Undead Origins

Advanced Adventures 28: Redtooth Ridge

Advanced Adventures 28: Redtooth Ridge
OSRIC
Ghoul: ?
Haunt: This was the favorite room of a Mrs. Cornelia Metella, whose prim and proper spirit still resides within the room as a haunt.
The haunt desires to punish the lazy servants who ruined her best dress.
Zombie: The former servants of the Ivory House. These servants were left behind to perish of thirst by their masters. The three weakest zombies are child zombies.
 
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Malevolent and Benign

Malevolent and Benign
OSRIC
Autmnal Mourner: As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.
Avatar of Famine: Avatars of famine are formed through a horrible ritual where at least 500 sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. An avatar of famine is the will of the god of famine made permanent.
Bone Sovereign: Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity.
Flesh Sovereign: ?
Cadaver: Cadavers are the undead remains of people who have been buried alive or given an improper burial (an unmarked or mass grave, for example).
Dark Voyeur: Dark voyeurs are incorporeal undead that live and travel in mirrors. A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form and trapped part of the departing soul within its glass.
Foul Spawner: Foul spawners are obese masses of undead flesh that result from a truly evil hill giant returning from the grave.
Gray Lady: Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies.
Harbinger: If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil.
Haze Horror: Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. It is a malevolent spirit that strongly resembles normal haze until it comes across a living creature. Then, as it lashes out in its hatred for the living, visages of a life long-forgotten surface and become visible in a misty, human-sized outline. The forms are rotted and decayed corpses, usually in the semblance of the person the haze horror used to be or those close to him. A haze horror typically lingers in the area of its death. Its presence causes the temperature in the vicinity to be unnaturally warm. It is as if the heat that killed it originally is being forever re-released into the world.
Haze Horror Variant: ?
Hearth Horror: A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory.
Heartless: Natives of gehenna, heartless are the animated remains of planar travelers that died in that foul realm, left behind by their comrades.
Hellscorn: Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender.
Lostling: Lostlings are the pitiful souls of lost individuals who died in the wilderness from exposure.
Lostling Variant: ?
Neverlasting: The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife, never truly living, yet never dying - these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron.
Sabulous Husk: Walking corpses filled with sand, sabulous husks are the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence and are animated through the will of the desert itself, being mere containers for the scourging sand within.
Shadow Lord: ?
Skeleton Black: Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil, and, within days after their deaths, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Slavering Mouther: Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers.

Skeleton: Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round.
Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
In addition to the undead it accumulates with its subjugate undead ability, a deadwood may animate the circle of bones that surrounds it. Every round, it may cause 1-6 skeletons to assemble themselves, moving to attack any opponents of the tree in the next round.
Zombie: Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
Those pushed into the abdominal cavity of a foul spawner suffer 1-10 hit points of damage per round. In addition to this gut-grinding damage, a paralytic poison is excreted within the cavity, and any living creature must make a save against poison or become paralyzed for one turn. Any creature killed in this manner rises as a zombie within the hour under the control of the foul spawner.
Ghoul: Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
Any human that consumes more than three pieces of the ghoulfruit tree’s fruit, or more than three cups of ghoulfruit tree liquor, in the space of a week must save against poison. Those failing die and rise as ghouls in two weeks. Only humans are affected in this manner by ghoulfruit.
Ghast: Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
Wight: Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
Wraith: Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
Undead: Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves.
Shadow: Good-aligned creatures hit by a black skeleton (either by a weapon or natural attack) must succeed on a save vs. spells or take 1-3 points of temporary strength loss. A victim heals 1 point of strength per turn. If a creature is drained of all its strength and reaches strength 0, it dies and returns as a shadow during the middle of the night of the next full moon.
 
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Old School Gazette 1

Old School Gazette 1
OSRIC
Ghoul: Animate Dead spell using grim dust.
Ghast: Animate Dead spell using grim dust.
Wight: Animate Dead spell using grim dust.

Grim Dust: When a grim axe crumbles it leaves behind grim dust. This dust is highly valued by necromancers as it can be used during the casting of animate dead to create ghouls, ghasts, or even wights. Like normal animated dead, the creatures created through the use of grim dust are faithfully loyal to their creator and obey his every command. A single use of grim dust weighs one pound and animates 2 undead (user’s choice) from the above list. Experience Point Value: 500 G. P. Value: 2,000.
 
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OSRIC Player's Reference

OSRIC Player's Reference
OSRIC
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

animate dead
Clerical Necromancy level: Cleric 3 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 1 round Saving throw: None By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.

animate dead
Arcane Necromancy level: Magic user 5 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 5 rounds Saving throw: None Other than as noted above, this spell is identical to the clerical spell animate dead.
 
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OSRIC Monster Listing

OSRIC Monster Listing
OSRIC
Banshee, Groaning Spirit: ?
Coffer Corpse: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Poltergeist: ?
Shadow: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie Juju: ?
Zombie Monster: ?
Zombie Animal: ?
 
