Undead Origins

Reliquarium Eldoria

Reliquarium Eldoria
Pathfinder 1e
Undead: There are those Telarci who are unlucky enough to find themselves picked up by ships, sent forth by the Goddess Sirrith, to collect those who stray from Tarrisada. Shadowland is one of the realms located in the Unending Sea and the Goddess directs her minions to collect the souls of the unfaithful and bring them to her thralldom. Here, their form is corrupted by the power of the Vorg. They are bound with negative energy and can then be sent back into Enshar to do the bidding of the Goddess. In this way, many of the Undead who have physical shape are created.
There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.
By 1800R, the Sirrith clergy in Odressi became bolder in its practices and encouraged the ritual of ‘purification’ amongst its acolytes. In this ceremony, zealots offered themselves up to be bled dry and to have their dead body reanimated with the power of the Shadow.
Ghost: There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.
Wraith: There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.
Vampire: Lord Varren was made a vampire at Sirrith’s command.
Zombie Lord: Priests who seek to embrace the power of the Vorg and become Undead undergo a ceremony whereby they are hung upside-down over the temple Purification Pit and bled dry. The High Priest officiates and imbues the dead body with the energy of the Shadow, using the Skull of Vargranda (an ancient artefact said to have been given to the cult at the Dawn of Time, by Sirrith herself. Cultists resurrected this way become a Zombie Lord.
Zombie: Slain by Dreadsteel.

DREADSTEEL
Strong necromancy; CL 18th; weight 8lb
The leader of the group was attired in crimson-stained armor and, as I fought my attackers, I saw him strike his black sword against Hallen’s gorget; the evil blade giving off a hideous metallic scream as it bit into the metal. He had pierced Hallen’s armor and my comrade fell, blood gushing from the wound.
I dealt quickly with my two opponents, driving my blade through the midriff of one and hamstringing the other. I turned, in time to defend myself from an attack launched by the crimson knight and managed to catch his terrible weapon on my own sword. As we tested our strength against each other, I saw Hallen, slowly recovering and standing up behind my foe. He was alive and planning to strike our enemy a mortal blow from behind!
Suddenly the crimson knight mouthed the words, “Kill him!” and I saw the awful, vacant look upon Hallen’s face. He had risen as some creature of the Undead, controlled by my enemy and now intent on helping him dispatch me.
This is a legendary blade, forged of Vurgonmir iron, once wielded by the Wraithlord Ikaradis during the Wars of the Serpent Kings. It is a +2 shortsword with the ability to animate the dead (as per the Level 3 CL spell). Any intelligent humanoid that dies as a result of a killing blow caused by Dreadsteel rises as a zombie, under the control of the wielder of the sword. The sword’s power allows the wielder to control a maximum number of zombies equal to their charisma score.
Dreadsteel suffers the penalties common to all weapons made from Vurgonmir. Humanoids killed by Dreadsteel rise as zombies within 1d4 rounds. Apply the zombie template when creating them (Refer Pathfinder Bestiary Book One).
 
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Arrows of Indra

Arrows of Indra
Arrows of Indra
Ghost Aleya: This is the spirit of the dead who died alone and unloved in wild places, and were not given funerary rites. They died terrible deaths, and were full of desire to cling to life; as such they have reincarnated as incorporeal phantoms that feed on the life energy of the living.
Ghost Bhuta: These are incorporeal ghosts, the spirits of the dead who were so attached to something from their life that they reincarnated as a spirit, a hollow imitation of who they were in their previous human incarnation.
Living Dead: The living dead can be created either intentionally by dark magical powers, or due to the failure to perform proper funerary rites; people who were unholy, or died full of great unful+lled desires or desperation can be reborn in the realm of Ghosts. If the proper rites were not performed, these living dead can be reborn in the material world itself, rather than in the underworld.
At any time during the duration of a Siddhi's use of the advanced skill of Infernal Calling of the Yama Kings, the Siddhi may touch the corpse of any once-living creature who has been dead for less than 3 days, and bring the corpse to life as one of the living dead.
Living Dead Preta: The Preta are dangerous living dead, more powerful and slightly more intelligent than the norm, who are trapped in the rotting bodies of their former lives; they were generally people who committed acts of Unholiness in life, and who were not given the proper funerary rites when they died.
Living Dead Skeleton: The lowest form of the living dead, these creatures are
the reincarnation of beings who were not given proper funerary rites, and/or who were filled with extreme and base desires in life (gluttons, misers, addicts, etc).
Living Dead Vetala: Anyone slain by a Vetala will become a Vetala.
 
