Undead Origins

Mythic Monsters 32 Shadow

Mythic Monsters 32 Shadow
Pathfinder 1e
Mythic Nighwalker: ?
Mythic Shadow: ?
Shadow: A humanoid creature killed by a mythic shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
 
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Dark Dungeons

Dark Dungeons
Dark Dungeons
Floating Undead Horror: ?
Ghast: ?
ghoul: Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Haunt Banshee: A banshee is an undead spirit that protects an outdoor location that it had a connection to in life from all intruders.
Haunt Ghost: A ghost is an undead spirit that tries to fulfill a task it left unfinished in life.
Haunt Poltergeist: A poltergeist is the undead spirit of a dead child.
Lich: A lich is a human magic-user or cleric who has used a forbidden arcane ritual to turn themselves into an undead creature. Although theoretically a lich can have any personality and alignment, it is normally only the most depraved or desperate individuals who are willing to perform the ritual.
Mummy: Mummies are re-animated corpses that have been specially prepared and wrapped so that they will become undead.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Phantom Apparition: Any human or demi-human killed by an apparition will fade away and become one in a week (even if raised) unless a Dispel Evil is cast on them.
Phantom Shade: ?
Phantom Vision: ?
Skeleton: Animate Dead spell.
Skeleton Dragon: A skeleton dragon is the undead form of a dragon.
Spectre: Anyone slain by a spectre will rise the following night as another spectre unless raised.
Spirit Druj: ?
Spirit Druj Skeletal Hand: ?
Spirit Druj Eye: ?
Spirit Druj Skull: ?
Spirit Odic: ?
Spirit Revenant: ?
Vampire: Any human or demi-human killed by a vampire will rise in three days time as a vampire themselves, unless they have a Dispel Evil cast on them or they are raised.
Wight: The touch of a wight does an Energy Drain to the victim, draining a single level. Any humanoid killed by a wight in this manner will become a wight themselves in 1d4 days unless a Dispel Evil is cast on them or they are raised.
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Wraith: Anyone killed by a wraith will rise as a wraith themselves the following night unless a Dispel Evil or Raise Dead is cast on them.
Zombie: Zombies are mindless undead created by an Animate Dead spell.
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Animate Dead spell.

Animate Dead
Cleric 4, Druid 4, Magic-User 5, Elf 5, Sorcerer 5
Target: One or more corpses
Range: 60’
Duration: Permanent
When this spell is cast, a number of dead bodies or skeletons within range will be animated and will become zombies or skeletons respectively.
A created skeleton will have the same number of hit dice as the race of the original creature had (not including extra hit dice gained from class levels). A created zombie will have one more hit dice than the original creature had (not including extra hit dice gained from class levels).
Therefore a human or demi-human skeleton will always have 1 hit die, and a human or demi-human zombie will always have 2 hit dice.
Each casting of the spell will create a total number of hit dice of undead equal to the caster’s level, starting with those nearest the caster.
See Chapter 18: Monsters for more details about skeletons and zombies.
The animated undead will mindlessly obey the commands of the caster, and there is no limit to the total number of undead that the caster can create and control using multiple castings of this spell.
The zombies and skeletons created by this spell can be turned or destroyed normally. Unless the caster of this spell is an Immortal, they are also vulnerable the Dispel Magic spell.
 
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House of Darkness

House of Darkness
Dark Dungeons
Owlwitch: When an Owlwitch has drained four levels from victims it splits in two, creating a new Owlwitch through a form of undead asexual reproduction.
Anyone killed by an Owlwitch will if female rise as an Owlwitch themselves the following night unless a Dispel Evil or a Raise Dead is cast upon their corpse or ashes.
Vampire Uvanx: An Uvanx is a subtype of Vampire created on the Elemental Plane of Water or in the coldest regions of the Prime plane.
 
