Undead Origins

Dungeon Crawl Classics 60 Thrones of Punjar

Dungeon Crawl Classics 60 Thrones of Punjar
4e
Ghost of Jeya Furei: This is the ghost of Jeya Furei, a young but dedicated cleric of Delvyr. Worship of Delvyr in Punjar is rather limited given the size of the city, but the priesthood maintains a small fane and does what it can in a metropolis where guile and money count for much. Jeya encountered rumors of evil cult activity in the Devil’s Thumb and decided to investigate personally. She learned much, but soon found herself surrounded by the aboleth’s enthralled pawns, and she was overwhelmed. The cleric was viciously cut down, and her corpse was thrown into the lair of an otyugh. Fueled by an indomitable will, unshakable faith, and a hunger for vengeance, her spirit returned as a ghost, and she has tried to alert heroic folk to the evils below the streets.
 
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Dungeon Crawl Classics 61 Citadel of the Corruptor

Dungeon Crawl Classics 61 Citadel of the Corruptor
4e
Knightly Ghost: During the attack on Fort Frostbite, Lady Ree and her lady-in-waiting — escorted by four knights — fled here to climb above the poison along with Her Ladyship’s newborn twins. Unfortunately, the gas broke the windows of this chamber, and they killed each other.
Sadly, their tale is not over. The two women have returned as grief wraiths, endlessly recounting their tragedy with their regretful whispers power. Additionally, the knights — having failed their duty — returned as ghostly defenders.
Grief Wraith: During the attack on Fort Frostbite, Lady Ree and her lady-in-waiting — escorted by four knights — fled here to climb above the poison along with Her Ladyship’s newborn twins. Unfortunately, the gas broke the windows of this chamber, and they killed each other.
Sadly, their tale is not over. The two women have returned as grief wraiths, endlessly recounting their tragedy with their regretful whispers power.
 
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Dungeon Crawl Classics 62 Shrine of the Fallen Lama

Dungeon Crawl Classics 62 Shrine of the Fallen Lama
4e
Undead: Fearing that their position would come under threat should the Lama die, his closest and most powerful followers sought a ritual that would enable the Lama’s spirit to transcend and become an immortal force.
The conspirators sought far and wide for a source of immortality, but the only answers came from the dark arts of necromancy. However, one of the Lama’s followers believed he had found a way to control the dark magical forces without being corrupted by them. Fortified by this belief, they began their dark rituals while the Lama lay in his deathbed.
Their plan might have worked. The ritual might have contained the corrupting influence. But necromancy is not an art to be trifled with, and it exacted a price. The ritual failed, and the dark energies fed off the magical forces designed to contain them. There was an explosion of blackness over the entire valley, and when the cloud settled, the followers realized what they had done, for now they were all cursed to the eternal torment of undeath.
The evil force that overwhelmed the shrine was one of corruption not destruction. Rather than destroy those too weak to resist, it infused them with fragments of its own essence and transformed them into powerful undying servants, devoted to its goals.
Advanced Specter: ?
Elite Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Phantom Monk: ?
Advanced Wraith: Any humanoid killed by an advanced wraith rises as a free-willed advanced wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Revenant Guardsman: The barracks serves as the resting place of the complex’s former guards who were corrupted before the fall of the Lama was discovered.
Revenant Guardsman Archer: The barracks serves as the resting place of the complex’s former guards who were corrupted before the fall of the Lama was discovered.
Gorger: Gorgers are disgusting undead horrors created from human subjects force-fed on the flesh of sentient humanoids to the point of death. Just before death, a vile ritual is worked, drawing upon the power of the Shadowfell, which transforms the victim into a towering, bulbous monstrosity that lives only to eat.
Splintered One: Splintered ones are horrific undead creatures created from humanoid victims that have been forced to undergo a terrible necromantic ritual. The ritual promotes extreme and grotesque bone growth, causing the victim’s flesh to erupt with hundreds of calcified spurs and spikes.
Advanced Wraith: ?
Mdus, Wraith Servant Cleric: ?
Revenant Monk Student: ?
The Grandmaster, Wraith Servant Monk: ?
Ji Sung, Wraith Servant Sorcerer: ?
Ming Cha, The Fallen Lama, Vampire Lord Monk: Fearing that their position would come under threat should the Lama die, his closest and most powerful followers sought a ritual that would enable the Lama’s spirit to transcend and become an immortal force.
The conspirators sought far and wide for a source of immortality, but the only answers came from the dark arts of necromancy. However, one of the Lama’s followers believed he had found a way to control the dark magical forces without being corrupted by them. Fortified by this belief, they began their dark rituals while the Lama lay in his deathbed.
Their plan might have worked. The ritual might have contained the corrupting influence. But necromancy is not an art to be trifled with, and it exacted a price. The ritual failed, and the dark energies fed off the magical forces designed to contain them. There was an explosion of blackness over the entire valley, and when the cloud settled, the followers realized what they had done, for now they were all cursed to the eternal torment of undeath.
Ming Cha, the Fallen Lama of the shrine, has been transformed into a vampire lord by the corrupting influence of the dark anchor.
Revenant Servant: Bestowed upon those lacking the spiritual development to be more susceptible to stronger corrupting energies, this template represents the majority of undead servants inhabiting the shrine complex.
Wraith Servant: Bestowed upon those of advanced spiritual development to be more susceptible, this template represents those undead servants whose power is more metaphysical than physical.
 
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Dungeon Crawl Classics 63 Warbringer's Son

Dungeon Crawl Classics 63 Warbringer's Son
4e
Zombie Grapestomper: She employs a few slaves, but at present most of the labor is performed by animated zombies she calls “grapestompers.”
Zombie Grapesorter: ?
Decrepit Skeleton: ?
Blazing Skeleton: ?
Deathlock Wight: ?
Spectral Minotaur: ?
Bonepile Swarm: Similarly, the bones are the former remains of those who opposed the same priest-generals. Some time ago, a cleric of Xeleuth with a wicked sense of humor decided to animate the bones into a bonepile swarm, which guards this area.
When the bones of creatures with a powerful connective thread are mingled into a common repository, sometimes the echoes of their shared misery, devotion, or deviancy congeal, forming a bonepile swarm. Likely circumstances to bring about a bonepile swarm could include the slaughter of a village where the bodies were stacked and left, or perhaps the bottom of a sacrificial pit, or perhaps an ossuary where the bones of martyrs are placed.
Bonepile swarms sometimes form when the bones of creatures slaughtered at once or who shared an unusual bond are collected in one place.
Pile Skeleton: Bonepile swarms sometimes form when the bones of creatures slaughtered at once or who shared an unusual bond are collected in one place. They use their own mass to assemble mismatched skeletal defenders.
Bonepile Swarm Spawn Undead power.

Spawn Undead (standard; recharge 6) The bonepile swarm generates 1 pile skeleton for each of its levels [5] in empty adjacent squares (one skeleton per square).
 
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Forgotten Heroes: Scythe and Shroud

Forgotten Heroes: Scythe and Shroud
4e
Necrotic Parasite: Necrotic Host Paragon Path.
Your mastery over the undead as a Necrotic Host has culminated in your creation of an undead parasite, similar to a magic-user’s familiar but deemed much more repugnant by the uninitiated.
Undead: Create Undead Ritual

Create Undead
You commune with the restless spirit, binding it to the bones of the rotting troglodyte.
Level: 9
Component Cost: Special
Category: Creation
Market Price: 680 gp
Time:1 hour
Key Skill: Arcana or Religion
Duration: Instantaneous
This ritual allows you to create an undead creature of your level or lower. You gain no special control over the undead creature, though its attitude towards you can be improved based on your check result. The cost of the ritual is equal to the experience value of the undead creature.
Arcana/Religion Initial Attitude
Check Result
Less than 10 You cannot create the creature.
11-20 Hostile
21-30 Unfriendly
31-40 Peaceful
41+ Friendly
 
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Freeport Companion 4e

Freeport Companion 4e
4e
Death Crab Swarm: ?
Crawling Claw: Crawling claws are severed hands infused with necromantic energies.
Crawling Claw Minion: Crawling claws are severed hands infused with necromantic energies.
Deadwood Tree: Before the fall of the serpent people, spirit lizards inhabited the great trees of Valossa’s jungles. When the cataclysm struck, the trees were slain along with most other living things. A few spirit lizards, however, were trapped inside their dead and dying trees, fusing with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees.
Tragically, when the Unspeakable One destroyed the serpent people and their lands, the spirit lizards and the trees in which they lived were fused, becoming horrid abominations known as deadwood trees.
As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the maddening forces unleashed upon the land. Twisted and evil, these become the first deadwood trees.
Fire Specter: The most famous fire spectre is Captain Kothar. In life, Captain Kothar was a vicious pirate noted for his bloodthirsty tactics and wanton cruelty. After he and his crew attacked and murdered their rivals, claiming their vessel the Winds of Hell for themselves, they were captured, tried, and executed for their crimes. The Captains’ Council decreed they should be lashed to the deck of their bloody ship while the vessel burned down to the waterline. Kothar’s hate ran hotter than the flames and he refused to go to the Nine Hells until he got his vengeance.
While it is true that the Winds of Hell is a ghost ship, it is crewed by the undead remains of the bloodthirsty Captain Kothar and his crew, now called the Accursed. These horrid creatures are no ordinary undead; they’re fire spectres, the burning souls of the damned.
This creature is a fire spectre, an undead abomination that houses the tortured spirit of a black-hearted villain.
Flayed Man: It appears as a humanoid, and tattered bits of skin cling to the fat, muscle, and sinew exposed by the terrible magic that created it, its eyes burning with unspeakable malevolence.
Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. The flesh sloughs from the necromancer’s body in pieces, leaving curled bits of skin to writhe atop of the glistening muscle and sinew.
Zombie: Any humanoid slain by a flayed man rises as a zombie at the start of the flayed man’s next turn, appearing in the space where it died (or in the nearest unoccupied space).
Ravenous Zombie: Most zombies are mindless creatures, little more than automatons to be directed by their creators. Rarely, though, an animated carcass retains faint memories of its former life and is consumed by an overpowering need to fill the emptiness of its existence by consuming the fresh brains of living creatures.
Shadow Serpent: A shadow serpent is an undead remnant of a cleric of Yig that somehow failed its god and people and is now cursed to spend eternity as a wretched thing.
When Valossa became contaminated with the minions of the Unspeakable One, its people corrupted and befouled by the King in Yellow’s awful touch, the serpent god Yig cast down the Valossan empire and cursed his priests for failing in their sacred duty to safeguard the serpent people and keep them pure in their faith to him. Those priests who bore the brunt of the serpent god’s wrath became the dreaded shadow serpents, appalling undead creations consumed with remorse for their mortal failings and channeling that grief into hatred for the living, especially the inheritors of the world.
Skin Cloak: A skin cloak consists of the skinned hide of a human or humanoid creature. The flesh is tanned, with any cut marks closed with a heavy thread, and is often tattooed. The curing process results in shrinking the overall hide and thus these creatures are often smaller than they were in life, standing about four feet tall and weighing twenty pounds or less.
This unsettling undead creature is called a skin cloak or hollow man. It is the animated remains of a skinned humanoid.
Thanatos: A thanatos is a horrific abomination being the undead remains of a great fish.
This creature is a thanatos, the undead remains of a great fish.
Skulldugger: ?
 