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Beyond the Wall

Beyond the Wall
Beyond the Wall
Banshee: ?
Creature of Fear and Flame: ?
Ghoul: Undead flesh-eaters, ghouls are brought back from the dead by a ghoul fever, which reanimates corpses, filling them with a hunger for the flesh of the living if they can get it, and the flesh of the dead if they must. Ghouls are found in either the halls of the dead, or the lair of a necromancer. Their touch is a great peril, and if their opponent dies from his wounds, he will return as a ghoul himself.
Lich Lord: Once a mighty wizard with a true heart, fear of death drove this ancient creature to seek out dangerous, forbidden magic and twist his own form and soul into a mockery of the living.
Phantom: A phantom is a minor ghost, the spirit of someone who was not ready to depart our world.
Skeleton: Long dead corpses brought to a simulacrum of life by dark magic, skeletons are mindless automata which follow the commands of a necromancer.
Someone in the village has turned to necromancy and committed a grave sin. The village graveyard has been defiled, and the characters’ ancestors now walk as wicked skeletons.
Raise Undead Horde ritual.
Sluagh: ?
Spectre: They are often those who were wrongfully murdered.
Vampire: It is unclear how this wicked noble from a long-forgotten empire became an undead creature. Some stories say that she was cursed by the gods for an unspeakable crime, others that she is but one in a long line of such horrors.
Wight: It is unclear how this wicked noble from a long-forgotten empire became an undead creature. Some stories say that she was cursed by the gods for an unspeakable crime, others that she is but one in a long line of such horrors.
Wraith: ?
Zombie: These pitiful creatures are most often the product of some necromancer’s experimentations, but there are also stories about plagues sent to men which cause them to move after death and seek the flesh of their former neighbors.
Raise Undead Horde ritual.

Level 8 Ritual
Raise Undead Horde (Intelligence)
Range: Near
Duration: Permanent
Save: no
The mightiest necromancers can command whole legions of the dead, and mortals rightly fear such dark magic. This ritual transforms all corpses within range of the caster into appropriate undead creatures, either skeletons or zombies. These creatures are assumed to be under the control of the caster so long as they are animated in this way.
Such dark magic requires the foulest of all components: a human sacrifice. The victim must be bound for the duration of the ritual and then slain with a dagger of iron. Hopefully the heroes can stop the ritual in time!
 
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Blood & Treasure 2nd Edtion Monsters

Blood & Treasure 2nd Edtion Monsters
Blood & Treasure
Undead: The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world.
Allip: Allips are the undead remains of people driven to suicide by madness.
Bodak: Bodaks are the remnants of humanoids that died in the netherworld.
A bodak has a death gaze with a range of 30′. Those who meet the monster’s gaze must pass a saving throw or die. These victims rise as bodaks 24 hours later.
Caller in Darkness: A caller in darkness is composed of the minds of dozens of people that died together in terror.
Crawling Claw: Crawling claws are animated hands created by ancient rituals.
Devourer: ?
Draug: Draugs are the vengeful spirits of sea captains who died at sea.
Ghast: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghoul: ?
Lacedon: ?
Groaning Spirit, Banshee: The groaning spirit, or banshee, is the vengeful spirit of a female elf.
Lich: A lich is an undead magic-user or sorcerer who has used its magical powers to unnaturally extend its life.
Lich Demi: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.
Mohrg: Mohrgs are the animated corpses of mass murderers who died without atoning for their crimes.
Mummy: Mummies are corpses animated through the auspices of dark desert gods best forgotten.
Mummy Jade: They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).
Nightshade: Nightshades are powerful undead composed of equal parts darkness and entropy. They are natives of the Negative Energy Plane, perhaps pieces of that plane given sentience and animation, for night-shades, whatever their form, have never known life.
Nightshade: ?
Nightwalker: ?
Nightwing: ?
Shadow: A creature reduced to 0 strength by a shadow dies and rises as a shadow under its killer’s control in 1d4 rounds.
Shadow Greater: ?
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.
Skeleton: Skeletons are the animated bones of animals, humanoids or giants.
Skeleton Warrior: The skeleton warrior is a lich-like undead that was a warlord in life. Legend says that they were forced into their undead state by a demon prince who trapped each of their souls in a golden circlet.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Vampire: A humanoid or monster slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.
Wight: Any humanoid slain in this way by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness.
Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Zombie: Zombies are corpses reanimated with black magic.
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.
Spectral Dragon: ?
 
