Undead Origins

White Box: Fantastic Medieval Adventure Game

White Box: Fantastic Medieval Adventure Game
Swords & Wizardry
Banshee: ?
Death Knight: ?
Ghoul: ?
Lich: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: ?
Shadow: A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes.
Skeleton: Skeletons are animated bones of the dead and are usually under the control of some evil master.
Animate Dead spell.
Spectre: Any being killed (or drained below level 0) by a spectre becomes a spectre himself— a pitiful thrall to its creator.
Vampire: Any human killed by a vampire becomes a vampire under the control of its creator.
Wight: Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.
Wraith: ?
Zombie: These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.
The standard zombie is simply a corpse animated to do its creator’s bidding.
Animate Dead spell.
Zombie Contagious: If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.

Animate Dead
Spell Level: M5
Range: Referee’s discretion
Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.
 
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White Box Omnibus

White Box Omnibus
Swords & Wizardry
Death Knight: ?
Poltergeist: Poltergeists are incorporeal spirits animated by anger.
Sanguine Fog: ?
Shade Lord: ?
Skeleton Flaming: Flaming skeletons have been animated with an unholy fire that radiates from them.
Wight: The prisoner has been turned to a wight by the radiant necromantic energy from the room below.
Wraith: ?
 
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Wayfarers

Wayfarers
Wayfarers
Undead: Undead creatures are those that were once living, but are now animated by energies native to other planes.
A hideous ablocanth has laired here for centuries, and using an old ritual, has turned many of the corpses from the barge workers into its undead minions.
Apparition: ?
Barghest: ?
Draugr: Draugr are semi-corporeal undead guardians of cursed warriors or kings, found in ancient tombs and mausoleums. It is not clear whether draugr are imbued with the spirit of the deceased, or otherworldly guardians charged with guarding their resting place.
Ghost: Ghosts are solitary undead, the spiritual remains of tortured souls such as murder victims or those consumed by intense hatred while living.
Lich: These creatures were once powerful magic-users that voluntarily transformed themselves into beings that draw their energies from other realms.
Mummy: Mummies are the animated remains of a long dead humanoid. Unlike skeletons, mummies typically retain some of their mortal flesh, often a result of efforts to embalm or preserve the deceased individual’s remains.
Mummies are the animated corpses of a long-dead humanoid.
Create Undead spell.
Myling: In fact, it is widely believed that mylings are the tortured spirits of murdered youth.
Shadow: Shadows are the embodiment of the nefarious impulses or lusts of wicked humanoids that are now deceased.
Skeleton: Skeletons are the animated skeletal remains of a long dead humanoid.
Skeletons are the animated bones of an undead humanoid. Thus, their size and appearance depends upon the type of humanoid the skeleton was derived from. Although most skeletons are humanoids, some are the remains of other creatures.
Create Undead spell.
Spectre: A spectre is a particularly evil apparition that haunts the crypts of depraved individuals.
Vampire: Vampires are an undead corruption of a once living humanoid. In fact, it might be said that vampires are not true undead, but actually living creatures infected with an undead disease.
Any creature bit by a vampire (1 point of damage) must make a Mental Resistance check of 15 or become a vampire within one week.
Wendigo: The wendigo are the physical manifestations of tortured spirits of that wander the ruins of past civilizations.
Wight: Wights are the remains of dead nobles and kings. They are found within old crypts and mausoleums, sometimes alone or in small numbers and with multiple lesser undead servants. Wights do not typically leave their tombs, as they are bound to the trappings of wealth left behind in their graves.
Wraith: ?
Zombie: A zombie is the animated rotting corpse of a dead humanoid.
Zombies are the animated corpses of a dead humanoid. Thus, their size and appearance depends upon the type of humanoid the zombie was derived from. Although most zombies are humanoids, some are the undead remains of other creatures.
Create Undead spell.