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Delving Deeper Ref Rules v2: The Monster & Treasure Reference

Delving Deeper Ref Rules v2: The Monster & Treasure Reference
Delving Deeper
Ghoul: A man-type slain by a ghoul will arise again the following night as a ghoul.
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.
Wight: Any man-type slain by a wight will arise on the following night as a wight.
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith.
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
 
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Delving Deeper Ref Rules v2: The Adventurer's Handbook

Delving Deeper Ref Rules v2: The Adventurer's Handbook
Delving Deeper
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric’s levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric’s command. They will obey until destroyed, either in combat or by a dispel magic.

Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user’s command. Up to 1 hit die of undead can be animated for each of the magic-user’s levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.
 
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Delving Deeper Ref Rules v1: The Monster & Treasure Reference

Delving Deeper Ref Rules v1: The Monster & Treasure Reference
Delving Deeper
Ghoul: A man-type slain by a ghoul will arise again the following night as a ghoul.
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a -2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.
Wight: Any man-type slain by a wight will arise on the following night as a wight.
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith.
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
 
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Delving Deeper Ref Rules v1: The Adventurer's Handbook

Delving Deeper Ref Rules v1: The Adventurer's Handbook
Delving Deeper
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric's levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric's command. They will obey until destroyed, either in combat or by a dispel magic.

Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user's command. Up to 1 hit die of undead can be animated for each of the magic-user's levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.
 
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Dungeon Crawl Classics RPG

Dungeon Crawl Classics RPG
Dungeon Crawl Classics RPG
Un-Dead: Un-dead can mean “back from the grave,” but it can also mean “without a soul,” “eternal or undying,” and “surviving only by force of will alone.”
A necromancer may ultimately pursue eternal life via his own transformation into an un-dead.
Animate Dead spell 32+.
Un-Dead Crit 15.
Ghost: Ghosts are the spirits of the dead who cannot rest.
Despite their hostility, each ghost has its own reasons for retaining life in un-death, and yearns to be put to rest.
The ghost was murdered violently and yearns to avenge its death.
The ghost was buried apart from its spouse and wishes to be reunited with him or her.
The ghost died searching for its child.
The ghost was killed on a religious pilgrimage to a sacred location.
The ghost died in search of a specific object.
The ghost died on a mission for a superior. The nature of this mission could be military (e.g., to invade a nearby fort), religious (e.g., slay a vampire or convert a certain number of followers), civilian (e.g., carry a signed contract to a neighboring king), or something else.
It died (1d4) (1) naturally of old age, (2) in a terrible accident, (3) bravely in combat, (4) violently and seeks revenge.
Animate Dead spell 32+.
Un-Dead Crit 30+.
Ghoul: A ghoul is a corpse that will not die. Granted eternal locomotion by means of black magic or demoniac compulsion, these un-dead beasts roam in packs, hunting the night for living flesh.
A creature killed by a ghoul is usually eaten.
Those not eaten arise as ghouls on the next full moon unless the corpse is blessed.
Smaller ghouls of 1 HD or less are formed from the corpses of goblins or kobolds, and larger ghouls of up to 8 HD are formed from the corpses of ogres, giants, bugbears, and such.
Animate Dead spell 32+.
Un-Dead Crit 30+.
Lacedon: Animate Dead spell 32+.
Mummy: Draped in funereal wraps with misshapen lumps of preserved flesh shifting within, the mummy is a corpse preserved into un-death by strange oils, dangerous spices, and unknowable chants.
Animate Dead spell 32+.
Shadow: In the hoary depths of the Nine Hells, vengeful lich lords send damnable vassals on mortal errands. Thus born is the shadow: a simple-minded un-dead that materializes in the crepuscular hours lit by neither sun nor moon.
Animate Dead spell 32+.
Skeleton: Brittle bones held together by eldritch energies, skeletons are un-dead creatures raised from the grave to do disservice to the living.
The skeletons of larger or small creatures—from goblins to giants—may have less than 1 HD or up to 12 HD. Skeletons can be animated by many means, and some have special traits.
Animate Dead spell 16+.
Un-Dead Crit 30+.
Zombie: Chill Touch spell misfire.
Animate Dead spell 17+.
Un-Dead Crit 30+.
Lich: Animate Dead spell 36+.
Vampire: Animate Dead spell 36+.
Skeletal Rat Familiar: ?