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3.5 WotC

3.5 WotC
SRD 3.5:
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror)
Few mortal creatures have ever attempted to eat an entire dirgewood 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. (Creature Collection III)
The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead. (Creature Collection III)
Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead. (Creature Collection III)
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Epic Monsters)
Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise. (Into the Black)
Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undead creature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. (Strange Lands: Lost Tribes of the Scarred Lands)
Undead are once-living creatures animated by spiritual or supernatural forces. (The Dread Codex)
Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead.
Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. (The Dread Codex)
A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. (The Dread Codex)
Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. (Tome of Horrors III)
Oath of Blood spell. (Heroes of Horror)
Allip: An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.
The allip is the spirit of someone driven to suicide by madness.
Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity.
For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. (Dragon 336)
Bodak: Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
Humanoids who die from a bodak’s death gaze attack are transformed into bodaks 24 hours later.
Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. (Dragon 336)
A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. (Dragon 336)
Devourer: Create Greater Undead Spell
Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.
Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis)
“Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis)
Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence.
The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. (Complete Book of Denizens)
All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. (Dragon 336)
In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. (Dragon 336)
Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident. (Manual of Monsters)
The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms)
If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. (Monster Encyclopaedia 2 Dark Bestiary)
A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. (Monster Encyclopaedia 2 Dark Bestiary)
Ghoul: An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight.
Most humanoids who engage in such activities and return from the grave are mere ghouls. (Libris Mortis)
Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. (Fiendish Codex I Hordes of the Abyss)
Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. (Fiendish Codex I Hordes of the Abyss)
A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls. (Fiendish Codex I Hordes of the Abyss)
Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. (Dragon 336)
The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. (Advanced Bestiary)
The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever.
Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect.
Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight.
A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects. (Monster Geographica Underground)
A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. (Monster Geographica Underground)
An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. (Monster Geographica Marsh and Aquatic)
An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Forest)
An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. (Monster Geographica Plains and Desert)
Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. (Monster Geographica Forest)
An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. (The Dread Codex)
An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex)
An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex)
Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. (The Dread Codex)
Humanoids who die from a demonling nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised)
Humanoids who die from a mature nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised)
Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul.
An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight.
An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight.
An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III)
Create Undead Spell
Field of Ghouls spell. (Libris Mortis)
Ghoul Gauntlet spell. (Libris Mortis)
Change Zombie spell. (The Dread Codex)
Lacedon: ?
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised)
A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in that they have always existed and have always been. (Tome of Horrors III)
An afflicted humanoid of four or fewer Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.
Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. (Strange Lands: Lost Tribes of the Scarred Lands)
Ghast: An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight.
The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. (Advanced Bestiary)
A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast.
Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. (Monster Geographica Forest)
An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. (Monster Geographica Plains and Desert)
An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. (The Dread Codex)
Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. (The Dread Codex)
If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Libris Mortis)
Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Libris Mortis)
The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. (Dragon 336)
Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast. (Creature Collection III)
An afflicted humanoid of 4-5 Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight. (Strange Lands: Lost Tribes of the Scarred Lands)
Create Undead Spell
Lich: A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
“Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery.
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery 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.
As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence.
The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor).
Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency.
When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. (Heroes of Horror)
The comparable rite for clerical liches involves create undead, harm, and unhallow. (Dragon 336)
To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil. (Complete Guide to Liches)
Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. (Complete Guide to Liches)
No one knows for certain how the first liches came to be. (Complete Guide to Liches)
Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. (Complete Guide to Liches)
The creation of a lich requires a willing, living subject. (Complete Guide to Liches)
The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required. (Complete Guide to Liches)
In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich.
The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers.
Spellcasting: Caster level 11
Feats: Craft Wondrous Item
The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich.
Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom.
Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made.
With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches.
The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life.
Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends
and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points.
The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom.
The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages. (Complete Guide to Liches)
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution.
Only the spell create undead can form a mohrg from a corpse that is not a murderer. (Dragon 336)
Create Undead Spell
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power.
Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. (Heroes of Horror)
For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. (Heroes of Horror)
Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. (Dragon 336)
On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. (Dragon 336)
A creature afflicted with hunefer rot 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. (Epic Monsters)
Create Undead Spell
Mummy Lord: Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.
Mummy 18 HD: A creature afflicted with hunefer rot 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. (srd 3.5 epic)
Mummy Dust epic spell (srd 3.5 epic)
Nightshades: Nightshades are powerful undead composed of equal parts darkness and absolute evil.
Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. (Dragon 336)
Nightcrawler: ?
Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 27 or more, as a nightcrawler. (Dragon 336)
Nightwalker: ?
Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 19 to 26, as a nightwalker. (Dragon 336)
Nightwing: ?
Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. From 11 to 18, the creature might rise as a nightwing. (Dragon 336)
Shadow: Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds.
According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. (Tome of Horrors Revised)
Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds. (Advanced Bestiary)
Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. (Monster Geographica Forest)
Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. (The Dread Codex)
Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. (Libris Mortis)
In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. (Dragon 336)
Create Greater Undead Spell
Shadow Greater: ?
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. (Monster Manual V)
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). (Libris Mortis)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised)
As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Complete Minions)
Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated. (Bestiary Malfearous)
As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Monster Geographica Underground)
As a full round action, an undead ooze can expel the skeletons in its body. (Monster Geographica Underground)
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest)
If a victim dies while engulfed by a bone slime, it becomes a skeleton. (The Dread Codex)
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex)
A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. (Dangerous Denizens The Monsters of Tellene)
Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods)
Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead.
In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template.
Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III)
Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches)
As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton. (Monster Encyclopaedia 2 Dark Bestiary)
Animate Dead spell
Plague of Undead spell. (Libris Mortis)
Plague of Undead spell. (Heroes of Horror)
My Life for Yours spell. (The Dread Codex)
Puppets of Death spell. (Complete Guide to Liches)
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later) (3.5 epic srd)
A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. (Dragon 315)
Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds. (Advanced Bestiary)
When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on.
Spectres are born from sudden acts of violence. (Dragon 336)
The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms)
Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time. (Tome of Horrors Revised)
Create Greater Undead Spell
Vampire: “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD.
Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. (Monster Manual V)
He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. (Monster Manual V)
Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. (Heroes of Horror)
Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.
Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. (Advanced Bestiary)
The vampire is a powerful undead monster that spawns its own followers from living humans.
Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires. (Complete Guide to Vampires)
When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire. (Complete Guide to Vampires)
Vampire Spawn: Vampire spawn are undead creatures that come into being when vampires slay mortals.
A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD.
By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. (Monster Manual V)
A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis)
If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Libris Mortis)
A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis)
If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Libris Mortis)
Victims reduced to 0 Intelligence or below from 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, depending on their Hit Dice. (Libris Mortis)
A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Libris Mortis)
If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from 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, depending on their Hit Dice. (Libris Mortis)
If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. 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 this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit.
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. (Libris Mortis)
If the elven vampire 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. (Libris Mortis)
A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Libris Mortis)
Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire.
Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. (Dragon 336)
Wight: Any humanoid slain by a wight becomes a wight in 1d4 rounds.
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.
Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. (Dragon 336)
After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens)
Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. (Advanced Bestiary)
After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert)
After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (The Dread Codex)
Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. (Libris Mortis)
Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain. (Creature Collection III)
For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control.
As a standard action, a bleak crow can capture the soul of adying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow.
The undead servant is identical with a zombie of equal size.
Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.
An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain. (Creature Collection III)
Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches)
Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms)
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.
Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. (Heroes of Horror)
Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. (Dragon 336)
Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms)
Create Greater Undead Spell
Dread Wraith: The oldest and most malevolent wraiths.
Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. (Advanced Bestiary)
Zombie: Zombies are corpses reanimated through dark and sinister magic.
“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Creatures killed by a mohrg rise after 1d4 days as zombies.
If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside.
As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. (Monster Manual III)
As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies. (Monster Manual III)
Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch. (Monster Manual V)
Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. (Libris Mortis)
Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Libris Mortis)
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). (Libris Mortis)
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. (Libris Mortis)
Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Libris Mortis)
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. (Libris Mortis)
Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror)
Any creature killed by a dread mohrg rises as a zombie in 1d4 days. (Advanced Bestiary)
Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Revised)
Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. (Complete Minions)
After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens)
Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. (Creatures of Freeport)
Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. (Creatures of Freeport)
Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. (Dragon 336)
a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. (Dragon 336)
Most dragons who drink directly from the Well of Dragons are stricken down and die immediately, animating as mindless zombie dragons in 1d4 days. (Dragon 344)
Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods)
Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. (Monster Encyclopaedia 1 Ravagers of the Realms)
While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies. (Monster Encyclopaedia 1 Ravagers of the Realms)
Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life. (Monster Geographica Underground)
The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. (Monster Geographica Underground)
Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds. (Monster Geographica Marsh and Aquatic)
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest)
As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook.
The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefit of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. (Monster Geographica Plains and Desert)
On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. (Monster Geographica Plains and Desert)
After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert)
Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2)
Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2)
Living creatures killed by a deadwood tree rise in 16 rounds as zombies. (The Dread Codex)
Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. (The Dread Codex)
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex)
After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (The Dread Codex)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised)
Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.
Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails. (Tome of Horrors II).
Animate Dead Spell
Greater Seed of Undeath spell. (Complete Mage)
My Life for Yours spell. (The Dread Codex)
Plague of Undead spell. (Libris Mortis)
Plague of Undead spell. (Heroes of Horror)
Puppets of Death spell. (Complete Guide to Liches)
Seed of Undeath spell. (Complete Mage)

Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Create Undead
Necromancy [Evil]
Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. 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
11th or lower Ghoul
12th–14th Ghast
15th–17th Mummy
18th 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.
Material Component: 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
Necromancy [Evil]
Level: Clr 8, Death 8, Sor/Wiz 8
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

3.5 Psionics SRD:
Caller in Darkness: A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.

3.5 Epic SRD:
Atropal: ?
Demilich: “Demilich” is a template that can be added to any lich.
A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part.
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.
Hunefer: ?
Lavawight: Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.
Shadow of the Void: ?
Shape of Fire: ?
Winterwight: Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.

Mummy 18 HD: A creature afflicted with hunefer rot 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. (srd 3.5 epic)
Mummy Dust epic spell (srd 3.5 epic)

Spectre: Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later).

Monster Manual
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.
Bodak: Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
Humanoids who die from this attack are transformed into bodaks 24 hours later.
Devourer: ?
Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6.
Ghost Human Fighter 5: ?
Ghoul: Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Ghoul Fever.
Lacedon: ?
Ghast: An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Ghoul Fever.
Lich: A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing.
“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery 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.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.
Lich Human Wizard 11: ?
Lich Nonhumanoid: ?
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Mummy Lord: Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death.
Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.
Nightshade: Nightshades are powerful undead composed of equal parts darkness and absolute evil.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Greater Shadow: ?
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Human Warrior Skeleton: ?
Wolf Skeleton: ?
Owlbear Skeleton: ?
Troll Skeleton: ?
Chimera Skeleton: ?
Ettin Skeleton: ?
Advanced Megaraptor Skeleton: ?
Cloud Giant Skeleton: ?
Young Adult Red Dragon Skeleton: ?
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Vampire: “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.
Vampire Human Fighter 5: ?
Vampire Half-Elf Monk 9/Shadowdancer 4: ?
Vampire Spawn: Vampire spawn are undead creatures that come into being when vampires slay mortals.
A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.
Wight: Wights are undead creatures given a semblance of life through sheer violence and hatred.
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.
Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Dreadwraith: The oldest and most malevolent wraiths.
Zombie: Zombies are corpses reanimated through dark and sinister magic.
“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system
Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control.
Kobold Zombie: ?
Human Commoner Zombie: ?
Troglodyte Zombie: ?
Bugbear Zombie: ?
Ogre Zombie: ?
Minotaur Zombie: ?
Wyvern Zombie: ?
Umber Hulk Zombie: ?
Gray Render Zombie: ?

Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Monster Manual III
Boneclaw: The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms.
Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws.
Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faerûn. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later.
Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims.
This rite requires the spells create undead (caster level 15+) and greater magic fang. (Dragon 336)
Bonedrinker: Terrible undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally developed the ritual to create these monstrosities, using the fallen corpses of goblin and bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of these two goblinoid races. In theory, other humanoid creatures could be converted into bonedrinkers, but this would require twisting and adapting the original ritual.
The ritual that turns a bugbear corpse into a bonedrinker requires the create undead spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.
Many hobgoblin warlords and their bodyguards became bonedrinkers as a result of unorthodox burial rituals.
Bonedrinker Lesser: Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins.
The ritual that turns a bugbear corpse into a bonedrinker requires the create undead spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). Transforming a goblin corpse into a lesser bonedrinker is a similar but less exacting process, requiring create undead cast by a caster of 12th level or higher with 7 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.
Charnel Hound: Charnel hounds are a stunning achievement of some crazed necromancer or god of death.
The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper.
No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation.
The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell).
On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. (Dragon 336)
Deathshrieker: The deathshrieker is an undead spirit that embodies the horrible cries and shrieks of the dying as they utter their last gasps of life. It roams lonely and forgotten battlefields, charnel houses, or sites of terrible plagues, filling the air with its mournful and soul-sapping screams. It relives the final moments of those who have died from slow, agonizing deaths due to violence, disease, or some other tragedy. Typically, the larger the death and despair of an area, the larger the deathshrieker, although relatively small areas that hosted truly despicable acts of violence can bring one into being as well.
Deathshrieker Advanced: Truly cataclysmic battles sometimes spawn deathshriekers of incredible power.
Drowned: The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all.
Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. (Dragon 336)
Dust Wight: Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy.
Ephemeral Swarm: Ephemeral swarms are the ghostly collections of many little creatures that suffered a common death. Just as when a spirit of a particular creature lingers on as a ghost, when many small creatures die a violent death, they may linger on as a vengeful ephemeral swarm. The undead swarm is composed of the psychic agony and anguish of the newly departed.
Ephemeral swarms sometimes manifest in cities recovering from a terrible animal or vermin infestation. These undead swarms are the remnants of one or more swarms that were previously exterminated.
Grimweird: Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane.
Necronaut: Necronauts are created by demons on plains of bones in the Abyss.
Necronauts form near sinister planar rifts that haunt the Mournland.
Plague Spewer: ?
they are rumored to be the undead remains of giants whom the great dragons of Argonnessen cursed with a foul plague.
Salt Mummy: Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor; often, such a creature has taken a great sin with it to its subterranean grave, the horror of which eventually creates a linkage to the Negative Energy Plane.
Clerics of the Blood of Vol sometimes seal the corpses of slain assassins, corrupt officials, and criminals in caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies. Most salt mummies, however, are found underground—the remains of evil adventurers, goblinoids, and other humanoid creatures killed in Khyber and ravaged by the salt deposits.
Vasuthant: ?
Although their empire perished more than ten thousand years before Dale reckoning, the remains of many Aryvandaar sorcerers continue to haunt their empire’s ancient ruins as vasuthants—ambitious, power-hungry sun elves consumed by utter darkness.
Vasuthant Horrific: A horrific vasuthant has grown massive and terrifying after centuries of absorbing life energy.

Zombie: As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies.
As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies.