Create Undead
Circle: 5th Resist: None
Duration: Permanent Casting time: 12 hours
Effect: Special Range: Touch
Formula: DDGGSS Damage type: Special
Components: V, G, M
When cast upon a humanoid corpse, the Create Undead spell enables the mystic to create an undead servant. This undead creature will perform simple tasks if able, or attack the mystic’s foes. The undead servant has no motivation independent of its master, and will serve the mystic until it is destroyed.
In addition to a humanoid corpse, when creating the undead, the mystic must employ a vial of blood of the same type of corpse to be animated. For example, were the corpse a human, a vial of human blood must be used to create the undead creature. In addition, the ritual requires the consumption of incense of at least 200 silver royals in value.
The type of undead created is dependent upon two factors: the age of the corpse, and the presence of the mystic casting the spell. As such, 1d10 is rolled to determine the type of undead created, modified by +1 for each point of the mystic’s presence, and +1 for each year of age of the targeted corpse. For example, if a mystic with a presence of 12 were to cast upon a 4 year-old corpse, a +16 modifier would be added to the d10 roll. The result of this roll is as follows:
2 to 25: Zombie: Health points: 12 + 2d4, Dodge score: 11, Initiative: -2, Hide/armor: none, To-hit: +2, Attacks: claw: 2 x 1d6 + 4. Intellect: 3, Physical Resist: +5, Mental Resist: n/a, Movement: 80’. Zombies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease.
26 to 30: Mummy: Health points: 20 + 1d8, Dodge score: 13, Initiative: +0, Hide/armor: none, To-hit: +0, Attacks: fists: 2 x 1d8 + 2. Intellect: 3, Physical Resist: +6, Mental Resist: n/a, Movement: 90’. Mummies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease. Any creature struck by a mummy must make a Physical Resistance check or be infected as if by the 1st Circle Ritual magic spell Infect.
31 or more: Skeleton: Health points: 10 + 1d8, Dodge score: 13, Initiative: +1, Hide/armor: none (or by worn armor), To-hit: +1, Attacks: claws: 2 x 1d4 + 1, or 1 x weapon + 1. Intellect: 5, Physical Resist: +1, Mental Resist: n/a, Movement: 160’. Skeletons are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease.
A mystic may create and control a maximum number of undead equal to half his or her presence score. For example, a mystic with a presence of 13 could create and control up to 7 undead creatures. If any more undead creatures are created, they will instantly go mad, attacking any creature in sight until destroyed.
 
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Metegorgos

Metegorgos
Lamentations of the Flame Princess
Sad Zombie: On those rare occasions in which Metegorgos has faced some real threat, she has awakened her snakes and turned to stone those who defied her. This happens uncommonly, in part because she has quite a few other deadly strengths. Mostly, though, fossilizing folks uses up what little warmth she has left, leaving her many children hungry.
When this happens, she has the statues destroyed. Some hours later, she will stillbirth walking dead in the same shapes as those destroyed.
 
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Divinities and Cults III

Divinities and Cults III
Labyrinth Lord
Zombie: Like the original Ammit who still serves at the side of Anubis, ammits in the mortal world can swallow whole any who they bite who are human-sized or smaller (save vs. death negates). Such victims take 10 damage each round unless freed and if slain, are spat out as animated dead to fight for the ammit (as per the spell: caster level 10).
Mummy Egyptian: ?
 