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Blood & Treasure Complete

Blood & Treasure Complete
Blood & Treasure
Undead: The undead category includes corpses re‐animated by dark magic and the spirits of deceased creatures that still haunt the world.
Allip: Allips are the spectral remains of people driven to suicide by madness.
Bodak: Bodaks are the undead remnants of humanoids that have been destroyed by the touch of absolute evil.
A bodak has a death gaze with a range of 30 feet. Those who meet the monster’s gaze must pass a Fortitude saving throw or die. Such victims rise as bodaks 24 hours later.
Demilich: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.
Devourer: Create Greater Undead spell, 20th caster level or higher.
Draug: Draugs are the vengeful spirits of sea captains who died at sea.
Ghast: Create Undead spell, 12th to 14th caster level.
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghoul: Create Undead spell, 11th or lower caster level.
Groaning Spirit Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lich: A lich is an undead magic‐user or sorcerer who has used its magical powers to unnaturally extend its life.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Create Undead spell, 20th caster level or higher.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Create Undead spell, 18th to 19th caster level.
Mummy Jade: Jade mummies are found in cultures inspired by China. They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).
Nightshade: Nightshades are powerful undead composed of equal parts darkness and absolute, palpable evil.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: Shadows are the animated souls of wicked people.
A creature reduced to strength 0 by a shadow dies and rises as a shadow under its killer’s control within 1d4 rounds.
Create Greater Undead spell, 15th or lower caster level.
Shadow Greater: ?
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.
Skeleton: Skeletons are the animated bones of animals, humanoids or giants.
Almost any creature can be turned into a “skeleton”.
Animate Dead spell.
Skeleton Warrior: The skeleton warrior is a lich‐like undead that was once a powerful warrior of at least 9th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Create Greater Undead spell, 18th to 19th caster level.
Vampire: A humanoid or monstrous humanoid slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.
Wight: Any humanoid slain by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Create Greater Undead spell, 16th to 17th caster level.
Zombie: Zombies are corpses reanimated through black magic.
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.
Almost any flesh and blood creature can be turned into a “zombie”.
Animate Dead spell.

ANIMATE DEAD
Level: Cleric 3 (Chaotic), Magic‐User 4
Range: Touch
Duration: Instantaneous
This spell creates 1d6 skeletons (from bones) or zombies (from corpses) under the command of the spell caster. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again. No matter how many times you use the spell you can control only 4 HD worth of undead per caster level. If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit.

CREATE UNDEAD
Level: Cleric 6 (Chaotic), Magic‐User 6
Range: Close (30 ft.)
Duration: Instantaneous
Material Components: See text
A more potent spell than animate dead, this evil spell allows you to create more powerful undead: Ghouls, ghasts, mummies, and mohrgs. The types of undead you can create is based on your caster level, as shown on the table below.
CASTER LEVEL UNDEAD CREATED
11th or lower Ghoul
12th–14th Ghast
18th–19th Mummy
20th or higher Mohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night. It requires a clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

CREATE GREATER UNDEAD
Level: Cleric 8 (Chaotic), Magic‐User 8
Range: Close (30 ft.)
Duration: Instantaneous
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: Shadows, wraiths, spectres and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
CASTER LEVEL UNDEAD CREATED
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
 