Monster Manual IV
Bloodhulk: Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with the endurance to absorb an amazing amount of punishment before falling.
A bloodhulk is created through a foul ritual that saturates a creature’s flesh with the blood of sacrificed victims.
Creating a bloodhulk requires a ritual of bloody sacrifice culminating in a spell of animation. Most living corporeal beings can be made into these horrors.
The animate dead spell normally allows the creation of only skeletons and zombies. It can also create bloodhulks, though the process is more difficult.
• You can create bloodhulk warriors, giants, or crushers based solely on the size of the corpse you wish to animate:
A Medium corpse is required for a bloodhulk fighter, Large for a giant, and Huge for a crusher. Smaller and larger corpses cannot be made into bloodhulks. The creation of a bloodhulk changes the original corpse too much for it to retain most of its original features.
• In addition to the usual material components, you must supply blood from three recently slain creatures the same size as the potential bloodhulk.
• Bloodhulks are considered to have double their Hit Dice for the purpose of creating and controlling them. Thus, the number of bloodhulks you can create is equal to your Hit Dice (instead of twice your Hit Dice) if you are not in a desecrated area. You can control no more than 2 HD worth of bloodhulks per caster level; if you are attempting to control different sorts of undead creatures, the bloodhulks are considered to have twice as many Hit Dice as are shown in their entries for the purpose of determining the total number of undead you can control.
Defacer: A defacer arises when a spellcaster creates an undead being from the corpse of a doppelganger or other creature that assumes others’ visages.
A spellcaster of 14th or higher level can create a defacer by casting create undead on the corpse of a creature that mimics other creatures, such as a doppelganger.
Changelings turned into undead sometimes spontaneously rise as defacers instead of what their creators intended. When Dolurrh is coterminous, dead changelings become defacers under circumstances when they might otherwise become ghosts.
Necrosis Carnex: A necrosis carnex is created from several corpses bound together with cold iron bands.
They have a simple and stark existence, stemming entirely from their origin as purposefully created undead.
A spellcaster of 11th level or higher can create a necrosis carnex with an animate dead spell. To do so requires three corpses from Medium creatures and cold-hammered iron bands worth 200 gp. None of this material is consumed in the casting and but instead becomes the undead amalgam of the carnex. When used to create a necrosis carnex, the animate dead spell has a casting time of 10 minutes.
Plague Walker: A plague walker is an undead weapon created by evil mages and clerics.
As undead creatures crafted for use in war, plague walkers have no place in the natural environment. Tales claim that they arise as the result of a rare contagion, but in truth any diseased corpse serves to produce these monstrosities.
Creating a plague walker is a relatively simple process, though its cost prevents most spellcasters from producing the creatures in great numbers outside of wartime. Any arcane or divine caster of 6th level or higher who can cast necromancy spells can craft a plague walker. Doing so involves performing a horrific ritual that requires 800 gp worth of unholy water, the corpses of four Medium creatures that died of disease, and two days of prayer. (Two Small corpses are equivalent to one Medium corpse, and one Large body counts as two Medium corpses.) At the end of the ritual, the remains meld into a single plague walker, which obeys its creator’s commands to the best of its ability.
Web Mummy: “Web mummy” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.
When ready to reproduce, a tomb spider finds a suitable corpse (or kills such a creature), implants its eggs, and wraps the corpse in webbing. The host corpse animates as a web mummy and protects its creator.
Web mummies are undead creatures animated by a spider with a connection to negative energy.
A tomb spider lays its eggs in a humanoid, monstrous humanoid, or giant’s body, animating the corpse as a web mummy.
Vitreous Drinker: The creatures were reputedly created by Vecna for some nefarious purpose.

Monster Manual V
Blackwing: The orcs caught and brutalized eagles for sport until their depraved mystics discovered the necessary ritual to create powerful undead servitors—the first blackwings.
The necromantic ritual used to create blackwings requires the intact body of a giant eagle.
Blackwings are created from the corpses of giant eagles. The corpse must be buried within the area of an unhallow spell for at least six months. Then, a spellcaster of 18th level or higher must cast create undead on the remains.
Deadborn Vulture Zombie: When a deadborn vulture is reduced to 0 hit points, it immediately dies and becomes a deadborn vulture zombie that retains the vulture’s disease ability.
A deadborn vulture reanimates as a zombie after it dies.
God-Blooded Orcus-Blooded: Orcus-blooded” is an acquired template that can be added to any evil undead creature. The sacrifice of good-aligned creatures totaling 20 or more Hit Dice causes an aspect of Orcus to appear and bathe the petitioner with black, tarry blood poured from a golden chalice. The undead creature covered in this blood then grows goatlike horns and gains the Orcus-blooded template.
Haunt: Haunts are spirits that left unfi nished business in life and have returned to seek recompense.
Bridge Haunt: A bridge haunt is a ghostly undead that lingers near the bridge where it came into being after the death of the living creature it once was.
This is a bridge haunt, the incorporeal spirit of someone who died at this bridge.
Forest Haunt: Forest haunts are the spirits of fey-touched trees that seek vengeance on intruders within their forest domain. When a dryad is killed, she can curse those who slew her with her dying breath. This curse fuels the spirit of the oak to which she is tied, causing it to stalk the forest until her killers are slain, and sometimes beyond.
This is a forest haunt, the spirit of a tree touched by the fey. When a dryad is destroyed and speaks a curse with her dying breath, a forest haunt is born.
Taunting Haunt: A taunting haunt is the twisted, jealous spirit of a deceased bard, jester, or other performer.
This is a taunting haunt, the bitter spirit of a troubadour, jester, or bard.
Phantom: “Phantom” is an acquired template that can be applied to any corporeal creature
Phantom Ghast Ninja: By using a secret ritual, Kugan’s master granted him the phantom template for his years of honorable and successful service.
Sanguineous Drinker: Occasionally, small packs of three to nine individuals form in areas of intense death and suffering.
Necromancers and cunning undead spellcasters create sanguineous drinkers.
Necromancers create them from corpses boiled in blood. Particularly evil and bloodthirsty creatures might spontaneously rise as sanguineous drinkers if they die in an environment soiled with blood and corrupted by negative energy.
A spellcaster of 15th level or higher can use the create undead spell to animate a sanguineous drinker.
Skull Lord: Dark rumors speak of the skull lords, powerful undead beings created by the magic unleashed at the death of the mighty necromancer Vrakmul.
The twelve skull lords arose from the ashes of the Black Tower of Vrakmul. Whether they were created intentionally by that mad necromancer or came forth spontaneously from the foul energies of his fallen sanctum, none can say.
Alternatively, skull lords might simply be a powerful new form of undead with no specific background or number. Skull lords might be the result of failed attempts at achieving lichdom, the undead remains of a race of three-headed beings, or a single creature formed from the magical amalgamation of three corpses.
The Battle of Bones is a popular destination for Faerûn’s necromancers, and it is rumored that the first skull lords were spawned in that cursed place.
Bonespur: Bonespurs are animalistic monstrosities created only for fighting and killing.
A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.
A spellcaster of 8th level or higher can create a bonespur using the create undead spell. Creating a bonespur requires skeletal remains equivalent to six Medium creatures.
Serpentir: Serpentirs are dreadful snakelike undead formed from several skeletons.
A spellcaster of 10th level or higher can create a serpentir using the create undead spell. Creating a serpentir requires skeletal remains equivalent to six Medium creatures.
A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.
Spectral Rider: Each spectral rider is born of particular circumstances.
Blackguards and evil knights are the individuals who most commonly become spectral riders after death. However, even the holiest of paladins can be polluted by foul necromantic magic and twisted into these dark warriors. The rituals that create a spectral rider involve unspeakable desecrations of the corpse. In the case of paladins or holy knights, deception is used to lure the spirit back to its body, binding a pure soul to tainted dead flesh.
A spellcaster of 12th level or higher can create a spectral rider using a create greater undead spell. The PC must fi nd a suitable subject corpse—a mounted warrior of at least 6th level at the time of his or her death.
Once per month, a skull lord can engage in a 12-hour ritual under the dark moon to create a spectral rider from the remains of a mounted warrior.

Skeleton: A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.
Vampire: Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath.
He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day.
Vampire Spawn: By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn.
Zombie: Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage.
Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch.

Libris Mortis
Angel of Decay: ?
Atropal Scion: Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of fl esh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.
Blaspheme: Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians.
Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifi ces to evil powers.
Bleakborn: Sometimes a newly created bleakborn spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances.
Blood Amniote: If a blood amniote deals as many points of Constitution damage during its existence as its full normal hit point total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total.
Bloodmote Cloud: ?
Bone Rat Swarm: ?
Boneyard: ?
Brain in a Jar: The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers.
Cinderspawn: Cinderspawn are burnt-out undead remnants of creatures of elemental fire.
Corpse Rat Swarm: ?
Crypt Chanter: Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later.
Deathlock: Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave.
Dessicator: Desiccators are the dried-out undead remnants of creatures of elemental water.
Dream Vestige: The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over.
When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige’s full normal total.
Entomber: Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants.
Entropic Reaper: Entropic reapers are undead that arise in Limbo.
Evolved Undead: An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long lifetime.
When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this “evolution” occurs, the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature connection, plus an additional 1% chance for each previous evolution.
“Evolved undead” is an acquired template that can be added to any undead with an Intelligence score.
Forsaken Skin: Creatures killed by a forsaken shell slough their skins after 1d4 rounds. These sloughed skins are new forsaken shells under the spawner’s control.
Ghost Brute: Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts.
A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion.
However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.
“Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8.
Gravetouched Ghoul: Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul.
In rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard Monster Manual statistics for a ghoul, but instead the base creature gains the gravetouched ghoul template.
“Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher.
Hulking Corpse: ?
Mummified Creature: Mummies are undead creatures, embalmed using ancient necromantic lore.
“Mummified creature” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.
The process of becoming a mummy is usually involuntary, but expressing the wish to become a mummy to the proper priests (and paying the proper fees) can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do.
Murk: A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under the control of its killer within 1d4 rounds.
Necromental: A necromental is the undead remnant of an elemental creature.
“Necromental” is an acquired template that can be added to any elemental.
Necropolitan: Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration.
“Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid.
Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.
The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.
The ceremony that lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.
Plague Blight: Plague blights are animated corpses of humanoids who died from plague or rot.
Quell: ?
Raiment: A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim.
Revived Fossil: Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone or other geological deposits, but revived fossils are the freed and animated remains of the dead.
Revived fossils cannot be created with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be revived.
“Revived fossil” is an acquired template that can be added to any corporeal creature.
Skin Kite: When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin.
Skirr: ?
Skulking Cyst: A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell).
Necrotic Cyst spell.
Slaughter Wight: Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead.
Sometimes a newly created slaughter wight spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances.
Slaymate: Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death.
Spectral Lyricist: In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.
Swarm-Shifter: “Swarm-shifter” is an acquired template that can be added to any corporeal undead with an Intelligence score.
Tomb Motes: Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials.
Umbral Creature: “Umbral creature” is an acquired template that can be added to any aberration, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8.
Visage: The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.
Any evil outsider slain by a visage becomes a visage 24 hours after death.
Voidwraith: ?
Wheep: ?

Ghoul: Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead.
Most humanoids who engage in such activities and return from the grave are mere ghouls.
Shadow: Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds.
Wight: Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds.
Zombie: Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.

Heroes of Horror
Jonah Parsons Human Ghost Expert 4: Less than a year ago, Jonah and Annalee Parsons were a happy couple in a happy community. They had just found out that they were expecting a child. While Jonah, a researcher and scribe by profession, was working overtime to provide for all that they would soon need, Annalee was busily converting their unused barn into a study for her husband, now that his former study was going to become the new baby’s room.
Not long into the pregnancy, however, Jonah began to notice a change in his wife. She wasn’t doing anything different or unusual, but she just didn’t seem like the same person. The one person in whom he could confide his concerns blamed them on the combination of the changes of pregnancy and the anxiety felt by every expectant father. But Jonah was not convinced, and he began to investigate his wife’s condition. Within three months, Jonah was dead—stabbed to death by town guards in his own study; records indicate that he was “slain while attempting to resist a lawful arrest.”
What actually happened is that Jonah began to suspect that something had infected his wife’s mind, soul, or both. But before he could discover what was really going on, and perhaps find a way to bring back the Annalee he once knew, the thing inside her sensed his suspicion and contrived a way to silence him. The unholy scion made its mother, now some five months pregnant, scratch and beat herself before running in terror to the local constable. She claimed her husband had gone mad and locked himself into his study after nearly killing her. When the soldiers arrived, they took Jonah by surprise and, in the confusion, mortally wounded him.
The story picks up some five months after the death of Jonah Parsons. His daughter, Eve, was born recently, and with her birth came the return of her father as a ghost. What Jonah had begun to uncover is that inside his barn dwelled a dark entity that began to take over the unborn child growing inside his wife as she worked to convert the site into a study for him. Unknown to anyone, the site had once been the location of a shrine dedicated to Cas, the demigod of spite, and that lingering taint was an open invitation to demonic forces to take up residence in Cas’s absence.
Cas, rarely one to forgive a slight of any kind, offered Jonah’s restless soul a glimpse of what the Lord of Spite would see as hope. Jonah arose as a ghost, filled with the knowledge that the source of his wife’s madness and his own death was the child she had borne in her womb.
Haunting Presence: Sometimes when undead are created they come into being without a physical form and are merely presences of malign evil. Haunting presences usually occur as the result of atrocious crimes. Tied to particular locations or objects, these beings might reveal their unquiet natures only indirectly, at least at first.
As a haunting presence, an undead is impossible to affect or even sense directly. A haunting presence is more fleeting than undead who appear as incorporeal ghosts or wraiths, or even those undead enterprising enough to range the Ethereal Plane. Each haunting presence is tied to an object or location and can only be dispelled by exorcism or the destruction of the object or location. Despite having no physicality, each haunting presence still possesses the identity of a specific kind of undead. For instance, one haunting presence might be similar to a vampire, while another is more like a wraith.
Bane Wraith: They result when someone dies a violent and gruesome death, accompanied by the deaths of his family, friends, and everything he loved and worked for. Bane wraiths develop most frequently, but not exclusively, in or near tainted regions.
Bloodrot: While sages originally believed that bloodrots were slain oozes animated by necromantic spells, they have now come to understand that the bloodrot is not a true ooze at all, despite its oozelike form. Rather, a bloodrot is formed from the remaining fluids of a creature dissolved in acid or otherwise liquefied.
Tainted Minion: A tainted minion is a mortal who has been transformed into a horrific undead servant of evil.
“Tainted minion” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least mild levels of both corruption and depravity (referred to hereafter as the base creature). It is most often applied to a creature that dies because its corruption score exceeds the maximum for severe corruption for a creature with its Constitution score.
Tainted Minion Human Fighter 5: ?