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Teratic Tome

Teratic Tome
OSRIC
Banshee Ivory: The ivory banshee is the ghost of an elven woman who worshiped the demon queen Abyzou.
Demimondaine: The demimondaine, in the form of a pale green light, descends upon the body of an unavenged female murder victim, typically a prostitute or courtesan. The undead spirit animates the corpse and sends it lurching after the murderer.
Ghast Ash: ?
Ghast Cicatrix: ?
Ghost Palimpset: The palimpsest ghost is the spirit of a halfling so ferocious in its cruelty that it has broken the bonds of mortality to become undead.
Ghoul Lesion: Created by an errant demon lord while visiting the Prime Material plane.
Malchior: A legendary thief, Malchior the Deft accumulated great wealth during his adventures, but it was never enough. Eventually, he heard tales of the Malist Oubliette, a horrific dungeon. There, those who use magic are hunted and destroyed; those who pray are excoriated; those who stand and fight are rent and devoured; and those who skulk and sneak are rewarded for their guile.
He deceived his fellow adventurers, and they entered the Oubliette; treachery ensued. Malchior backstabbed his allies and left them to die so that he could survive the dungeon.
Eventually, he reached the Inconcessus, a place where a daring thief might even steal the secrets of death itself. He did so, and became a lich.
Querist: Once a mighty pit fiend, and personal servant of an archdevil in the coldest of the Hells, the devil known as Vassago was infected by a verminate zombie (q.v.) while on the Prime Material plane. His body was transformed: though deathless, he decays, dropping bits of putrescent viscera as he stumbles from one room to the next, muttering to himself.
Skeletal Warden: Twelve dark paladins served their dark masters so well that they continue to do so beyond death: these are the dreaded skeletal wardens. Heavily armored undead warriors, they carry out the will of their creators, the archdevils of Mictlan.
Spectre Battle: ?
Xarualac: The xarualac is the restless spirit of a dead musician, one who loved music so much that it could not move on.
Zombie Verminated: Verminated zombies are small animals, such as rats, weasels, rabbits, or cats, which have contracted the red plague.
Once infected with the red plague (known to chirurgeons as necrosis), a victim will lose 1-8 hit points per hour, and must also save vs. death each hour or become a zombie. A cure wounds spell will restore hit points, but the save vs. death must still be made on the hour. The only way to end the spell is with cure disease, heal, or remove curse.
 
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The Forgotten Temple of Baalzebul

The Forgotten Temple of Baalzebul
OSRIC
Stone-Cleaver, Specter: The work gang leader from area 18d, Stone-Cleaver, was so cruel to his workers in life that he earned undead status in death. Almost immediately after his death resulting from a cave-in that occurred during the final construction phase of the temple, he was interred herein. He arose again, three days later, as a powerful specter infused with absolute evil.
Aerdolph, Vampire: Aerdolph was second in command to the bishop himself. When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich and Aerdolph a vampire.
Sundar, Ghost: Over time, the corrupting influence of the clerics and their evil edifice began to exert its hold on the originally neutral-aligned Sundar. Whereas before he was only slightly wounding those students failing their tests, he was now inflicting grievous harm upon them, in some instances killing them outright with his extensive arsenal of offensive spells. The bishop, at first, tolerated Sundar’s increasing depravity. But when Sundar began killing his students outright, the bishop decided that drastic measures would have to be taken. He ordered a group of his most powerful cleric/assassins to assassinate the troublesome instructor; this they did whilst he slept. Shortly after his death, Sundar’s tortured spirit took the form of a ghost.
Sorcerell, Lich: In order to convert Sorcerell into a lich, Asalon needed to slay him in a most violent manner while calling on his dark lord to curse the cleric. Sorcerell still bears great enmity towards Asalon for first gouging out his eyes and then plunging a ceremonial dagger into his heart.
Malignaant, Lich: When Malignaant fell to Asalon’s sacrificial knife, in much the same manner as Sorcerell before him, he became a lich almost instantly.
Sarmux, Lich: When the time was at hand to dissolve the order, Asalon urged Sarmux to undergo lichdom, despite his strong protests. The proposition of merging with the Negative Material Plane mortified poor Sarmux. But, in the end, he relented, falling to the same sacrificial knife as Malignaant and Sorcerell before him.
Celrax, Huecuva: When told of Asalon’s plan to have himself along with his most loyal servants transformed into various forms of the undead, Celrax thought the bishop to be insane. As the time of his forced undead rebirth neared, Celrax became mad with worry. Before the sacrificial knife was to be plunged into his chest, Celrax opted to take his own life in a mad fit of despair. Now, because of his final act in life, Celrax haunts his beloved temple as a huecuva, an undead abomination composed of chaotic energy.
Asalon, Lich: He performed the necessary rites to transform himself into a powerful lich long ago.
When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich.
 
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World of Arkara Gazetteer of the Known World

World of Arkara Gazetteer of the Known World
OSRIC
Lich: Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.
Mummy: Imar is the patron deity of liches, mummies and vampires and is worshiped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.
Vampire: Imar is the patron deity of liches, mummies and vampires and is worshiped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.
 
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