 1; Dmg 1. Skeletons of animals of over 1 HD conform to the statistics for the animal as given in the Monstrous Compendium, with the following changes: armor class is worsened by two (maximum of AC 10), damage per attack is reduced by two (minimum of 1 hp), and movement is reduced to half normal. Animal zombies conform to the statistics for the particular animal that has been animated, with the following changes: the animal's number of hit dice is increased by one, the armor class is worsened by three (to a maximum of AC 8), and movement is reduced by half.
Undead animals have special defenses only of the appropriate type of undead (e.g., immunity to cold-based, sleep, charm, and hold spells), with none of the special defenses that the natural animal might have had. Special physical attacks are those of the living animal only (e.g., raking of rear claws, swallowing whole, etc.). These undead cannot inject poison or emit, fluids such as musk or saliva. Swallowing does no further damage to the creature swallowed, except to trap it within the swallower's rib cage. Priests receive a +1 bonus on all attempts to turn these undead.
For this spell to work, the animal bodies or skeletons must be intact. The material components for this spell are a drop of blood and a bone chip from the type of animal that is to be animated (only one animal type may be animated per spell).
 
Last edited:

Dragon 168

Dragon 168
Basic
Undead: Finally, there are renegades among dragons who deliberately choose to serve one of the Spheres of Power during their existence on the Prime Plane. They can no longer conduct the Ceremony of Sublimation from the moment they become renegades. Spells (possibly clerical) may be granted by their patron Immortal in the chosen sphere. Renegades either become mavericks if they retain followers, undead creatures if followers of Entropy (such as the Night Dragon in the series, "The Voyage of the Princess Ark"), or are destroyed at the end of their lives in the Known World.
 

Dragon 170

Dragon 170
Marvel Super Heroes
Grim Reaper: After falling in love with the living Grim Reaper, Nekra twice reanimated the Reaper.s body as a zombie. In its first incarnation, the zombie had the same abilities and ranks of the living Eric Williams, with an additional Body Armor power. Most recently, Nekra reanimated the Grim Reaper as a zombie of enhanced Strength and Endurance.
The Grim Reaper was revived by his lover, Nekra, and became a zombie, although he believed himself to still be alive.
Recently, the Grim Reaper was once again brought back to unlife by Nekra; this time, her spell revived his body and made it more powerful, but her spell also demanded that the Reaper absorb the energy of one living human a day to maintain his current existence.
 

Dragon 172
Runequest
Ghoul: Transform to Undead spell.
Mummy: Transform to Undead spell.
Vampire: Transform to Undead spell.
Mummy: Transform to Undead spell.

Transform to Undead
ritual Enchant spell
6 points
This spell allows the caster to enchant himself to the form of an undead. A caster may place his essence in the form of a ghoul, mummy, vampire, or zombie. The spell costs the full POW of the caster, and if it fails, he dies. When the spell is cast, the caster appears to die; any procedure for creating the specific undead must then be performed on the body. As an example, a mummy requires evisceration, spicing, binding, and drying. On the other hand, ghouls, vampires, and zombies need no real preparation. Upon emergence from the ceremony, the undead has Magic Points equal to what they were before the spell was cast, and he has all attributes, alterations, and special abilities of that specific undead. Magic Points must be regained through the method used by the specific undead. If the APP formula is different from the natural one, it must be rerolled. This spell is rare for two reasons: It is an especially vile and evil one, and it is used only once by the caster. Once used, the undead caster is reluctant to teach it to anyone else.
 

Dragon 173

Dragon 173
2e
Thinking Zombie: Thinking zombies are formed when a creature dies while under some powerful compulsion to perform a given task (such as when under the influence of a geas or quest spell). Such a creature's spirit continues striving to complete the task assigned to it.
Fael: Faels are formed when a gluttonous person dies and his spirit still hungers for the excesses he knew during life.
Raaigs: They are incorporeal spirits sustained by an unwavering and unshakable faith in their ancient gods.
Meorty: When a great king of the ancients died, his body was specially preserved with salts and limes; it may or may not have been swathed in cloth. It was then laid to rest in a secret crypt with vast amounts of treasure, so that the king might continue to watch over the welfare of his realm.
The spirits of such rulers continue to abide with their bodies, sustained by the duty with which they were charged upon death.
Racked Spirit: Racked spirits are the incorporeal, tortured remnants of persons who committed an act that violated the basic nature of their character. Their guilty spirits cannot rest even after death.
The most common type of racked spirit, of course, is the dwarven banshee, created when a dwarf forsakes his life purpose.
Dhaot: Dhaots are incorporeal undead created when an individual with a powerful love of home or some other special place dies far away. When the body dies, the spirit is overwhelmed by a desire to return home.
T'liz: A t'liz is created when an extremely powerful defiler dies before completing his magical studies.