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Denizens of Darkness

Denizens of Darkness
3.0
Akikage: Akikage (ah-ki-ka-gee) are dreaded undead creatures spawned from ninjas and assassins who died while trying to destroy a specially assigned victim. Restless spirits who failed in their tasks, they rise from their graves, obsessed with fulfilling their uncompleted missions.
Animator: Animators are malevolent spirits that can infuse objects with their dark life-essence and cause them to move about like puppets.
“Animator” is a template that can be added to any non-magic object. An animator is unlikely to merge with an object that lacks a potential for violence, however.
Sample Animator: ?
Arayashka, Snow Wraith: These creatures are the souls of people who were killed by an arayashka.
Any humanoid slain by an arayashka and buried in an area where snow may fall rises as an arayashka during the next snowstorm.
Bastellus, Dream Stalker: Victims who die due to the bastellus’s dream invasion become a bastellus in 1d4 days.
Skeletal Bat: ?
Bowlyn: The bowlyn (also called the “sailor’s demise”), is a vengeful spirit set on destroying those it blames for its death. Without exception, the bowlyn were sailors on ocean-going vessels who died from an accident at sea. A twisted incorporeal vision of a bloated, fish-eaten corpse, it sets its misfortune on the members of the unfortunate crew who knew it in life.
Crypt Cat: ?
Cloaker Dread Undead: Rumored to be the tragic remnant of a resplendent cloaker drained by an undead.
Corpse Candle: Corpse candles are incorporeal spirits of murdered individuals that attempt to coerce the living into gaining revenge upon their killers. The spirit’s will remains within its corpse until an instrument of revenge can be found.
Crimson Bones: Crimson bones are gruesome undead created when a humanoid is flayed alive in a sacrificial ritual.
Crimson bones are not created purposely; they rise spontaneously from the dead, driven by hatred of the living and lust for vengeance.
Geist: Geists are the undead spirits of creatures that died a traumatic death with either a task uncompleted or an evil deed unpunished.
“Geist” is a template that can be added to any aberration, animal, beast, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature must have a Charisma score of at least 6.
Sample Geist Human Commoner 2: ?
Bussengeist: Bussengeists are the spirits of people whose actions or inaction caused a great tragedy in which they were killed.
Poltergeist: A poltergeist is a special form of bound geist. Poltergeists often die in scenes of great violence and emotional turmoil.
Ghoul Lord: Ghoul lords are the cursed souls of humanoids who dared to taste the flesh of their own race. These individuals gain the dire attention of the Dark Powers and are corrupted by their cannibalistic sins. They become twisted creatures, eventually dying and rising again in the form of ghoul lords, masters of the ravenous dead.
“Ghoul lord” is a template that can be added to any humanoid or monstrous humanoid creature.
A humanoid or monstrous humanoid reduced to 0 Constitution or less by a ghoul lord’s ravenous fever die and rise as ghoul lords in 24 hours if the body is not destroyed.
Sample Ghoul Lord Human Fighter 6: ?
Hound Dread Phantom: Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master.
Hound Dread Carcass: Carcass hounds are zombie-like, mindless animated corpses.
Jolly Roger: A jolly roger is the restless corpse of a pirate or ship’s captain that died at sea.
Lebentod: Lebendtod are a dangerous form of undead first created by the necromancer Meredoth.
“Lebendtod” is a template that can be added to any humanoid creature.
Sample Lebentod Human Commoner 2: ?
Mist Ferryman: A few sages hold that they are manifestations of the Mists themselves, but most believe that they represent the fate of those who die in the Misty Border, doomed to wander forever.
Odem: Odems are remnants of the spirits of evil humanoids that did not have the force of will to become ghosts. All that remains of their personality is the sadistic delight they take from spreading suffering.
Plant Dread Death's Head: When the heads of a death's head fully ripen, they break off from the tree and float away. When this happens, the heads’ type becomes “undead.”
Plant Dread Undead Treant: Thoroughly corrupted by evil in life, many dread treants assumed a vampiric existence in death.
Radiant Spirit: Radiant spirits manifest when a powerful paladin or lawful good cleric is killed before she can complete an important and spiritual quest. These tortured spirits exist in constant agony, reliving their failure over and over. A combination of anger, remorse and pride keeps their souls trapped in the Land of Mists and twists their souls to evil.
The ghostly remains of a skilled paladin or cleric.
Remnant Aquatic: Remnants are the spirits of humanoids whose bodies were thrown into a watery, unconsecrated grave after they had been worked to death.
Rushlight: The superstitious folk who inhabit the Land of Mists value fire for its cleansing properties. In some lands, like Tepest, evildoers are burned alive to purge them of their evil. However, this sometimes leads to an even greater evil. The rushlight is created from the spirit of an evil creature who has been burned alive.
Skeleton Pyroskeleton: Created from the skeletons of murdered humanoids, the pyroskeleton boasts a ribcage that continually burns with an infernal blue fire, reflecting the hopeless rage of the slain victims.
Pyroskeletons are always at least twice the height that the murdered humanoid was in life and never less than 10 feet tall, since a smaller frame cannot contain the infernal fire.
The undead priestess Radaga of Kartakass was the first to create pyroskeletons. On a night when the Mists were thick, Radaga and her minions took the corpses of six murdered soldiers and cast enlarge, produce flame, protection from elements and animate dead on them. As the skeletons began to stir, enlarge was cast on each a second time. The Mists fused with the newly created undead to allow enlarge to increase the skeletons a second time. Others have since learned the methods, and each creator often experiments with the process until they create a distinct variant. All attempts to create similar undead outside Ravenloft have failed.
Skeleton Strahd's Skeletal Steed: Strahd’s skeletal steeds are the animated remains of heavy warhorses whose riders have fallen in battle against the lord of Barovia.