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Found Folio Volume One

Found Folio Volume One
1e
Beheaded: A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds.
A spellcaster can create a beheaded with animate dead.
Each beheaded created requires two onyx gems worth 100 gp and the casting of one fly spell. Beheaded can be created with additional abilities from the list below, using the spell indicated.
Belching: The beheaded can make a ranged attack with a maximum range of 30 feet that deals 1d6 points of energy damage (acid, cold, electricity, or fire, chosen at the time of creation by the use of acid arrow, cone of cold, lightning bolt, or fireball)
Flaming: The beheaded gains immunity to fire. Its slam attack also deals 1d4 points of fire damage and might catch the target on fire. Fire Shield must be cast when the beheaded is created.
Screaming: This type of beheaded can scream out once every 1d4 rounds. Every creature within 30 feet must succeed at a save or suffer from the effects of a Fear spell. Whether or not the save is successful, any creature in the area can't be affected by that beheaded's scream for the next 24 hours. Fear must be cast when the beheaded is created.
Ecorche: Created to be bodyguards and spies by necromancers and liches and other powerful undead, ecorche appear to be a very large, incredibly muscular human without skin. This musculature has been overdeveloped by infusions of necromantic toxins and grafts of reanimated sinew.
Gholdako: A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago.
Grave Ape: Their origin is unknown, but many sages have speculated that they are the spirits of exceptionally brutal killers, while others say they are to ogres, what ghouls are to humans.
Gravebound: Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies.
Graveknight: Graveknights are yet another fighter version of lich, notable warriors (of at least 9th level) who have returned from their grave by storing their life essence in their armor.
Mohrg: Mohrgs were formerly mass murderers in life, given new unlife as an undead monstrosity resembling a skeleton with intestines and really long tongue.
Zombie: Anyone killed by a mohrg becomes a zombie under its control in 2-8 rounds.
Necrocraft: A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator.
The details of the ritual to create a necrocraft vary greatly, and depend on the particular undead parts used and the intended size of the resulting creature.
Necrocraft Standard: Necrocraft require five corpses to create and can be built with extra arms (providing additional attacks), improved armor (either extra bones improving AC by 2, or metal plates improving by 5), and by replacing forearms with metal blades (either short or broadswords).
Necrocraft Large: They require 10 corpses to create.
Necrocraft Giant: They require twenty-five corpses to create.
Riddlemaster: Riddlemasters are lich like beings, the undead forms of great sages and game show hosts.
Skeleton Gem-Eyed: First created by the legendary lich, Tamov the Moldy, a gem-eye skeleton is a form of skeleton that has magically enchanted gems for eyes.
The creator casts a spell into a 500 gp gem (1st level spells) or 1,000 gp gem (2nd level spells) during creation using animate dead. These spells are cast as if by a 9th level magic-user.
The type of gem corresponds to the spell. For instance, a garnet for burning hands, moonstone for sleep.
Spider Deathweb: Deathweb spiders are the exoskeletons of death giant spiders (of S,M, or L sizes) animated by the binding of thousands of living spiders into said exoskeleton, moving it about like a puppet.
Wasp Deathflyer: Deathflyer wasps are similar to deathweb spiders, exoskeletons of dead giant insects (in this case a wasp) reanimating by infusing it with a horde of thousands of living wasps.
 