Chill Touch
Level: 1 Range: Touch Duration: Varies Casting time: 1 action Save: Will vs. check
General This necromantic spell delivers the chill touch of the dead. The caster must spellburn at least 1 point when casting this spell.
Manifestation Roll 1d4: (1) the wizard’s hands glow blue; (2) the wizard’s hands turn black; (3) the wizard emits a strong odor of corruption; (4) the wizard’s hands appear skeletal.
Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2) skin on caster’s hands falls away to give him skeletal hands; (3) caster permanently glows with a sickly blue aura; (4) un-dead are attracted to caster and flock to him like moths; (5-6) minor corruption; (7) major corruption;
(8) greater corruption.
Misfire Roll 1d3: (1) caster shocks himself with necromantic energy for 1d4 damage; (2) caster shocks one randomly determined nearby ally for 1d4 damage; (3) caster sends a blast of necromantic energy into the
nearest corpse, animating it as an un-dead zombie with 1d6 hit points (if no nearby corpse, no effect).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11 Lost. Failure.
12-13 The caster’s hands are charged with negative energy! On the next round, the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
14-17 The caster’s hands are charged with negative energy! On the next round, the caster receives a +2 to attack rolls, and the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
18-19 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
rolls, and every creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
20-23 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
rolls, and every creature the caster attacks takes an additional 2d6 damage. Un-dead creatures take an additional +2 points of damage.
24-27 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +4 to attack
rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.
28-29 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +4 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.
30-31 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +6 to attack rolls, and every creature the caster attacks takes an additional 3d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +6 points of damage.
32+ The caster’s body glows a sickly blue light as he crackles with withering necromantic energy. Any creature
within 10’ of the caster takes 1d6 damage each round it stays within the field, and un-dead creatures take 1d6+2 damage. Until the next sunrise, the caster receives a +8 bonus to all attack rolls, and every creature the caster attacks takes an additional 3d6 damage (with un-dead suffering an extra +8).