Undead: Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect.
Oath of Blood spell.
Lich: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich.
A dread necromancer who is not humanoid does not gain this class feature.
Mummy: Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place.
For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit.
Skeleton: Plague of Undead spell.
Vampire: Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven.
Wraith: Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds.
Zombie: Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect.
Plague of Undead spell.
Corpse Gatherer: Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers.

OATH OF BLOOD
Necromancy
Level: Cleric 5, sorcerer/wizard 5
Components: V, S, M, DF
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See below
Saving Throw: None
Spell Resistance: Yes
Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell. It extends the reach of the geas beyond death. If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is determined by the caster level of this spell, as per create undead. Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death.
Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target.
PLAGUE OF UNDEAD
Necromancy [Evil]
Level: Cleric 9, dread necromancer 9, sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell unleashes great necromantic power, raising a host of undead creatures. Plague of undead turns the bones or bodies of dead creatures within the spell’s range into undead skeletons or zombies with maximum hit points for their Hit Dice. The undead remain animated until destroyed. (A destroyed zombie or skeleton can’t be animated again.)
Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can’t create more HD of undead than four times your caster level.
The undead you create remain under your control indefinitely and follow your spoken commands. However, no matter how many times you use this spell or animate dead, you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit. If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Anytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released.
The bones and bodies required for this spell follow the same restrictions as animate dead. All the material to be animated by this spell must be within range when the spell is cast.
Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.

Bestiary of Krynn Revised
Ankholian Undead: Ankholian undead are the result of imbuing standard undead with the properties of a fireshadow.
Texts found in the libraries of the Tower of Wayreth say the ankholian undead first arose early on during the Age of Might when a wizard named Ankholus attempted to create a fireshadow (DRAGONLANCE Campaign Setting, page 225). These texts state that Ankholus, though powerful, had a limited understanding of planar entities and assumed the fireshadow was an undead creature that could be easily recreated. The fate of Ankholus was never made clear, though the texts speculate that he succumbed to an ankholian form of undeath as a lich.
“Ankholian undead” is an acquired template that can be added to any corporeal undead creature.
The breath weapon and heat aura of an ankholian undead also affect other undead in a unique way. When damaged by an ankholian undead’s breath weapon or heat, corporeal undead creatures must succeed at a Reflex save or gain the ankholian undead template.
Ankholian Owlbear Zombie: ?
Ankholian Zombie: Any living creature slain by an ankholian undead becomes an ankholian undead zombie in 1d4 rounds.
Daemon Warrior: Daemon warriors are the soldiers of Chaos, created by the mad god from the souls of the dead trapped in torment within the Abyss.
Knight Haunt: Knight haunts are the spectral remains of members of one of Krynn’s Knightly Orders whose spirits now inhabit the armor and weapons they bore in life.
Up until the Chaos War, almost all knight haunts were former Knights of Solamnia who, for some reason, were unable to pass onto the hereafter. Many had fallen in battle and had unfinished business, while others remained after death as guardians of places which they had once sworn to defend. With the formation of the Knights of Takhisis, a few fallen individuals of that Order also rose as knight haunts. The War of Souls brought about a marked rise in the numbers of knight haunts, not only the from Solamnics and Dark Knights, but also some members of the Legion of Steel. However, after the return of the gods and the opening of the Gate of Souls once again, these numbers dropped considerably.
Remnant: Remnants are the spectral remains of powerful wizards and sorcerers who died as a result of a large surge in magic or whose magic consumed them.
Any arcane spellcaster slain by a remnant becomes a remnant in 1d4 rounds. His body is consumed by a rush of magical forces, and his spirit remains.
Shadow Wight: A shadow wight is a horrid creation of Chaos. The first shadow wights were created from the slain souls of Knights of Solamnia and Takhisis, as well as other dead spirits.
Frost Wight: ?
Undead Beast: Undead beasts are the result of wanton destruction visited upon forest animals by priests of Chemosh. Many believe that after the slaughter of countless animals, the priests conduct a foul rite that twists the remains of the animals into the unnatural shape of a stahnk or gholor.
Like all matters supernatural, rumors abound that sometimes the intervention of a cleric of Chemosh is not needed to bring forth an undead beast. Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events.
Create Undead Beast spell.
Undead Beast Stahnk: Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events.
Undead Beast Gholor: ?
Witchlin: Wichtlins were once elves, half-elves, or the animal companions of elven or half-elven druids and rangers, transformed by the power of Chemosh into creatures of hatred. Legends among the elves tell of a Silvanesti queen, Sylvyana, known as the Ghoul Queen for her abhorrent devotion to necromancy. The god of the undead, Chemosh, granted her a timeless existence in return for her services, and it was apparently her dark curse upon those subjects who rose up against her that created the wichtlins.
Wichtlin druids and rangers lose access to spellcasting and supernatural abilities, but retain their animal companions. These companions also acquire the wichtlin template, their type changing to undead.
“Wichtlin” is an acquired template that can be added to any elf, half-elf, or fey or the animal companion of a druid or ranger.
An elf or half-elf slain by a wichtlin rises in seven days as a wichtlin.
Witchlin Kagonesti Elf Ranger 4: This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale.
Witchlin Elk Animal Companion: This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale.

Undead: Child of Chemosh Improved Create Spawn ability.
Child of Chemosh Greater Create Spawn ability.
Corporeal Undead: These are undead with physical bodies, usually their own. Their souls are bound to them, usually in such a way as to darken their natures and make them hateful and dangerous to the living.
Incorporeal Undead: Incorporeal undead are souls prevented from leaving Krynn and joining the Progression of Souls for some reason.
Allip: Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.
Devourer: Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger.
Ghost: Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued.
Mohrg: Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger.
Shadow: Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.Lich: Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh.
Zombie: Child of Chemosh Greater Create Spawn ability.

Create Undead Beast
Necromancy [Evil]
Level: Clr 8 (Chemosh)
Components: V, S, M, DF
Casting Time: 2 hours
Range: Close (25 ft. +5 ft./2 levels)
Target: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This evil spell is one granted only by Chemosh to his worshippers. With it, you can create an undead beast of your choosing. This spell requires you to cast it upon the corpses of any number of animals. The Hit Dice of these animals must be equal to those of the undead beast you wish to create. Creatures created by this spell are automatically under your control, and you can bestow control of the creature to any other individual of your choice. If the controller of an undead beast dies, the creature is free to act of its own accord.
Material Component: A small clay statue of the creature to be created. This spell must be cast upon the remains of many animals. You must place a black onyx gem worth at least 50 stl per HD of the undead to be created into the mouth of the statue. The magic of this spell melts both the statue and the gem, using them as the basic foul viscous fluids that merge and breathe tainted life into the animal corpses.

Improved Create Spawn (Su) At 2nd level, a Child of Chemosh with the ability to create spawn (such as a wight or vampire) may do so with victims it has not personally slain. The Child of Chemosh must have witnessed the death of the target creature within the last 24 hours and must spend one hour with the corpse. At the end of this vigil, the creature is assumed to have just been slain for the purposes of how soon the creature will rise as a spawn of the Child of Chemosh.
Children of Chemosh without the ability to create spawn do not benefit from this ability. Children of Chemosh whose victims rise as free-willed undead (such as ghouls and ghasts) may spend one hour in vigil with the corpse before it rises, in which case the newly created undead is under the child’s control until the child is destroyed.
Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.

Greater Create Spawn (Su) At 4th level, the Child of Chemosh’s ability to create spawn improves even further. The child no longer needs to have been personally present at the death of the target creature, and the creature may have been dead for up to a week. This ability otherwise works exactly like the improved create spawn ability above.
Children of Chemosh without the ability to create spawn gain the ability to create zombies from any humanoid they slay, just as a mohrg does (see Monster Manual). Children of Chemosh whose victims rise as free-willed undead may choose to create zombies instead or spend time in vigil as described under Improved Create Spawn above.
Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.

Denizens of Dread
Akikage (Shadow Assassin): Creatures spawned from ninjas and assassins who died while trying to destroy an assigned victim.
Ancient Dead: Created by the ritual preservation of a corpse and animated by dark magic.
“Ancient Dead” is a template that can be applied to any living creature.
Animator: Animator is an acquired template that can be added to any nonmagical object.
Arayashka (Snow Wraith): Arayashka 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.
Bat Skeletal Bat: ?
Boneless: First created in the laboratories of Darkon’s ruler through a bizarre ritual that separated and animated separately the bones and flesh of a corpse.
“Boneless” is an acquired template that can be added to any corporeal creature (other than undead) that once had a skeleton.
Bowlyn: Without exception, the bowlyn were sailors on oceangoing vessels who died from an accident at sea.
Cat Crypt: ?
Cloaker Dread Undead: Undead Cloakers are rumored to be the tragic remnant of a resplendant cloaker drained by undead.
Corpse Candle: Corpse candles are incorporeal spirits of murdered individuals that attempt to coerce the living into gaining revenge upon their killers.
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, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger.
Bussengeist: Bussengeists are the spirits of people whose actions or inaction caused a great tragedy in which they were killed.
Poltergeist: Beings that become poltergeists often died 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 an acquired 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 dies and rises as a ghoul lord in 24 hours if the body is not destroyed.
Spectral Hag: A spectral hag arises when a hag dies during an evil ceremony.
“Spectral Hag” is an acquired template that can be added to any hag.
Hound Dread Phantom Hound: Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master.
Hound Dread Carcass Hound: Carcass hounds are zombielike, 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 An acquired template that can be added to any humanoid creature.
Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is left completely undisturbed, the creature rises as a lebendtod.
Lich Elemental: “Elemental Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.
Mist Ferryman: A few sages hold that they are manifestations of the mists themselves, but most believe they represent the fate of those who die in the Misty Border, doomed to wander forever.
If an afflicted victim dies of ferryman's rot, her skin flakes away into
dust, leaving a skeletal corpse that rises as a mist ferryman in 6 rounds and retreats into the Mists.
Mist Horror: Some maintain that they are the spirits of evil beings who attracted the attentions of the Dark Powers but who were not evil enough to imprison in their own domain.
Other scholars have posited the theory that mist horrors are created from the bodies of creatures slain by a mist golem.
“Mist horror” is a template that can be applied to any living creature.
Odem: Odems are remnants of the spirits of evil humanoids that did not have the force of will to become ghosts.
Death's Head Tree Death's Head: When the heads ripen, they break off from the Death's Head tree and float away. When this happens, the heads’ type becomes “undead.”
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 completing an important spiritual quest.
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 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 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 person, produce flame, protection from energy and animate dead on them. As the skeletons began to stir, enlarge person was cast on each a second time. The Mists fused with the newly created undead to allow enlarge person 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.
Skeleton Strahd Skeleton: Animated by Barovia's darklord.
Whether as a result of Count Strahd's own research or because of some inherent property of the land of Barovia is unknown.
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.
Vampire Chiang-Shi: If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a chiang-shi if it had 5 or more Hit Dice.
Vampire Nosferatu: If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a nosferatu if it had 5 or more Hit Dice.
Vampire Nosferatu Cerebral vampire: Victims reduced to 0 Intelligence or below from 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, depending on their Hit Dice.
Vampire Vrykolaka: If the vrykolaka drains the victim’s Constitution to 0 or less, the victim returns as a vrykolaka if it had 5 or more Hit Dice.
Vampire Dwarven Vampire: If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a dwarven vampire if it had 5 or more Hit Dice. 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 this occurs, the new vampire rises 1d4 days after the vampire’s visit.
Vampire Elven Vampire: If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as an elven vampire if it had 5 or more HD.
Vampire Gnome Vampire: To create a new minion, a gnomish vampire must drain 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 Hit Dice.
Vampire Halfling Vampire: A halfling victim slain by a vampire's Constitution drain returns as a halfling vampire if it had 5 or more HD.
Wight Dread: 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 Cannibal: An individual slain by a cannibal zombie rises swiftly to join his slayer and the pack as a new cannibal zombie.
Zombie Desert: The first desert zombies were the product of the experimentations of one of Har’Akir’s most powerful spellcasters, the ancient dead known as Senmet. Since his time, other powerful wizards and sorcerers in that desert realm have learned how to raise up the dead to serve them as desert zombies.
Zombie Mud: Mud zombies generally hail from Darkon, where Azalin Rex has discovered how to create minions that would keep going despite insurmountable problems, such as missing arms or legs.
Zombie Sea: ?
Zombie Strahd: Barovia’s darklord has mastered the secret of creating more potent zombies than the usual animated corpses.
Zombie Fog: ?
Fog Cadaver: The 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, corpselike zombie lord.
“Zombie lord” is a template that can be added to any humanoid or monstrous humanoid.