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RM4 House of Strahd

RM4 House of Strahd
2e
Count Strahd Von Zarovich Vampire Necromancer 16: I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.
I found Tatyana weeping in the garden east of the Chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever.
It was a thousand feet through the mists. No trace of her was ever found. Mot even I know her final fate.
Arrows from the castle guards pierced me to my soul, but 1 did not die. Nor did I live. I became undead, forever.
Count Strahd Von Zarovich Vampire Necromancer 10: I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.
I found Tatyana weeping in the garden east of the Chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever.
It was a thousand feet through the mists. No trace of her was ever found. Mot even I know her final fate.
Arrows from the castle guards pierced me to my soul, but 1 did not die. Nor did I live. I became undead, forever.
Zombie: ?
Ghoul: ?
Wight: ?
Wraith: This man loved Marya and found that she loved someone else in his court. As Marya and her lover were dining, Endorovich put poison into the man's wine glass. The glasses were mixed up and the girl drank it instead. The lover was hanged for the deed and buried in the cemetery behind the church in Barovia township. Endorovich never got over his guilt and, in his madness, killed many in his lifetime.
Vampire Maiden: ?
Strahd Zombie: ?
Strahd Skeleton: ?
Spectre: This man loved Marya and found that she loved someone else in his court. As Marya and her lover were dining, Endorovich put poison into the man's wine glass. The glasses were mixed up and the girl drank it instead. The lover was hanged for the deed and buried in the cemetery behind the church in Barovia township. Endorovich never got over his guilt and, in his madness, killed many in his lifetime.
Patrina was an elf maiden who, having learned early in life a great deal of the black arts, was nearly a match for Strahd's powers. She felt a great bond with Strahd and desired to become one of his wives. Strahd, ever willing, agreed, but before the final draining of spirit from her soul could take place, her own people stoned her to death in mercy. Strahd demanded, and got, the body. She then became the banshee spirit found here.
Meld Monster: This foul creature is the result of Strahd's experimentation with necromantic spells. The Count invented a spell which he calls Strahd's malefic meld. A full description of the spell is found in the Forbidden Lore boxed set. In brief, it merges the dead bodies of up to three monsters to create one horrid undead creature.
Vampire: ?
Groaning Spirit, Banshee: Patrina was an elf maiden who, having learned early in life a great deal of the black arts, was nearly a match for Strahd's powers. She felt a great bond with Strahd and desired to become one of his wives. Strahd, ever willing, agreed, but before the final draining of spirit from her soul could take place, her own people stoned her to death in mercy. Strahd demanded, and got, the body. She then became the banshee spirit found here.
Meld Monster: This foul creature is the result of Strahd's experimentation with necromantic spells. The Count invented a spell which he calls Strahd's malefic meld. A full description of the spell is found in the Forbidden Lore boxed set. In brief, it merges the dead bodies of up to three monsters to create one horrid undead creature.
Ghost: Ariel was a terrible man who sacrificed more than himself in his quest for wings.
Spider-Hound: Using the spell Strahd's malefic meld, (detailed in the Forbidden Lore boxed set) the count has created an undead hybrid of hell hound and huge spider. The process of creating it removes the hell hound's ability to breath fire.
 
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Epic Level Handbook
3.0
Mummy Advanced: Mummy Dust epic spell.
Hunefer Rot disease.
Atropal: Atropals are stillborn godlings who spontaneously rise as undead.
Demilich: Particularly powerful liches sometimes learn the secret of fashioning soul gems, and so evolve to demilichdom.
“Demilich” is a template that can be added to any lich.
The process of becoming a demilich can be undertaken only by a lich acting of its own free will.
Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. For instance, a demilich skull might place the gems in the eye and tooth sockets of the skull, while a demilich hand might integrate the gems as faux joints.
Hunefer: Hunefers are the mummies of demigods whose power has not utterly departed to astral realms.
Lavawight: Lavawights are created from the remains of victims slain by shapes of fire.
Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.
Shadow of the Void: A shadow of the void is a manifestation of cold malevolence, the spirit of one condemned in the afterlife to an eternity of frosty conflagration.
Shape of Fire: A shape of fire is a manifestation of white-hot malice, the spirit of one condemned in the afterlife to an eternity of scorching damnation.
Winterwight: The creatures known as winterwights were originally created by shadows of the void, though winterwights have also been created artificially by powerful demiliches.
Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.
Winterwights are the creation of a legendary demilich who sought the limits of necromantic power.
Sirrush Ghost: The dusty remains inside the cage are of a sirrush that Kerleth used to keep as a pet. If the remains of the sirrush are disturbed, its ghost rises and attacks.
Szass Tam: ?