Animate Dead
Level: 3 Range: Touch Duration: Varies Casting time: 1 action Save: N/A
General The cleric calls upon the power of his deity to animate the rotted flesh and aged bones of slain creatures, creating mindless minions to serve his will and vex his enemies.
The number of un-dead and type created is determined by the spell check and the number and type of dead creatures available; i.e., a cleric can create skeletons from bare bones but needs a complete corpse to create a zombie. He cannot create more of either type than he has “raw materials” available regardless of the spell check (e.g., creating five skeletons when only three sets of bones are present).
The un-dead remain animated and under the cleric’s control for an hour or more, depending on the spell check. When the spell duration ends, the un-dead collapse into the raw materials from which they were created.
No cleric can control more than 4x his CL in Hit Dice of un-dead at any given time, but the cleric can “release” controlled un-dead to command other, possibly more powerful un-dead. Uncontrolled un-dead are likely to turn on their former master, however, so the cleric should be careful when releasing un-dead from his command.
The player should reference the statistics of un-dead given later in this book for a sense of what can be created with this spell, but these should serve as guidelines not limitations. The typical humanoid corpse will produce a 1 HD skeleton or a 3 HD zombie. But there are more powerful skeletons to be created by using the bones of a giant. This work includes stats for the following un-dead, and of course a creative cleric may animate additional types of his own design: ghost (page 413), ghoul (page 416), mummy (page 422), shadow (page 425), skeleton (page 426), and zombie (page 431).
Manifestation The air fills with the stench of corruption as the dead rise at the cleric’s touch.
1-15 Failure.
16 The cleric creates a single skeleton of up to 1 HD, provided the necessary raw materials are present. The skeleton remains animated for a full day.
17 The cleric creates a single zombie or skeleton of up to 3 HD, provided the necessary raw materials are present. The un-dead remains animated for a full day.
18-21 The cleric creates a number of skeletons or zombies (one or the other) equal to his CL in Hit Dice. For example, a level 5 cleric could create five skeletons (5 HD) or a single zombie (3 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full week.
22-23 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.
24-26 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiples types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 2x his CL or the number of available corpses. In the example above, the level 5 cleric could create three zombies (3 HD x 3 = 9 HD) and one skeleton (1 HD), or two zombies (3 HD x 2 = 6 HD) and four skeletons (1 HD x 4 = 4 HD). Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.
27-31 The cleric creates a number of more formidable skeletons and zombies equal to 3x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 2x his CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined HD do not exceed his CL or the number of available corpses. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. The un-dead remain animated for a full year.
32-33 The cleric creates a number of un-dead equal to 3x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full year.
34-35 The cleric creates a number of un-dead equal to 4x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a troll (8 HD) to create an 8 HD skeleton or revivify a dead dragon (15 HD) to make a 15 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated permanently until killed or released from control.
36+ The cleric creates terrifying un-dead. He can animate any kind of un-dead, including intelligent undead such as liches and vampires, provided the raw materials are present and the correct rituals are performed. The created undead can be up to 4x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 4x his CL or the number of available corpses. In addition to their normal un-dead abilities and resistances, these animated dead can have strange traits. The character can pre-determine these traits with sufficient research, materials, and preparation, or the judge can roll to determine them randomly (e.g., refer to the table of special properties tables for skeletons on page 427). Animated dead of this type also retain special movement means at the judge’s discretion. For example, a zombie dragon could still fly on rotting wings, but a skeletal one lacking wing membranes could not. The un-dead remain animated permanently until killed or released from control.
 
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Hubris A World of Visceral Adventure

Hubris A World of Visceral Adventure
Dungeon Crawl Classics RPG
Facious the Lich King: ?
Zombie: People that are captured by the Lich King’s pirates are presented to Facious, where he forces them to breathe in a vile concoction of his own creation, Zombie Powder, causing the victim to become a living zombie, which serves him without question. Eventually the victim will succumb to the toxic effects of the powder and rise as an undead zombie, forever under control of the necromancer.

Zombie Powder
Facious creates this powder from the minced liver of the black-nosed fox, the eyes of a bloated toad, flesh of the rainbow puffer fish, various unsavory plants, and the brains of a recently buried child. The powder must be inhaled by the victim in order to corrupt their mind and rob them of their sense of self. When inhaled the victim must make a Fortitude save: 1 or less HD = no save allowed; 2-4 HD = DC 16; 5+ HD = DC 12. A successful save means the target takes 1d6 damage and suffers from a fit of violent coughs for 2d3 rounds (they cannot take any other action those rounds). Failure means that the victim falls unconscious and is in the grips of a terrible fever. The next day the target loses 1d3 points of Intelligence and will obediently serve the person who used the powder on them. The living zombie can only understand explicit and simple instructions however, such as “guard this door”, “dig a ditch”, “kill your family”, etc. When not ordered to do an activity they stare blankly, drooling slightly. Each day the target must make a successful Willpower save (DC determined by HD as listed above), failure means that the target loses an additional 1d3 points of Intelligence and comes closer to true undeath. If the target reaches zero Intelligence they fall dead from the fever and rise in 1d4 days as a zombie, utterly faithful to the person who poisoned him. If the target makes a successful save they shake off the effects and return to normal and will regain lost Intelligence at a rate of 1 point per full day of bed rest. However they are more susceptible to the powers of Zombie Powder and roll all further saves against it one step lower on the die ladder.
Brew Potion (DCC, pg 223) DC 27 to create this potion.
 