Ghast: If a ghoul lord slays its victim with its claws or bite, the
victim returns as a ghast in 1d4 days.
Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast.
Ghost: Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal.
“Ghost” is an acquired template that can be applied to any living creature.
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).
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 instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice.
A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial.
If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn.
Victims reduced to 0 Intelligence or below from 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, 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 instead drains the Victims reduced to 0 Intelligence or below from 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, depending on their Hit Dice.
If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. 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 this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit.
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 elven vampire 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.
A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD.
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 a zombie lord's aura of death save by more than 10 die instantly and become zombies.
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.

Dangerous Denizens The Monsters of Tellene
Eaten One: created from fallen heroes who have been partially consumed by oozes or other hideous creatures.
Hound of Ill-Omen: ?
Mummy Blood Hijarjany: The blood mummy (known as the “hijarjany”) results from mummification that excluded the removal of the organs (usually common folk).
Mummy Heretic Ghoskinjany: These beings were horridly tortured and then mummified alive, a process that granted them great power and a terrible hatred for anything living.
Mummy Noble Shojarijany: The Shojarijany, or “noble mummy,” resulted from the best mummification process available during the Middle Period.
Mummy Rattlebon Thinchejany: ?
Mummy Royal Shijarinjany: ?
Mummy Servitor Jhurijany: Jhurijany, or “servitor mummies,” were created from commoners as servants to the kings, priests and to the undead masters.
Poltergeist: ?
Reliqus: The reliquae of Tellene are rumored to be the creation of Queen Simura, a former ruler of Pekal who turned to the dark arts of necromancy late in her reign.
Rusalka: Rusalka are the undead spirits of women who have met an untimely end through drowning, whether by murder or suicide.
Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep’Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and for a great while wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the water and all the water that earned the pirates their livelihood.
The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding bogs and rivers; the rusalka had come to Kalamar.
Sheet Phantom: Sheet phantoms are the maligned spirits of those betrayed byfriends and family members. They return for revenge by inhabiting a piece of fabric related to their betrayal and death.
No one knows for certain where the sheet phantom originates, for the first documented case of the sheet phantom has been corrupted by urban legend. Coincidentally (or not), this sheet phantom was the spirit of an expert Mendarn tailor, Blesdar Forband. Blesdar was said to make the most magnificent clothing known throughout the region. But one customer, a noble by the name of Granden, refused payment until he saw perfection. Blesdar locked himself in his shop and worked. Completing his fifth attempt, the tailor proudly presented his
work to the noble. Granden turned down his efforts yet again. Finishing his sixth attempt with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. It was there that he realized the truth – Granden had cruelly kept Blesdar working so that he could spend time with the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. He was mourned only by those that knew and appreciated his work.
The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his wife had made them for him. Moments later, Granden fell to the floor dead. The noble’s chest had been crushed in.
Supposedly, since that event, sheet phantoms have appeared across the lands of Tellene. Some say Blesdar’s fabric had been resold and his vengeful spirit curses any who uses it. Others say that the story is no more than myth and some type of unseen demon stalks the land. The Brandobians call this creature a “blesdar,” with no other understanding of what it may be.
Sheet Ghoul: If a person dies because of a sheet phantom’s constricting ability, or as a result of damage caused by another source while wearing the sheet phantom, the victim rises as a sheet ghoul in 1d4 days.
Swordwraith Skarrnid: Swordwraiths are the evil spirits of defeated soldiers, come back from the darkness to wreak vengeance on any living creature that in some way resembles their former opponents.
Treant Undead: The undead treant is a once-benevolent servant of nature now corrupted and twisted into a shell of its former self.
Although opposing forces have combated undead treants in the past, they are still no closer to understanding where these undead treants come from. The undead treants certainly do not multiply like natural creatures, nor do certain spells (those that normally create undead) work on dead trees.
Amongst the druids and rangers, theories of the undead treant abound, though none of them have been proven. One theory states that trees the monster animates become undead themselves. Another speculates that the undead treant’s touch passes on the undead curse to others of its kind. One more blames evil druids and their blighting magic, creating such creatures to serve out their bidding. And yet one more assumes that when an undead treant kills a living treant, it passes on its curse much like a vampire.

Skeleton: A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body.

Complete Mage
Zombie: Seed of Undeath spell.
Greater Seed of Undeath spell.

SEED OF UNDEATH
Necromancy
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: Living humanoid or animal touched
Duration: 1 day/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject’s face briefly takes on a gaunt, pale look and a death’s-head rictus before returning to normal.
You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject’s own life force. Seed of undeath does not in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains.
Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead).
Material Component: A black onyx gem worth 25 gp per HD of the subject.

SEED OF UNDEATH, GREATER
Necromancy
Level: Cleric 7, sorcerer/wizard 7
Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels)
Area: 40-ft.-radius emanation
Every creature in the area briefly takes on a corpselike appearance, then returns to normal.
This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect.
Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected.
Material Component: A black onyx worth at least 5,000 gp.

Draconomicon
Undead Dragon: It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.
Dracolich: The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will.
The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body.
A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.
If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich.
“Dracolich” is an acquired template that can be added to any evil dragon.
A proto-dracolich transforms into a full-fledged dracolich in 2d4 days.
It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.
Ancient Blue Dracolich: ?
Proto-Dracolich: A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew.
The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will.
The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body.
A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.
If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich.
Ghostly Dragon: Ghostly dragons are most often created when a powerful dragon is slain and its hoard looted.
“Ghostly” is an acquired template that can be added to any dragon. The creature must have a Charisma score of at least 8.
It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.
Ghostly Adult Green Dragon: ?
Skeletal Dragon: Skeletal dragons are created via the animate dead spell and function as normal skeletons in most ways, though they retain a few of their draconic abilities and qualities even after death.
“Skeletal” is an acquired template that can be applied to any dragon.
Skeletal Mature Adult Black Dragon: ?
Vampiric Dragon: Thankfully, such creatures are rare in the extreme, most often created by energy draining effects or unique confluences of negative energy.
“Vampiric” is a template that can be added to any dragon of at least adult age.
An adult or older dragon slain by a vampiric dragon’s blood drain returns as a vampiric dragon.
It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.
Vampiric Mature Adult Red Dragon: ?
Vampire Spawn: A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death.
If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD.
Vampire: If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD.
Zombie Dragon: A zombie dragon is created by use of the animate dead spell or by a vampiric dragon.
“Zombie” is a template that can be added to any dragon of at least adult age.
Young adult or younger dragons slain by a vampiric dragon's blood drain attack, or any dragons slain by its energy drain attack, rise instead as mindless zombie dragons.
Zombie Young Adult White Dragon: ?

Dracolich Brew: This ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con) is created specifically for a dragon who wishes to become a dracolich. It automatically slays the dragon for which it is prepared (no save allowed).
Moderate necromancy; CL 11th; Brew Potion, Knowledge (arcana) 14 ranks; Price 5,000 gp.

Dracolich Phylactery: A dracolich’s phylactery is crafted from a solid, inanimate object of at least 2,000 gp value. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for the phylactery, since they must be able to resist decay.
When a dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted or attacked by magic. The spirit can remain in the phylactery indefinitely.
Strong necromancy; CL 13th; Craft Wondrous Item, control undead, gem or similar item of minimum value 2,000 gp; Price 50,000 gp plus value of gem; Cost 25,000 gp plus value of gem + 2,000 XP.

Fiendish Codex I Hordes of the Abyss
Ghoul: Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul.
Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul.
A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls.

Dragon Magazine
Dragon 315
T'liz: Arcane spellcasters who perform a paroxysm of defiling magic sometimes become t’liz, undead defilers who walk the earth, feasting on the living energy of creatures rather than plants. Sometimes becoming a t’liz is accidental, but a defiler often seeks out undeath to prolong his life at the expense of the planet’s health.
“T’liz” is an acquired template that must be applied to any humanoid creature.
Ghoul Fleshgivor: Repeat uses of rejuvenative corpse on
the temple ghouls has given Yorin some insight into the interaction of life energy and ghoulish hunger, and (with help from others in his church) he is on the brink of turning Hedris and Pont into a new type of undead, the fleshvigor, which gains power from eating the dead. Once perfected, the process could be used on other corporeal undead, and Yorin would gain great status in his church.
An afflicted humanoid who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghoul at the next midnight.
Ghast Fleshgivor: An afflicted humanoid with 4 or more Hit Dice who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghast at the next midnight.
“Fleshvigor” is an acquired template that can be added to any non-skeletal corporeal undead

Spectre: A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death.

Dragon 322
Nether Hound: Kiaransalee, drow goddess of the undead and vengeance, is credited with the creation of nether hounds, slavering undead empowered to hunt down and slay her enemies. The truth is perhaps more complex, as other powers of undeath have also been known to send these fiendish undead after their foes. In fact, Kiaransalee has shared the nature of the nether hounds’ creation with her allies—particularly those who have sided with her against the demon lord Orcus.
The exact process of how nether hounds are created remains unknown, although it is thought to require acts only Kiaransalee and her night hag minions are corrupt enough to perform.
“Nether hound” is an acquired template that can be added to any corporeal undead with an Intelligence of 3 or more and nongood alignment.

Dragon 324
Icy Prisoner: Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams.
Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds.
Steaming Soldier: Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth.
Any humanoid slain by a steaming soldier becomes a steaming soldier in 1d4 rounds.

Dragon 334
Humbaba: Some believe that they were first created by the gods of the afterlife.

Dragon 336
Favored Spawn of Kyuss: Favored spawn of Kyuss cannot be created with create undead spell or with create greater undead; the secrets of their creation reside only with Kyuss and his most trusted minions.
“Favored Spawn of Kyuss” (known simply as the “favored” to cultists of Kyuss) is an inherited template that can be added to any living, corporeal creature.
By pressing its face against a helpless victim, the favored spawn of Kyuss can infest the victim with a rain of 2d6 worms. This ability is treated the same as its create spawn ability, but a victim slain by the resulting infestation rises as a favored spawn of Kyuss rather than a normal zombie.