Undead: Animate Dead epic spell seed.
A flaw in a true resurrection spell leaves one player character undead by night and alive by day.
Ghast: Animate Dead epic spell seed.
Ghoul: Demise Unseen epic spell.
Animate Dead epic spell seed.
Ghost: Animate Dead epic spell seed.
Mohrg: Animate Dead epic spell seed.
[Mummy: Animate Dead epic spell seed.
b]Shadow:[/b] Animate Dead epic spell seed.
Spectre: Animate Dead epic spell seed.
Wraith: Animate Dead epic spell seed.
Vampire: Animate Dead epic spell seed.
Skeleton: Zone of Animation feat.
Animus Blast epic spell.
Animate Dead epic spell seed.
Zombie: Zone of Animation feat.
Animate Dead epic spell seed.
Wight: Animus Blizzard epic spell.
Animate Dead epic spell seed.

Animus Blast
Evocation [Cold]
Spellcraft DC: 50
Components: V, S
Casting Time: 1 action
Range: 300 ft.
Area: 20-ft.-radius hemisphere burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 450,000 gp; 9 days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: set undead type to skeleton (–12 DC), 1-action casting time (+20 DC).
When this spell is cast, you can engulf your enemies in a coldball that deals 10d6 points of cold damage. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium-size skeletons. These skeletons serve you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with animus blast.

Animus Blizzard
Evocation [Cold]
Spellcraft DC: 78
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Area: 20-ft.-radius hemisphere burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 702,000 gp; 15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 30d6 (+40 DC), set undead type to wight (–4 DC).
When this spell is cast, you can engulf your enemies in an unusually powerful burst of cold that deals 30d6 points of damage. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.

Demise Unseen
Necromancy (Death, Evil), Illusion (Figment)
Spellcraft DC: 82
Components: V, S
Casting Time: 1 action
Range: 300 ft.
Target: One creature of up to 80 HD
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
To Develop: 738,000 gp; 15 days; 29,520 XP. Seeds: slay (DC 25), animate dead (DC 23), delude (DC 14). Factors: change undead type to ghoul (–10 DC), apply figment elements to all 5 senses (+10 DC), 1-action casting time (+20 DC).
You instantly slay a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects.
In reality, it is now a ghoul under your control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies (“By Moradin’s beard, you move slowly today!”). The ghoul serves you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with demise unseen.

Mummy Dust
Necromancy [Evil]
Spellcraft DC: 35
Components: V, S, M, XP
Casting Time: 1 action
Range: Touch
Effect: Two 18-HD mummies
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 16-HD undead (+16 DC), 1-action casting time (+20 DC). Mitigating factors: burn 2,000 XP (–20 DC), expensive material component (ad hoc –4 DC).
When you sprinkle the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to you. The mummies follow your every command according to their abilities, until they are destroyed or you lose control of them by attempting to control more Hit Dice of undead than you have caster levels.
Material Component: Specially prepared mummy dust (10,000 gp).
XP Cost: 2,000 XP.

SEED: ANIMATE DEAD
Necromancy [Evil]
Spellcraft DC: 23
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands.
The animate dead seed allows you to create 20 HD of undead. Statistics for undead of all types are found in the Monster Manual. For each additional 1 HD of undead created, increase the Spellcraft DC by +1.
The undead you create remain under your control indefinitely. You can naturally control 1 HD per caster level of undead creatures you’ve personally created, regardless of the method you used. If you exceed this number, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (youchoose which creatures are released). If you are a cleric, any undead you command through your ability to command or rebuke undead do not count toward the limit.
For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. If you want to both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead.
Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The DM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.
Spellcraft
Undead DC Modifier
Skeleton –12
Zombie –12
Ghoul –10
Shadow –8
Ghast –6
Wight –4
Spellcraft
Undead DC Modifier
Wraith –2
Mummy +0
Spectre +2
Morhg +4
Vampire +6
Ghost +8

Zone of Animation [Divine] [Epic]
You can channel negative energy to animate undead.
Prerequisite: Cha 25, Undead Mastery, ability to rebuke or command undead.
Benefit: You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies.
If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.

Hunefer Rot (Su): Supernatural disease—slam, Fort save (DC 35), incubation period instantaneous; damage 1d6 temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.
An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command.
 
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