Spirit Waif: A spirit waif is the restless soul of a murdered child. Having become the victim of some nefarious beast, the child’s soul remains trapped on this plane.
Valpurleiche, Hanged Man: The valpurleiche, or hanged man, is the tortured form of a hanged humanoid filled with a tremendous amount of spite and hate during his execution. Some valpurleiches are created from the souls of those who were wrongly executed. Others are simply enraged criminals who want revenge despite their just sentence.
Most valpurleiches are human, though they may rise from the bodies of any humanoid. All of them bear the grisly markings of a death by hanging. Their necks are broken, so their heads loll loosely from side to side. Some have eyeballs that bulge from their sockets, and others have swollen tongues jutting from their lips.
Vampire Strain Chiang-Shi: The “chiang-shi,” “nosferatu” and “vrykolaka” strains can be added to any humanoid or monstrous humanoid.
The chiang-shi (or “oriental vampire”) originated in lands with Eastern cultures, such as the domain of Rokushima Táiyoo. It is the strain of vampirism that is oriental, not necessarily the base creature.
If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a chiang-shi if it had 5 or more HD.
Vampire Strain Nosferatu: The “chiang-shi,” “nosferatu” and “vrykolaka” strains can be added to any humanoid or monstrous humanoid.
If a nosferatu drains a humanoid or monstrous humanoid’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a nosferatu if it had 5 or more HD.
Vampire Strain Cerebral Vampire: Victims reduced to 0 Intelligence or below by a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires or spawn, depending on their Hit Dice.
Vampire Strain Vyrkolaka: The “chiang-shi,” “nosferatu” and “vrykolaka” strains can be added to any humanoid or monstrous humanoid.
If the vrykolaka drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD.
Vampire Strain Dwarven Vampire: The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race.
If a dwarven vampire drains a dwarven victim’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a dwarven vampire if it had 5 or more HD. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all of this occurs, the new vampire or spawn rises 1d4 days after the vampire’s visit and is under the command of the dwarven vampire that created it, remaining enslaved until its master’s death.
Vampire Strain Elven Vampire: The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race.
If the vampire instead drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD and as an elven vampire if it had 5 or more HD.
Vampire Strain Gnomish Vampire: The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race.
To create a new minion, a gnomish vampire must drains a gnome victim’s Constitution to 0 or less, then place the corpse in the same sarcophagus in which the vampire itself sleeps. The gnomish vampire must then lie atop its victim for three full days, not even leaving to feed, allowing its negative energy to seep into the victim. At the end of this period, the victim returns as a gnomish vampire if it had 5 or more HD.
Vampire Strain Halfling Vampire: The “dwarven,” “elven,” “gnomish” and “halfling” strains of vampirism can only be added to a base creature of the appropriate race.
A halfling victim slain by a halfling vampire’s Constitution drain returns as a vampire spawn if it had 4 or fewer HD and as a halfling vampire if it had 5 or more HD.
Sample Chiang-Shi Human Monk 5: ?
Sample Nosferatu Human Aristocrat 5: ?
Sample Vyrkolaka Human Warrior 5: ?
Sample Dwarven Vampire Dwarf Fighter 5: ?
Sample Elven Vampire Elf Ranger 5: ?
Sample Gnome Vampire Gnome Illusionist 5: ?
Sample Halfling Vampire Halfling Rogue 5: ?
Vampire Companion: Sometimes, whether from the loneliness of eternity or the vampire’s twisted idea of love, a vampire may become enamored of a mortal. Very often, however, the mortal is not strong enough to cross over to undeath without becoming a stagnant, menial vampire spawn. If a mortal has less than 5 HD, a vampire can still turn its companion into a true vampire through prolonged process called the Dark Kiss. Vampires can also use the Dark Kiss on victims of 5 or more HD if they wish to grant their companion free will. Male vampire companions are typically called “grooms” and females “brides.”
To create a companion through the Dark Kiss, a vampire must slowly drain the mortal of blood, taking no more than 1 point of Constitution per round. When the companion has just 1 point left, the vampire opens its own veins and allows (or compels) the companion to drink its blood even as it slowly drains its beloved’s last point of Constitution. The vampire suffers 2 negative levels for each level the companion needs to reach 5 HD. (Thus, a 2nd-level companion would inflict 6 negative levels.) If the vampire is reduced to 0 HD or less by these negative levels, both the vampire and its companion are destroyed. If the vampire survives, it removes one negative level every 10 minutes, and lies spent and helpless until all negative levels are lost. If the vampire is slain by other means before it recovers, the companion becomes a vorlog.
The companion gains enough “vampire” levels (advancing as an undead creature) to bring it to 5 HD.
Wight Dread Common: Any humanoid slain by a dread wight becomes a dread wight in 1d4 rounds.
Any humanoid slain by a greater dread wight becomes a dread wight in 1d4 rounds.
Wight Dread Greater: Any giant slain by a greater dread wight becomes a greater dread wight.
Zombie Fog: ?
Fog Cadaver: The zombie fog can animate any humanoid corpse within its mist-filled area. It can animate corpses that are buried in the ground unless they were blessed at the time of burial or are buried in sanctified ground. The fog can animate up to 10 dead bodies each round. A zombie fog can animate a total number of cadavers at any one time equal to its current hit points.
Zombie Lord: Zombie lords are created only through a rather unlikely set of circumstances. A humanoid of evil alignment must first be slain by an undead creature, without joining the ranks of the undead himself. Then, an attempt to restore the dead individual to life, such as through a raise dead spell, must go awry, with the deceased individual failing the necessary Fortitude save. If that happens, the deceased may enter undeath as a decayed, corpse-like zombie lord.
“Zombie lord” is a template that can be added to any humanoid or monstrous humanoid.
Sample Zombie Lord Human Adept 6: ?