Allip: The allip is the spirit of someone driven to suicide by madness.
Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity.
For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead.
Bodak: Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well.
A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect.
Bone Naga: Dark nagas know of a ritual to create a bone naga using animate dead. The ritual requires numerous components, including the ocular fluids of a divine caster and a sentient reptile. These can come from the same creature, if appropriate. Only taught to dark nagas, this rite contains a number of special somatic components that humanoids cannot emulate.
It is rumored that some free-willed bone nagas also possess the ability to perform the creation ritual and actively seek out their living brethren, enslaving them in undeath.
Boneclaw: Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims.
This rite requires the spells create undead (caster level 15+) and greater magic fang.
Charnel Hound: The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper.
No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation.
The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell).
On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull.
Crawling Head: The first crawling head was created deliberately years ago, constructed from the severed head of a hill giant by a necromancer later slain by his own creation.
The rite requires create undead and the sacrifice of a giant who just fed on at least three sentient beings.
Crimson Death: Legends tell that a crimson death is born from the destruction of a strong-willed vampire. This is not, in fact, the case. Crimson deaths might form from anyone who dies via exsanguination and whose body is then consumed or destroyed. A traveler in a marsh sucked dry by leeches and then consumed by other swamp creatures might rise as a crimson death. Similarly, a vampire who drains a victim and then cremates the body to prevent it from rising as another vampire might provoke the manifestation of a crimson death. The same hatred and iron will required to create ghosts or wraiths is necessary for the formation of a crimson death.
Death Knight: the demon prince Demogorgon is credited with creating the first such horror. Some warriors seek out the undead existence of the death knight, but a mortal cannot perform the ritual without assistance. The transformation requires the active assistance of a powerful fiend. On rare occasions, death knights occur spontaneously upon the death of a favored servant of an archfiend or evil deity. Finally, and even less frequently, death knights might arise as the result of a curse. If an innocent dies due to a fallen paladin’s actions, that individual might pronounce a dying curse that results in eternal unlife for the former champion of light.
Drowned: Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today.
Effigy: Like so many undead, effigies form from the hate and rage of a dying individual. Such people must die under circumstances wherein they believe they have been deprived of their rightful due by the actions of others. For example, someone murdered on the verge of completing a major ambition or gaining a windfall might become an effigy. In addition, an effigy can only form if the individual died by fire, such as a fireball or flame strike spell, or a dragon’s breath.
Famine Spirit: Not everyone who dies of hunger becomes a famine spirit. Specifically, someone must spend much of his life hungry or otherwise wanting for basic necessities.
Potential sources include people living in poverty or who dwell in famine-prone areas. The individual must, near the end of his life, have had the opportunity to raise himself from his current state, perhaps to acquire riches or move to more fertile lands. This chance must be snatched away by the actions of another person or sentient being, thus causing the individual to perish not only of starvation but also of frustration and cruelly shattered hopes. Only when all these conditions are met, a truly strong-willed individual becomes a famine spirit.
Ghast: The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast.
Ghost: Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence.
All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters.
In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead.
Ghoul: Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin.
Huecuva: Legend tells that a huecuva results from a curse levied on fallen clerics, druids, monks, and paladins. As punishment for their heresies, their patron deities condemn them to a state of eternal undeath.
In truth, this is only partially correct. Most deities who count paladins and druids among their servants are unlikely to inflict such an undead horror upon the world. Indeed these fallen souls are cursed by their patron—but that curse is simply the complete abandonment of the former servant’s soul, leaving him open to whatever evils might lurk in the depths of his spirit. Eventually, these evils consume him, leaving little but resentment and loathing for the deity that once favored him. Only then, when such powerful hate mingles with lingering divine energy does the fallen faithful become a huecuva.
Lich: As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence.
The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor).
Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency.
The comparable rite for clerical liches involves create undead, harm, and unhallow.
Mohrg: Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution.
Only the spell create undead can form a mohrg from a corpse that is not a murderer.
Mummy: Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse.
On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage.
Nightshade: Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler.
Shadow: In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow.
Spectre: When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on.
Spectres are born from sudden acts of violence.
Sword Wraith: Like a ghost, a sword wraith is driven by a single-minded ambition that lingers after death—in this case, the desire to continue battle, to shed more blood. Unlike the ghost, however, the sword wraith’s purpose might not actually be his own. The bloodlust and dark desires of his fellow soldiers often mixes with the sword wraith’s own. Thus, the purpose that drives a sword wraith might belong to any one of the soldiers lying dead on the field, or might even be an entire platoon’s combined discipline and love of carnage. This can sometimes create sword wraiths from the noblest commanders and the lowliest scouts.
Vampire: Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire.
Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh.
Wight: Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim.
Wraith: Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell.
Spawn of Kyuss: The spawn began with Kyuss, an ancient priest of a forgotten deity who ruled an empire before the advent of modern civilization.
Any evil cleric can create a spawn of Kyuss by casting create undead as long as he is at least 15th level. The material component for creating a spawn of Kyuss, however, is slightly different than normal. This version of the spell must be cast over the grave of a killer who was buried without a coffin in unhallowed ground (a DC 25 Knowledge [local] check can usually determine if such a body lies near a specific settlement). If the caster has a preserved or live Kyuss worm he may substitute that for the 250 gp black onyx gem that is otherwise required to animate the body. As the spell is cast, the grave blooms with worms and maggots as the newly created spawn of Kyuss rises from within.
A Small, Medium, or Large creature slain by a worm from a favored spawn of Kyuss rises as a new spawn of Kyuss (not a favored spawn) 1d6+4 rounds later.
The nigh-indestructible sons of Kyuss were created by the then priest Kyuss for his own dark purposes.
Zombie: Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful
into normal zombies.
a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size.

Dragon 339
Animus: An animus is the product of a magical ritual performed on live humanoids by devils and clerics of Hextor.
“Animus” is an acquired template that can be added to any humanoid creature.
Lich, Suel: Suel liches are ancient undead spellcasters who managed to survive the Rain of Colorless Fire that destroyed their homeland.
“Suel lich” is an acquired template that can be added to any humanoid arcane spellcaster of at least 15th level.

Dragon 340
Cauldron Spawn: If bodies are placed within the cauldron of corruption and no spell is cast, 3 rounds later they arise as cauldron spawn.
“Cauldron spawn” is an acquired template that can be added to the corpse of any creature that was once a living corporeal creature with an Intelligence of 6 or higher. Such creatures must be Large or smaller to fit within the Cauldron of Corruption and gain this template.

Dragon 343
Living Wall: Some living walls are deliberate creations by evil and cruel necromancers using rare spells, but some (particularly in Ravenloft) arise spontaneously when a person is entombed alive within a wall. This only happens when the terrified victim curses his slayer, his screams rising loud enough to be heard beyond the walls of his prison. When the victim dies, the curse soils his life energy, which becomes trapped in the wall. Eventually, madness overtakes the spirit and turns it chaotic evil, at which point all dead creatures within 300 feet of the wall rise, shamble to the wall, and join it, fusing together into a thing that seems like stone made from fused and transformed flesh.
“Living wall” is an acquired template that can be added to any Small, Medium, or Large corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or vermin creature with at least 4 Hit Dice.
 
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3.5 3rd Party A-K

3.5 3rd Party A-K
Advanced Bestiary:
Blood Knight: Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner. Cursed to walk the earth until their warlike ways lead to their destruction, blood knights seek always to fight and conquer.
“Blood knight” is an acquired template that can be applied to any living creature that is proficient with light, medium, and heavy armor, wears full plate armor, and has blood
Altered Blood Knight: Ignore the required proficiency with armor and change the name of the template to the blood gaunt. In this form, the template could be applied to the temple guardians of a god of murder. Alternatively, blood knights could result from a curse that animates great quantities of spilled blood into a strange new form.
The blood knights could be unique. Perhaps a group of paladins that unwittingly participated in a highly evil act were cursed to become blood knights.
Make the template self-propagating. Creatures killed by Constitution damage from a blood knight’s attacks rise as blood knights in 1d4 rounds.
Morden Thrallhammer: Morden Thrallhammerer was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with its enemies. When some giants took up residence near his clan’s territory, Morden provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Morden led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracter their warriors. When Morden dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Morden’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Morden had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarf-made armor in which he died.
Dread Allip: Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions in undeath and madness. A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others.
“Dread allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature.
A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death.
Dread Allip Spirit Naga: ?
Dread Bodak: Bodaks are extraplanar undead created when living beings are touched by ultimate evil.
A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, the use of the death knell spell on a friend seems most likely to create a dread bodak. A dread bodak is consumed with the desire for revenge on everyone it knew in life and anyone who gets in the way. Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks.
“Dread bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a method such as use of the death knell spell.
Any creature killed by a dread bodak’s death knell ability rises as a dread bodak in 1d6 rounds.
Dread Bodak Tyrannosaurus: ?
Dread Devourer: Few know how these dread devourers originated, but some sages speculate that they form as ethereal or astral “shadows” of creatures on coexistent planes that die from energy draining effects.
“Dread devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part.
Dread Devourer Purple Worm: ?
Dread Ghast: The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath.
The first dread ghasts were villains of still broader scope. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast.
“Dread ghast” is an acquired template that can be added to any living creature.
Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time.
Dread Ghast Gnoll: ?
Dread Ghost: Like normal ghosts, dread ghosts are restless spirits that exist on both the Material and the Ethereal Planes. Unlike many other dread undead, dread ghosts have no special power over others of their kind, but some mystery of their creation makes them more powerful than standard ghosts.
“Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score.
Dread Ghost Medusa: “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score.
Dread Ghoul: Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had indulged in unwholesome pleasures, such as cannibalism or necrophilia, in life. The original dread ghouls came into being because they had exhorted or compelled others to such acts while alive.
“Dread ghoul” is an acquired template that can be added to any living creature.
In most cases, dread ghouls feast on the bodies of the fallen. However, any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time.
Dread Ghoul Frost Giant: ?
Dread Lacedon: Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon.
“Dread lacedon” is an acquired template that can be added to any living creature.
In most cases, dread lacedons feast on the bodies of the fallen, or sea creatures such as sharks devour them. However, any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time.
Dread Lacedon Cachalot Whale: ?
Dread Lich: Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret.
“Dread lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich.
Only a willing evil creature can become a dread lich.
An integral part of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought to the plane on which the dread lich was destroyed.
Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The phylactery costs 200,000 gp and 8,000 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist.
Dread Lich Titan: The rare evil titan that learns the secret of lichdom in its youth cannot help but seek out and follow that dark path.
Dread Mohrg: Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial. Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures.
“Dread mohrg” is an acquired template that can be added to any evil living creature with a mouth and a digestive tract that includes intestines.
Dread Mohrg Seven Headed Cryohydra: Native to the colder climes, it was created when a normal cryohydra slew an entire village of humans.
Dread Mummy: “Dread mummy” is an acquired template that can be added to any living corporeal creature.
Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms next to it as a new dread mummy.
Dread Mummy Harpy: ?
Dread Shadow: Like normal shadows, they are sentient pools of darkness and negative energy that drain strength and life from living creatures.
“Dread shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow.
Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds.
Dread Shadow Achaierai: ?
Dread Skeleton: “Dread skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton.
Dread Skeleton Blink Dog: ?
Dread Spectre: Like ghosts, dread spectres are the incorporeal spirits of living beings that continue to act after death.
“Dread spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre.
Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds.
Dread Spectre Nymph: ?
Dread Wight: Dread wights are the animate remains of creatures that were terribly violent and hateful in life.
“Dread wight” is an acquired template that can be added to any living corporeal creature.
Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds.
Dread Wight Gargoyle: ?
Dread Vampire: “Dread vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher.
Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.
Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. Any creature with an Intelligence score of 3 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as a dread vampire 24 hours after death.
Dread Vampire Night Hag: ?
Dread Wraith Sovereign: “Dread wraith sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign.
Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. A dread wraith created in this manner is under the command of its creator and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, one of its dread wraith spawn that had 10 or more character levels in life becomes a dread wraith sovereign.
Dread Wraith Sovereign Trumpet Archon: When a trumpet archon falls to the touch of a dread wraith sovereign, gods and angels weep. Dread wraith sovereign trumpet archons are heinous undead beings composed in equal parts of sacrilege, cruelty, and hate.
Dread Zombie: Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life.
“Dread zombie” is an acquired template that can be added to any living creature.
Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed on a Fortitude save (DC 10 + 1/2 dread mummy’s character level + dread mummy’s Cha modifier) or gain 1d4 negative levels. A creature killed by a dread mummy’s breath of death ability rises as a dread zombie in 1d4 rounds.
Dread Zombie Aasimar: ?
Negative-Energy-Charged Creature: Through dark magic, a spellcaster can strengthen an undead creature’s link to the chilling source of its unnatural existence.
“Negative-energy-charged creature” is an acquired template that can be added to any undead creature.
Empower Undead spell
Negative-Energy-Charged Wight: ?
Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds.
Nightmare Creature Undead: Make nightmare creature an acquired template gained when an evil individual is killed in a particularly torturous manner by good creatures.
Poltergeist: A poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house poltergeists are places where they felt a sense of ownership and security. A simple death, even a murder, is rarely enough to cause the victim’s spirit to remain as a poltergeist—the death must intimately involve the location. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk.
“Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher.
Dread Poltergeist: ?
Athach Poltergeist: ?
Alternate Sonic Creatures: Ghosts: Sonic creatures might be ghosts or a specific form of undead. In this case, the template should change the creature’s type to undead, and the sound the sonic creature makes should be mournful wailing.
Changed Swamp Lord Template: ?

Ghoul: The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life.
Ghast: The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath.
Shadow: Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds.
Spectre: Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds.
Vampire: Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.
Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death.
Wight: Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds.
Dread Wraith: Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds.
Zombie: Any creature killed by a dread mohrg rises as a zombie in 1d4 days.

Empower Undead
Necromancy [Evil]
Level: Clr 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Undead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell grants the touched undead the negative-energy-charged creature template. The target is immediately empowered with the benefits of the template and knows how to utilize all the abilities it grants.
Material Component: A gem worth at least 10 gp that has spent a night within the body of an undead creature.

Bane Ledger I
Angiaks: During lean times, tribal peoples are forced to make hard decisions about who can eat and who cannot. Newborn babies that cannot be fed are left to die in the wilderness. Angiaks are the restless souls of these children killed by their fellow clansmen.
The naming of a child imbues it with a spirit. If a child must be sacrificed in this way, avoid naming it and you will be safe from the vengeful angiaks.
Bay-kok: ?
Civatateo: When a woman of royal status dies while giving birth, she sometimes returns from the dead as a fiendish civatateo.
Impundulu: Necromancers create these fell creatures to be both servants and lovers.