Lich: After Darklight had used the wand (and the kender band had “found” all of the things there were to “find”), Waldorf was resurrected. But Waldorf had become a lich! The wand had malfunctioned and just happened to cast a spell that transformed the nuclear man into a mean and nasty undead.
Undead: Sometimes, however, when a powerfully motivated person dies, his spirit does not perish. Instead, it either continues to reside in the dead body (most necromancers classify such as “corporeal”), or it separates from the body and does not fade away (in which case it is classified as “incorporeal“).
This spirit refuses to accept its destruction. The body dies, but the spirit continues to strive after what it pursued in life. In essence, by an act of willpower, it defies death and enters a state that is neither life nor death.
From my experiences on Athas, the type of undead that a person becomes upon his demise depends upon the nature of the compulsion that prevented his spirit from “going to the gray,” not upon what race he is. Of course, it cannot be denied that certain races have tendencies to fall into certain categories of undead, but this is a reflection of normal racial proclivities toward common types of motivations and behaviors. No force, natural or supernatural, determines whether a member of a given race will become a certain type of undead.
Skeleton: Skeletons and zombies are what I call “walking dead” rather than true undead. They have no intelligence and no independent will; they are always the servants of some other being and have simply been animated to serve his purposes.
Zombie: Skeletons and zombies are what I call “walking dead” rather than true undead. They have no intelligence and no independent will; they are always the servants of some other being and have simply been animated to serve his purposes.
Ghast: “He forced me to carry the corpse he had selected to the site of the massacre of the farm's inhabitants and, as I followed him, I was followed by his trio of ghouls, all hoping to somehow get a taste of the body. I was ordered to place the corpse next to the remains of the newly dead. All-Fear-His-Howl then began to perform some ritual over the bodies.
“After an interminable period, the exhumed body began to twitch and rock, while the recent kills became flaccid and empty of all contents, now little more than a collection of bones and skin. And then, suddenly, the jerking corpse's eyes opened, and it stood up, the horrible stench of the dead assaulting my senses like never before. The witch doctor had created a more powerful undead servant in the form of a ghast.
Some 20% of flind shamans of 4th or higher level know of a special ritual to create a ghast.
 
Last edited:

Dragon 174

Dragon 174
Basic
Errant Soul: It is an undead that rose from the remains of a being who was once powerful through the use of cinnabryl. The original being aged beyond its natural life span, then died when it ran out of cinnabryl or when the cinnabar poison subsided from its body. The chances of an errant soul forming are equal to 1% per century of the being's final age at the time of his death. For example, a 350-year-old creature dying of one of these two causes has a 3% chance of becoming an errant soul. This presumes the original body is intact and left in a crypt or another secure area where it becomes a dry, mummified husk. The errant soul rises on the 10th day after the being's death.