Zombie: Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later.
A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse).
Humanoids slain by a jolly roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea.
Those who fail their save by more than 10 when exposed to a zombie lord's aura of death die instantly and become zombies under the zombie lord’s control.
Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command.
Skeleton: A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse).
Ghast: If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days.
Vampire Spawn: A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial.
If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a chiang-shi if it had 5 or more HD.
If a nosferatu drains a humanoid or monstrous humanoid’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a nosferatu if it had 5 or more HD.
Victims reduced to 0 Intelligence or below by a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires or spawn, depending on their Hit Dice.
A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial.
If the vrykolaka drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD.
If a dwarven vampire drains a dwarven victim’s Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer HD and as a dwarven vampire if it had 5 or more HD. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all of this occurs, the new vampire or spawn rises 1d4 days after the vampire’s visit and is under the command of the dwarven vampire that created it, remaining enslaved until its master’s death.
An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial.
If the vampire instead drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD and as an elven vampire if it had 5 or more HD.
A halfling victim slain by a halfling vampire’s Constitution drain returns as a vampire spawn if it had 4 or fewer HD and as a halfling vampire if it had 5 or more HD.
 
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Monsters & Treasures 4th Printing

Monsters & Treasures 4th Printing
Castles & Crusades
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are forme when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
 
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Monsters and Treasures 3rd Printing

Monsters and Treasures 3rd Printing
Castles & Crusades
Undead: Undead are once–living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight spawn, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
 
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Monsters & Treasures 2nd Printing

Monsters & Treasures 2nd Printing
Castles & Crusades
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
 
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Classic Monsters & Treasures 2nd Printing

Classic Monsters & Treasures 2nd Printing
Castles & Crusades
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Animal Skeleton: Animal carcasses that are the target of animate dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell animate dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Coffer Corpse: ?
Crypt Thing: Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.
Death Knight: Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world.
Demilich: Once a lich (Monsters & Treasure) has outlived its physical form (which takes many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. The undead can only walk the earth during the night, and must rest during the day. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Evil Oculus of Ice and Fire: ?
Haunt: The haunt is an undead tied to the spot of its death.
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Huecuva: ?
Penanggalan: They are always female, but can appear of any age.
When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.
Poltergist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shelt Lu: It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.
Sons of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
It will also attack with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the Son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, an ogre zombie would do 1d6 slam + 4 for its strength ).
Hand of Glory: ?
 
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