Bestiary Malfearous:
Death Beater: It is unknown what event creates a death beater, but they are often found in mines, dungeon hallways and tombs where many beings have lost their lives in previous accidents.
Ghargoyle: The ghargoyle is a horrid construct created by necromantic wizards as guardians.
It costs 1,000 gp to properly prepare the dead body of a gargoyle for transformation into a ghargoyle. It takes a DC 13 craft (taxidermy) or DC 13 (leatherworking) check to create the body.
Caster Level 9; craft construct; Animate Dead, Confusion, Enervation, Geas/Quest; Price: 15,000 gp; Cost: 8,000 gp + 320 XP.
Karrock: The bite of a karrock spreads a deadly plague to its victim. Those bitten that fail a Fort save are infected (Injury; Fort DC 15; incubation: Instant; Init: 3d8 Con, Sec: 1d8 Con). Those who die from the disease fall to the ground lifeless, becoming a blackened, bloated corpse in but a single round. In a short span of time (1d4+1 rounds) later, the deceased victim rises as a karrock.
Keeper: Keepers are undead constructs, but the exact procedure to create them is unknown, and there do not seem to be any known procedures to spawn new keepers.
It is thought that the deceased god Teeth, The Master Vampire, passed the secret of creation of these creatures to his priests. With the god’s destruction, the secret to creating new keepers has become lost.
Gray Render Zombie: ?
Human Warrior Zombie: ?
Cloud Gant Skeleton: ?
Living Dead: The Living Dead are beings that have been infected with a deadly disease that stops the living processes (heartbeat, need for rest), yet sustains the body in a semblance of life.
The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later.
It is thought that the living death disease is a creation of Lepornunse, who in some way wanted to emulate his father Teeth, lord of the undead.
Living Dead Human Commoner: Wracked with the horrid disease that makes the victim like a walking zombie, the living dead is a being cursed to feed on human flesh and spread the terrible disease to others.
The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later.
Living Dead Plaguebearer: ?
Living Dead Lord of Disease: ?
Redbones: Redbones are undead created by powerful spellcasters using a deadly spell to effect their creation.
Redbones are created with the use of a special spell.
Redbones are the specialty creations of the Red Cabal of Barbed March. The Red Cabal keeps the secret of their creation a jealously guarded secret.
Redifre Death spell
Skeleking: Skelekings are foul necromantic constructs animated from the fallen bodies of powerful Aesir warriors. Their endless years of battle give them great skill, and the foul magic that binds them back to a corporeal body also enslaves them to the evil being who has raised them.
A skeleking template may be applied to any formerly good warrior-type of 6th level or better. Once animated, the flesh is consumed in an unholy fire and the incantation that raises them from the dead burns a crown of ashes into their skull, forever marking them as servants to their animator.
Only spellcasters of an evil alignment who worship a devilish power can create a skeleking. Creating a skeleking requires the corpse of a deceased warrior with a Base Attack Bonus of +6 or better. The caster then uses the spell Create Greater Undead and requires the expenditure of a fire opal (instead of a black onyx gem) worth 50 gp per hit dice of the skeleking to be created. A caster cannot create a skeleking whose hit dice are greater than ¾ the level of the caster.
According to legend, the Dark One found a way to steal away the dead from Asgard and bind them into these skeletal frames, and passed this knowledge to his dark armies of the Skyland Hold.
Since the Skyland Hold fell, devils have continued to pass the knowledge on to those wizards and clerics who prove their allegiance to the Dark One.
Skeleking Duke: This skeleking is formed from the body of a fallen warrior of good.
Skeleking Baron: ?
Skeleking Warrior-King: ?
Skulleon: A skulleon is the undead remnants of a drake, orm or dragon brought to life by unknown magical powers. Legends often ascribe them as rising from the remnants of a draconic creature that was slain in battle and its hoard stolen from it.
Skulleons are often ascribed to being remnants of dragons slain during the First Dragon War in Amberos’s past. The draconic remains often linger in desolate areas, killing all that come near.

Skeleton: Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated.

Redfire Death
Necromancy (Evil, Fire)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. +5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Casting this spell release a furious ball of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The spell does no damage to objects. The explosion creates no pressure.
Perhaps most insidious about this spell is that any humanoid victim reduced to -10 hit points or less by the spell is immolated by the flame, transforming the slain individual into a redbones (regardless of original form or HD).
You cannot create more HD of redbones than twice your caster level with a single casting of Redfire Death. Any additional corpses slain but not raised by the spell are consumed to ash and cannot be the target of Animate Dead or another casting of Redfire Death.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Material Component: You must possess a ruby worth 125 gp per redbones you animate. The magic of the spell turns the gem into worthless powder.

Blackdirge's Dungeon Denizens
Ash Guardian: The ash guardian is a creature of dust, earth and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately the wrath of these spirits congeals into a single entity capable only of hate and evil. The ash guardian is usually found in the “special” earth belonging to a vampire.
Bone Swarm: A creature reduced to 0 levels by a bone swarm’s energy drain attack is slain and rapidly decays, all flesh rotting away in a manner of seconds. The resulting skeleton then spontaneously disassembles, each individual bone separating from the whole to form a new bone swarm.
Flayed Horror: The process of creating a flayed horror requires a living humanoid victim, who is slowly and torturously flayed alive. The terrible pain and horror suffered by the victim, as well as no small amount of necromantic energy, is combined to provide the spark of undeath necessary to animate the flayed horror.
Lichling: Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul.
Lichwarg: Lichwargs are undead hunters created by liches to trackdown living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it.
Any lich can create a lichwarg with create undead or create greater undead.
Possessed Object: Possessed objects are mundane items given unnatural locomotion through the controlling presence of ghostly remnants. Largely indistinguishable from mundane items, possessed objects most commonly arise when beings die in particularly traumatic manners, yet do not possess the force of will to manifest as ghosts. Usually these items were closely related to or meaningful in the lives of the presences that animate them (like a warrior’s weapon or a cleric’s robes), although proximity to or involvement in a creature’s death seems just as likely causes for possession. In such cases, weapons, statues, large pieces of furniture, and even constructs prove attractive choices for possession.
Possessed objects most commonly appear in civilized areas where some murder or accident took place, and many minor hauntings and urban legends arise due to random attacks from these lesser ghosts. Evidence also suggests mass tragedies generating a single possessed object animated by numerous souls. For example, a lone carriage might roll through the burnt-out husk of an orphanage, possessed by the souls of dozens of orphans, forever seeking a mother. While mass deaths might create a possessed object of gigantic size, this is no more likely than a single soul infusing a large object.
“Possessed object” is an acquired template that can be added to any construct without an Intelligence score.
Scourging Corpse: A scourge corpse is an undead creature forced to endure eternal torment, a constant state of unrelenting physical and mental pain. The creature is placed in this horrible condition either by a vengeful deity, or by a powerful artifact created by beings of immense power. This process is long and dangerous, requiring intricate rituals and the combined casting of many powerful spells (blasphemy, destruction, geas/quest, resurrection, soul bind) that may take days to complete.
“Scourge corpse” is an acquired template that can be added to any humanoid.
Shambling Skullpiles: A shambling skullpile is an undead monstrosity formed from the many skulls of ritually sacrificed creatures. The horror and torment of these sacrificed victims form a maelstrom of psychic energies, which take a physical form by animating and possessing skulls into a rough humanoid form.
Doomtwitch Zombie: Doomtwitch zombies are a rare form of undead, supernaturally quickened by an obscure necromantic process.
“Doomtwitch Zombie” is an acquired template that can be added to any corporeal humanoid, giant, or monstrous humanoid.

Book of Fiends
Skulldugger: Only two demon princes know the secret of skulldugger creation: Gamigin and Orcus. Both of these princes are masters of necromancy and lords of undeath.
Skullduggers are created in blasphemous rituals enacted personally by the demon princes. They use souls to animate these undead, rather than negative energy as is usually the case. In theory the ritual can be performed on several different types of skeletons. However, both demon princes favor the remains of an extinct breed of qlippoth. They have found its winged form of great utility, so other forms of skullduggers are almost never seen.
Vessel of Orcus: Orcus constructs these vessels from the stitched together faces of sinners. Even though they lack mobility, these faces retain some sense of their former lives and their current fate. The skins form a sort of bladder, of which Orcus then fills near to bursting with maggots. He ties off sections with hard leather straps to give the creature form—legs and arms, and a pillow-like head. Vessels of Orcus are very rare and never made by necromancers; they are a product of Orcus’ depraved invention alone.
Necro-Ripper: In the eternal war, Ulasta, the Exarch of Envy creates her own soldiers. Cobbled together in great lifeless factories at the heart of the Circle of Envy, these constructs are made of undead parts, pieced together by daemons that yearn to join the battle but are forced instead to toil.
Exiled: Not all residents of Hell remain there for eternity. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death, preventing immediate entry into the proper plane he deserves.
“Exiled” is an acquired template that can be added to any dead humanoid or monstrous humanoid creature, provided it is of good alignment and violated the tenets of its faith, code of conduct or alignment just prior to death and died before repenting.
Jalie Squarefoot The Lich Fiend: Millennia ago, Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival, another pit fiend named Belphagon. The vengeful fiend and his coterie, jealous of Jalie’s meteoric rise, concocted a number of plans for his assassination. After he had escaped dozens of attempts, one finally left Jalie barely alive, mere inches from humiliating demotion. He needed a new weapon—and he found one.
Jalie discovered the secrets of lichdom, but he also learned that a mortal body was a prerequisite. Leaving a polymorphed double at court, he hid away to prepare the lich’s phylactery, then took mortal form long enough to ritually destroy his body and pass through the horrid change to unlife.

Book of Templates Deluxe 3.5:
Corpse Vampire: Nosferatu, mullo, and dreaded hopping vampires all have one thing in common—they are corpses animated by an evil and animalistic will to feed on the living. Not truly sentient, these abominations are like a spiritual plague that can infest almost any creature. Only the bodies of the truly vile or terribly corrupted animate thusly.
“Corpse Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.
An appropriate creature slain by a
corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a Will save (as if it were alive, DC 10 + one-half of the corpse vampire’s HD + its Charisma modifier). Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty.
An appropriate creature slain by a gnoll corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a DC 10 Will save. Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty.
Any appropriate creature that drinks or otherwise ingests the blood of a fleshbound vampire comes back as a corpse vampire if it dies with the blood still in its system. Such a creature gains the Corpse Vampire template.
Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.
Create Undead spell
Create Greater Undead spell
Gnoll Corpse Vampire: ?
Dessicated: Aptly called the “horrors of the sands” or the “dried ones,” desiccated are a special type of undead created from the dried remains of creatures that have perished in the brutal environments of the world’s deserts. Skilled necromancers know how to raise desiccated.
“Desiccated” is an acquired template that can be added to any living creature besides an elemental or ooze.
Create Undead spell
Create Greater Undead spell
Duneshambler: ?
Fleshbound Vampire: Fleshbound vampires are bloodsucking undead possessing superior physical abilities. Although they are undead, they can breed with each other (or suitable humanoids) to produce young or infect humanoids by forcing them to ingest vampire blood.
“Fleshbound Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.
An appropriate creature slain by a fleshbound vampire’s blood drain attack rises as a fleshbound vampire the next night after its death.
Any creature of the appropriate type that is disabled or dying and drinks the blood of a fleshbound vampire immediately stabilizes, but transforms into a fleshbound vampire over the next 24 hours.
An afflicted dhampirelike creature begins to hunger for blood, and must make a Will saving throw against drinking the blood of any sentient creature it sees bleeding (wounded in combat, and so on). If the infected creature does drink, it must make a similar saving throw to resist drinking its victim dry. Killing another sentient creature in this manner causes the dhampirelike creature to die and transform into a full fleshbound vampire (losing the Dhampire template abilities altogether) after the next day has passed into night.
As indicated in the template, fleshbound vampires can reproduce biologically. To do so requires a partner of the appropriate species that is either alive or also a fleshbound vampire. The offspring of a fleshbound vampire and a living being is a dhampire (see the Dhampire sample of the Half-Template metatemplate). Two fleshbound vampires produce another fleshbound vampire that ages like a normal member of the species until it reaches adulthood, at which point aging ceases.
An appropriate creature slain by Pavil’s blood drain attack rises as a fleshbound vampire the next night after its death.
Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.
Create Greater Undead spell
Pavil: A murderer, Pavil was cast out into the wilderness by his north-dwelling clan. He faired well there, preying on those unfortunate enough to cross his path and eventually falling in with similar ne’er-do-wells. This all changed when Pavil’s band took a young girl from a passing group of strangers for sport—what was good in Pavil made him protect her. When her kinsman, an immortal blood-drinker, came to find the girl, Pavil was the only man given any sort of mercy.
Paleoskeleton: Paleoskeletons are the fossilized remains of long-dead creatures animated by special rituals associated with spirits of the earth. Shamans or druids who know the proper rites can summon these undead dinosaurs as guardians. Evil clerics have necromantic arts that allow them to raise similar creations, though fossil skeletons associated with mere negative energy are much weaker.
Paleoskeleton” is an acquired template that can be applied to any dinosaur, prehistoric animal, or any other living creature appropriate for fossil remains.
Animate Paleoskeleton spell
Triceratops Paleoskeleton: ?
Skinhusk: An idea born of the vilest necromantic depravation, the skinhusk is a hollow shell of a creature’s skin, animated to undeath by rituals of unspeakable evil.
“Skinhusk” is a template that can be added to any living creature that has a skin.
Craft (taxidermy) is used to create skinhusks, taking a DC 20 Craft (taxidermy) check. Cost is the same as preparing a body for create undead. A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check.
Create Undead spell
Create Greater Undead spell
Dire Bear Skinhusk: ?
Terror Vampire: “Terror Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.
A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire.
Create Greater Undead spell
Terror Vampire Spawn: A creature slain by a terror vampire’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. Potential spawn with more Hit Dice than the terror vampire do not rise.
A humanoid or monstrous humanoid with 5 or fewer
Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire.
Terror vampire spawn are creatures with fewer Hit Dice than the terror vampire that created them, most often 4 or fewer Hit Dice.
A creature slain by a terror harpy’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise.
A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn (see the Terror Vampire Spawn template, page 170) 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.
Create Greater Undead spell
Terror Harpy: A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.
True Mummy: The true mummy is the pinnacle of the embalmer’s art—a sentient undead as powerful as many liches. The problem with becoming one is that almost all the vital work for the creation of the true mummy occurs after the death of the person to be preserved, and no guarantees can be had that the embalmer will do the job correctly or that he will not steal the immortal power of the true mummy for his own, leaving the mummy as a nearly mindless automaton of the gods of death.
“True Mummy” is an acquired template that can be added to any living creature with an Intelligence score greater than 3, other than an elemental, an ooze, or a plant.
A true mummy is always created via a long ritual that is planned before the aspiring mummy’s death. This ritual requires the sacred vessels detailed here.
The core element of becoming a true mummy is the removal of the organs during the embalming process and placing them into specially prepared sacred vessels, which in turn store the true mummy’s essential soul and persona. Unless the true mummy is separated from these sacred vessels, no mere physical attacks can ever slay it due to its fast healing.
Each would-be true mummy must make (or have made) three sacred vessels. The sacred vessels are usually small stone or clay jars (sometimes metal) just large enough to contain the fresh organs to be placed within. Many also have rings mounted upon their top so they may be hung from a rope or cord. A sacred vessel has a hardness of 12 and 30 hit points, with a spell resistance of 12 + the creator’s level.
The sacred vessels contain some of the essential energies of the embalmed true mummy. Each jar contains one or more organs, and each organ is linked to a specific ability. The liver is linked to Intelligence, stomach and small and large intestines to Wisdom, and spleen and lungs to Charisma. If any are destroyed, the true mummy can be killed, and only a wish or miracle can restore the creature. Destruction of one or more of the jars also causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points).
Desecrated True Mummy: Destruction of one or more of a true mummy’s sacred vessel jars causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points).
If the true mummy’s sacred vessels are destroyed, the creature loses all memories of its former life and becomes an abomination. A desecrated true mummy usually has a true mummy as its base creature, but this variant can be applied to any creature that qualifies for the True Mummy template.
Kaminheni the Traveler: Though her true name is known only to her, it is rumored
the Traveler was once a princess—one gifted with the final power of eternal life.
Exoskeleton: The Skeleton template can be applied to creatures with exoskeletons as much as those with internal bones.
Greater Undead: Greater undead can be created using the versions of create undead or create greater undead found in this book.
Greater Skeleton: Use the Skeleton template in the MM, but a greater skeleton can have any amount of Hit Dice, limited only by the base creature’s Hit Dice.
The only limit on a greater skeleton’s potential Hit Dice is the caster level of the spellcaster who creates them.
Create Undead spell
Create Greater Undead spell
Greater Zombie: Use the Zombie template in the MM, but a greater zombie can have any amount of Hit Dice, limited only by the base creature’s Hit Dice.
Do not double racial Hit Dice. The only limit on a greater zombie’s potential Hit Dice is the caster level of the spellcaster who creates them.
Create Undead spell
Create Greater Undead spell
Hardened: Hardened undead are corporeal undead specially treated to be tougher and more resilient.
Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with the embalming skill gains the Hardened variant.
A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check.
Undead vampires: ?
Variant Vampire Spawn: A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise.
If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.
Vampire spawn are humanoids or monstrous humanoids (and other creatures you allow) with fewer Hit Dice than the vampire that created them, most often 4 or fewer Hit Dice.
Alternative Vampire Spawn: Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.