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2015 Gongfarmer's Almanac 1-6

2015 Gongfarmer's Almanac 1-6
Dungeon Crawl Classics RPG
Ghost: You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life.
Skeletal Warrior: You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death.
Vampire: You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful.
Fright of Ghosts: ?
Hungry Dead: ?
Hag of Hecate: ?
Damned Skeletal Army: ?
Damned Banshees: ?
Elahi the War Witch, Mummy: Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy.
Grey: Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed.
Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health.
Rj’Nimajneb~Yor, Demilich:
Juju Zombie: Wand of a Thousand Punishments activation critical success.
Ghast: Wand of a Thousand Punishments activation critical success.
Wight: Wand of a Thousand Punishments activation critical success.
Wraith: Wand of a Thousand Punishments effect.

Wand of a Thousand Punishments: This wand, crafted by Rj’Nimajneb~Yor himself was created from the spine of the offspring of a daemon and a unicorn – an experiment that was disastrous, and successful in its own right. Use of the wand requires a successful classic intelligence check of a 5th level or higher Wizard, or DC15 Thief “Use Scroll” to activate each round. Failure to activate the wand renders it inoperable for 1d9 days, and a critical fumble destroys the wand – causing a phlogiston disturbance (caster is forced to cast a spell vs. a spell on chart below, Judge rolls for wand’s Spell check+CL7+5) then explodes for 5d7 points of damage creating a rip in space time. The wand itself has a Spell check of 19, plus the Caster’s Level, and Int Bonus. If the bearer has a 15 or higher Intelligence, he can choose the spell below, otherwise roll 1d5 per use:
1. Flaming Hands
2. Magic Missile
3. Scorching Ray
4. Fireball
5. Lightning Bolt
A critical success in activating the wand bestows un-dead henchmen permanently loyal to the bearer in addition to the Spellcasting, Roll 1d3:
1. 1d7 Juju Zombies
2. 1d5 Ghast
3. 1d3 Wights
The un-dead are either created from nearby remains, or are the closest convenient creature teleported to the bearers location. They appear and act the next round, surrounding the caster if possible, with elite morale.
While the bearer has the wand in his possession, the un-dead can be psychically commanded as a free action. If the wand is held by another, or is more than 5’ away from the bearer for more than 2 rounds, roll 1d100:
1-20 The un-dead suddenly vanish, leaving behind permanently burned shadows from where they stood.
21-25 The un-dead are destroyed in an explosion of positive energy. Adjacent targets take 3d6 damage: Law characters no damage, Neutral Half, Chaos Full; DC15 Will for half, post alignment determination.
26-37 The un-dead explode, causing 2d6 damage to all adjacent targets. DC10 Sta check for half.
38-40 The un-dead implode, pulling anyone adjacent to each creature into the 9 hells. DC15 Agi check or be pulled in.
41-58 The un-dead remain, unloyal to anyone, acting next round per Judge’s determination.
58-69 The un-dead remain, loyal to the original bearer of the wand at time of bestowment.
70-73 The un-dead remain, loyal to whoever bears the wand.
74-80 The un-dead remain, turned to stone. Bearer gains corruption; roll 1d3: 1. Minor, 2. Major, 3. Greater.
81-84 Arrival. The un-dead remain, and an angel arrives and starts to fight the creatures. Party must choose sides. If the angel wins, it bestows the party boons per Judge’s discretion. If the undead win, they become loyal to the original bearer of the wand and those present at the time of bestowment. A Wraith appears, pledging fealty to the champion of the un-dead.
85-90 Contest. A demon arrives and offers the bearer 50 smoldering gold coins per remaining un-dead. The demon is true to his word and pays if accepted, if denied he fights the bearer and allies for the un-dead disappearing before the final death blow if defeated, cursing the party. The bearer and allies make a mortal enemy.
91-98 If the original bearer of the wand bestowed un-dead is still of mortal life, he must make a DC 15 Will save or be transmogrified into a Wraith. All objects at time of fail turn into ethereal variants and are subject to those effects per Judge’s discretion.
99-100 Special, The Judge’s discretion on the event.
 
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