2e
Undead: Sucking the life from a humanoid creature, like marrow from the bone, from using the Death Field psychometabolic discipline in Ravenloft, may allow it to return from the grave to haunt the character. The type of undead created is usually whatever undead creature most closely matches the hit dice or level of the creature killed. Regardless of the creature's original hit dice, there is a 20% chance that the dead being will walk again as a revenant.
Like the death field power, creatures killed by the life draining psychometabolic discipline in Ravenloft can become undead and seek revenge.
Revenant: Sucking the life from a humanoid creature, like marrow from the bone, from using the Death Field psychometabolic discipline in Ravenloft, may allow it to return from the grave to haunt the character. The type of undead created is usually whatever undead creature most closely matches the hit dice or level of the creature killed. Regardless of the creature's original hit dice, there is a 20% chance that the dead being will walk again as a revenant.
Shadow: If the character rolls a 20 while using the Shadow Form psychometabolic discipline in Ravenloft, the dark side of his nature is freed and he becomes a shadow, as per the monster, under the control of the DM for 1-4 turns.
Lich Psionic: Before a psionicist can cross over into the darkness that is undeath, he must attain at least 18th level. In addition, he must be possessed of a great array of powers that can be bent and focused in ways new to the character.
The first step in the creation of a phylactery is the crafting of the physical object that will become the creature's spiritual resting place. Phylacteries come in all shapes, from rings to crowns and from swords to idols. They are made from only the finest materials and must be fashioned by master craftsmen. Generally, a phylactery is fashioned in a shape that reflects the personality of the psionicist. The cost of creating a phylactery is 5,000 gp per level of the character. Thus, a 20th-level psionicist must spend 100,000 gp on his artifact.
Once the phylactery is fashioned, it must be readied to receive the psionicist's life force. This is generally done by means of the metapsionic empower ability, with some subtle changes in the way that the psionicist uses the power that alters its outcome. In order to complete a phylactery, the psionicist must empower it with each and every psionic ability that he possesses. Although an object cannot normally be empowered with psychic abilities in more than one discipline, the unusual nature of the phylactery allows this rule to be broken. However, before “opening” a new discipline within the object, the would-be lich must transfer all of his powers from the first discipline into it. For example, if a character has telepathic and metapsionic abilities, he must complete the empowering of all of his telepathic powers before he begins to infuse the object with his metapsionic ones. Once a discipline is “closed,” it cannot be reopened.
During the creation of the phylactery, the psionicist is very vulnerable to attack. Each time that he gives his phylactery a new power, he loses it himself. Thus, the process strips away the powers of the psionicist as it continues. Obviously, the last power that is transferred into the phylactery is the empower ability. The effort of placing this ability within the phylactery drains the last essences of the psionicist's life from him and completes his transformation into a psionic lich. At the moment that the transformation takes place, the character must make a system-shock survival roll. Failure indicates that his willpower was not strong enough to survive the trauma of become undead; his spirit breaks up and dissipates, making him forever dead.
Dread Wolf: These creatures were originally created by a renegade mage, Galen Dracos of Krynn.
To create these servants, a mage must be evil and at least ninth level, and must have 3-12 wolves that have been dead for no more than a day. The spell-caster then begins a long incantation over the dead wolves that combines modified versions of animate dead, summon shadow, and dismissal. By doing this, the mage summons a shadow from the Negative Material plane and breaks it into parts. These parts are infused into the wolves as they animate, creating the dread wolves.
The spell-casting takes an hour. If the spell is interrupted, the energies of the shadow's separate parts are unleashed. When this happens, the mage takes 3d10 points of physical damage (no save) from the otherworldly energy blast, just as if he had been caught in an ice storm spell.
For some unknown reason, the spell that makes dread wolves will not work on dogs. If the mage tries to cast the spell on dogs, he will take 3d10 points of damage as described earlier.
Vampiric Wolf: These foul undead creatures are the result of corrupting ceremonies used on normal wolf pups by certain evil clerics.
In order to create these foul corruptions of nature, a cleric must be evil and at least ninth level. He can use 3-18 pups from one or more wolf dens. The pups must be very close to being weaned away from their mother, but cannot have tasted meat or they will be useless.
The evil cleric first performs a ceremony using what amounts to the opposite of an atonement spell. Then, every day he must hand feed the pups. The food can be no more than one day old; it must also be infused with one or two drops of blood from a living human or dust from a vampire and cursed using a reversed bless spell. This must continue every day for three months or the pups die. At the end of the three-month period, the pups are fully grown and must then be slain by poisoning; they then arise as vampiric wolves.
It should be noted that it is impossible to create vampiric dogs. Man's long partnership with dogs seems to have robbed them of some essential characteristic needed to make the change work.
 
Last edited:

Dragon 180

Dragon 180
Basic
Undead: Undead are abominations that should not normally exist, except that sometimes intense emotions or evil magic interfere with order in the Prime plane. Some undead maintain links with Limbo.
Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.
Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.
Ghoul: Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.
These creatures exist in the Prime plane due to entropic magic.
Mummy: Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.
A mummy is the result of a curse cast by someone who is already dead and desires revenge on the mummy-to- be. The caster of the curse refused eternal rest and remained in Limbo in order to take its revenge.
The curse has the power to send a soul eater (see AC9 Creature Catalogue) after its victim's soul soon after the latter's arrival in Limbo. The soul eater will stalk the victim until the latter can locate and destroy the caster of the curse. If the soul eater effectively defeats the soul, it will drag it back to the victim's mummified corpse, to which it will be bound.
Lich: Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.
Magic is required to create a lich, allowing the soul of the lich-to-be to travel to Limbo where it must accomplish a quest. The object of the quest is usually to gain some form of evil magic or a spell that will bind the soul back to its body and suspend its decay. Depending on the time the lich's soul takes to meet its goals, the body may reach an advanced stage of decay. There have been cases of liches that accomplished their quests quickly enough to prevent major deterioration of their bodies, but as long as a few bones are left, a lich may yet succeed in its scheme. If nothing is left of the body, the lich cannot further its quest and is trapped in Limbo.
Wight: Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.
These creatures exist in the Prime plane due to entropic magic.
After being killed by a wight, a victim's soul first goes to Limbo. There, it is stalked by the wight's mind, as the wight enters a catatonic trance that allows it to send its own soul after its victim. A wight's soul looks like a dark, frightening shadow straight from the deceased's worse nightmare.
The wight's soul is more powerful in Limbo than in the Prime plane, and it knows many tricks. It can cast the following spells once per visit in Limbo: hold person, phantasmal force, web, continual darkness, and hallucinatory terrain. It can also enter Limbo within 1d4 miles of its victim. The wight can sense the general direction of its victim. The energy drain ability functions in Limbo. A soul totally drained of its energy is forever destroyed. The wight's soul uses this ability to heal damage on its Prime plane body at the rate of 1d4 hp per hit die drained.
If it catches the hunted soul, the wight can instead bind it to the victim's corpse, thus creating another wight. If the victim's soul can stay clear of the wight for four Prime plane days (almost seven months in Limbo), the undead will give up the hunt. If the soul defeats the wight, the undead awakens from its trance. It may attempt a trance every night for four nights. The trance lasts 1d4 hours in the Prime plane, at which point the wight's intolerable hunger for flesh awakens it. Destroying the body of a ghoul or wight in the Prime plane also destroys its soul.
Spectre: Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.
These are the corrupted souls of evil beings whose hatreds drove them to return to the Prime plane.
Spectres, however, often are followers of Entropy sent back to the Prime plane by a fiend to complete a quest.
Wraith: Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.
These are the corrupted souls of evil beings whose hatreds drove them to return to the Prime plane.
Haunt: Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.
Spirit: Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.
Skeleton: These are the lowest manifestations of evil magic. Someone in the Prime plane simply animated the remains of dead bodies, which does not affect their souls.
Zombie: These are the lowest manifestations of evil magic. Someone in the Prime plane simply animated the remains of dead bodies, which does not affect their souls.
Ghost: If the body decayed beyond any possible recovery, was damaged to a point it couldn't conceivably live, or was already disposed of (cremated, buried deep in the ground, etc.), then the soul is in danger of becoming a ghost. Make a Wisdom Check based on the original character's score. If it succeeds, the soul immediately returns to Limbo. If not, it becomes a ghost trapped in the Prime plane.
If the mummy is destroyed before it achieves its goal, the curse prevents the soul from then earning eternal rest. It must then attempt to return to the Prime plane, again, and seek revenge on those who destroyed its corpse. It returns as a ghost that can cast curses of insanity. Only a wish or a remove curse spell cast by a 20th-level spell-caster can cure a mummy's curse.
Vampire: The .gift. of vampirism is a magical disease created by an Immortal of Entropy and brought to the Prime plane in an attempt to spread sorrow and destruction. Mortal magic or medicine cannot cure this disease. It prevents the soul of a victim from entering Limbo at the time of death; the soul remains in the corpse to rise again later.
Phantom Apparition: Although treated as an undead, the apparition is the reflection in the Prime plane of a Master of Chaos.
For the same cost as a making poltergeist, a Master of Chaos can also create an apparition in the Prime plane.
Phantom Shade: The shade is the undead servant of a fiend. It is the corrupted soul of someone who was captured in Limbo and taken away to the fiend's plane.
Phantom Vision: The vision is an amalgam of the souls of warriors who died on a battlefield and found a way to return to the site. Their emotions were so intense at the time of their death that they couldn't leave the place.
Haunt Poltergeist: Although treated as an undead form, the poltergeist is in truth the extension of a Minion of Chaos.
A Minion of Chaos can also create poltergeists. Each poltergeist it creates temporarily reduces the Minion's hit points by 10%, rounded up (or by 5 hp, whichever is greater). If the poltergeist is destroyed in the Prime plane, those hit points are recovered.
Spirit Druj: The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay.
Spirit Revenant: The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay.
Spirit Odic: The odic is the soul of an evil monster whose body was totally destroyed before the soul's return to the Prime plane.
Nightshade: Very rare on Mystara, these undead are constructs built by fiends to further some grand, evil scheme. Fiends use the souls of shades as the basic element to build nightshades.
Minion of Chaos: These chaotic denizens of Limbo were lost souls once.
Master of Chaos: A Minion of Chaos may become a Master of Chaos if it destroys a Master in combat.
 

Dragon 184

Dragon 184
2e
Undead Hulk: The undead hulk is a magical construction created through the use of special enhancements developed by the neogi. The creature is formed from the remains of dead umber hulks.
Undead hulks are created through a bizarre magical ritual developed by the neogi (the details of which are left up to the DM) and the magical joining of dead umber hulk parts. Each part (head, right arm, right leg, etc.) must come from a different umber hulk.
 
Last edited:

Remove ads

Top