Undead: An undead is a once-living creature animated by spiritual or supernatural forces.
Incorporeal Undead: Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with this skill gains the Hardened variant. An incorporeal undead prepared with this skill gains +1 hit point per Hit Die from the respect shown its body.
Skeleton: Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does.
Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice.
Vampire: If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.
Vampire Spawn: A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise.
If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.

Animate Paleoskeleton
Necromancy
Level: Animal 8, druid 7, shaman 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One set of fossils
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You summon a primal spirit to occupy the fossils of a deceased prehistoric beast. The fossils include most of the upper portion of the creature’s skull and 20% of the creature’s other bone mass, but the power of the spell creates the missing parts of the skeleton out of the local rock. The raised paleoskeleton must have no more Hit Dice than your caster level, or the spell automatically fails. The created paleoskeleton is not under your control, but you can attempt to command it and secure its loyalty with a wild empathy check. See the Paleoskeleton template.
Material Component: Volcanic ash, obsidian, and amber worth at least 50 gp per Hit Die of the creature raised.

Create Greater Undead
Necromancy [Evil]
Level: Cleric 7, Death 7, sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell must be cast at night. You create even more potent undead than those created with create undead, limited to devourers, fleshbound vampires, ghosts, greater desiccated, mohrgs, mummies, spectres, terror vampires, vampires, and wraiths. You can raise 4 Hit Dice of these types of undead +2 Hit Dice per level you are over 13th. You may also use this spell to create undead listed in the create undead spell, starting at 7 Hit Dice and gaining +2 Hit Dice per level over 13th. Created undead are not automatically under your control. You may attempt to command the undead as it forms with a turning check. A wish or miracle spell puts a creature of the types listed in this spell under your control.
Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.

Create Undead
Necromancy [Evil]
Level: Cleric 5, Death 5, Evil 5, sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell must be cast at night. You can create powerful kinds of undead: corpse vampires, desiccated, ghasts, ghouls, greater skeletons, greater zombies, shadows, skinhusks, and wights. You can raise 3 Hit Dice of these types of undead +1 Hit Die per level you are above 9th. Thus, a 12th-level character could raise any of these undead that have 6 Hit Dice or less. Other created undead are not automatically under your control, but you may attempt to command the undead as it forms with a turning check. A limited wish or small miracle spell puts the creature under control automatically.
Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.

Complete Book of Denizens:
Aszevara: Aszevara are creatures touched by chaotic forces, their bodies warped by fell magics and wracked with terrible suffering.
The exact method by which a creature is transformed into an aszevara is unknown. Such an event is a rare occurrence, brought on by terribly destructive magics. Often, the creature is exposed to these magics as a result of its own tampering with powers beyond its control, but witnesses to such magics may be tainted by them, as well. The unleashed energy leaves the creature both physically and spiritually devastated, and the dark magics replace everything that has been lost.
“Aszevara” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, undead, or vermin.
When the xxyth rose up from the oceans of the north, the mistji responded by delving into forbidden tomes and devising spells which would rend the fabrics of energy and life. By creating a storm of overwhelming destruction, they thought would lay waste to the xxyth. Somewhere in their souls they knew that by their spells, Avadnu would be marred, but it seemed a small price to prevent the world’s utter demise.
The great storm rose with unbridled fury called from the depths of the universe. Those surviving during those dark times saw a cloud of swirling red, hanging as a sign of doom over Kaelendar’s northwestern skies. Stones melted under the cloud’s lightning, and lakes evaporated beneath its rain. But it was all a waste. The xxyth remained, and moved over the blasted land as easily as they had the formerly fertile valleys.
The mistji had failed.
But the storm of alien energies did not kill all. Some creatures were changed, life clinging to deformed, withering shells and changing as the xxyth passed. Minds and souls twisted beyond hope, the aszevara wander the Kaarad Lands, working madness with the powers that the storm that birthed them was meant to destroy.
Bhorloth Raging Spirit: The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes.
Carcaetan: A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally.
Found throughout Avadnu, the Izgrat Witches perform bizarre rituals of self-mutilation, and revere Vérthax as their lord and master. Through their meddling in necromancy, they created the carcaetans to further their evil influence over the world.
Flame Servant: Born from dark necromancy, flame servants are tools of violence and hatred.
Every flame servant is created by a spellcaster to complete a particular task.
The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp.
Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.
The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant.
A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.
CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, fireball, caster must be at least 14th level; Price 60,900 gp; Cost 30,900 gp + 2,400 XP.
Flame Soul: Some orders of monks embrace the “burning soul,” a set of spiritual beliefs epitomizing the destructive power of flame. Certain initiates in these orders go to their deaths prepared to be raised by their brothers as flame servants, and emerge from the transformation with their minds intact.
During the civil uprising of Iipon Hurr, Lord Tholust’s only son Feitruin was slain in the very battle that he thought would end the conflict. King Lonthbeern sent Feitruin’s body to Tholust’s castle as a warning to either cease the attacks and reopen trade routes, or face the wrath of his army. Enraged, Tholust summoned the necromancer Slithbourne to exact his revenge.
Slithbourne took Feitruin’s body deep into the bowels of Lord Tholust’s keep, and for seven days and nights the necromancer worked his dark magics. On the eighth day, Slithbourne emerged with the reanimated corpse of Feitruin. Feitruin marched across the Tuath Plain and into Iipon Hurr, and none could stand against him as he stalked through the streets. He proceeded to Lonthbeern’s castle, and sought out the king’s chamber, where he wrapped his smoking hands around Lonthbeern’s neck. Both man and corpse were reduced to ash in a flash of light.
The burnt and blackened path left by Feitruin’s journey to Iipon Hurr became known as the Path of Sorrow, and to this day, the floor in King Lonthbeern’s old chamber has a charred spot which cannot be removed. And though Feitruin was the first flame servant created by Slithbourne, he was not the last. In time, other necromancers learned Slithbourne’s ritual, though it remains a guarded secret.
Inscriber: Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence, or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.
Magickin Necromantos: The necromantic powers infusing the necromantos can bring it back from death. If the necromantos is killed and its body is not destroyed, it makes a level check (1d20 + necromantos’s HD) against DC 16. If it succeeds, it returns to life in 2d4 days. There is a 10% chance that the necromantos will not return fully alive, and permanently gain the undead type.
Malison: A malison is a spiteful undead formed by the union of a man’s fury with the dying curse of a god.
The first malisons were born when a god took his final breath, and cursed the world that had destroyed him. That breath, those words, held so much power that they lingered in the air. They spread apart, and each syllable was drawn to a dead human whose hatred resembled its own. The humans rose, empowered and enraged. They remembered little of their lives, but their personalities and quirks remained, as well as their memory of what they had hated. When each was finally destroyed, its empowering breath sought out a new host, creating a new malison.
Soulless One: Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.
In one of the last cycles of the seventh arc, a young woman from Falas claimed to have been ravaged by a demon. A child would be born, she’d been told, and that child would bring about the damnation of the world. The woman fell into a nightmare of delusion and self-destruction, wishing to end her life rather than inflict such a terror upon Avadnu. She carried the child within her womb for six weeks, until a skarren raid cut through Falas. Skarren warriors fell upon the village in waves, and the young woman was slain by a skarren thar-chak. The skarren slaughtered every resident of the village, never knowing the horror they destroyed. Though the child was never born, it was transformed and rose as the world’s first soulless one. In time, the soulless one reached out to other stillborn spirits, and began raising them as its servants.
Swallowed: The swallowed are the transformed remains of drowned men and women, forced into the service of a watery master.
When a human drowns in an ocean ruled by magical forces, there’s a chance he or she will rise again as one of the swallowed. The swallowed retain a few fragmented memories, but none of the personality of their old selves—sages believe that a drowned victim’s body and soul are reshaped, used like clay by a powerful being who lacks the knowledge to create life from nothingness.
Swallowed are born in the seas surrounding the Broken Isles, and local shamans say that their master is the daughter of a mysterious sea god.
Vohrahn: Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.
Bind Vohrahn Spell
After decades or centuries of existence certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.
The spell to create these creatures was originally developed by members of xxyth cults, and the practice dates back to the Time of Dust. Since then, creating vohrahn has become a common practice among many students of the black arts, but until the War of the Shadow had never been used on such a grand scale.
Wraithlight: Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence.
Mouleji, the infamous sulwynarii explorer whose observations on unusual creatures were as often wildly inaccurate as they were insightful, believed that wraithlights were the only peaceful creatures ever to have been born in the Void, and that their souls had come to Avadnu after their swift extinction. Mouleji’s contemporaries were quick to point out holes in his theory, but only halfheartedly defended their own proposal that wraithlights were the ghosts of the gods’ first, failed attempts at creating life.

Ghost: The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes.
Wight: After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.
Zombie: After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.

Complete Guide to Liches
Dracolich: Like a lich, a dracolich must possess a phylactery for its soul to survive the transition to undeath. Though the dragon itself need not craft its own phylactery, the fiercely magical nature of dragons requires that the dragon must possess some spellcasting ability for its soul to endure in a phylactery, putting a certain age limit on which dragons can become dracoliches. Either the dragon must have spellcaster class levels, or it must be of a sufficient age to naturally have a caster level.
A dracolich’s phylactery costs a minimum of 190,000 gp and 7,700 XP to create, and possesses a caster level equal to the caster level of the spellcaster who created it.
Should the dragon so desire, a more elaborate and expensive phylactery can be created; as with a standard lich, this extra expense in creating a phylactery aids in the process of successfully creating a dracolich.
Drowlich: The creation
process for a drowlich is no different than that of a standard lich; however, the drow’s affinity for evil and its long years of existence in the underdark somehow serve to enhance the necromantic power that gives the drowlich its undead existence.
Novalich: A spellcaster cannot turn another creature into a novalich, so all novaliches are necessarily spellcasters themselves. Otherwise, novalich phylacteries are identical to those of normal liches.
Philolich: When a lich desires to keep cherished family or servants with him through eternity, he creates a philolich, a lesser lich whose spirit is bound to his own.
Philoliches can only be created by another lich; the philolich cannot be created by a living spellcaster.
The only requirements to become a philolich are to be willing, and to have a lich capable and willing to transform the character. Because much of the essence of the philolich’s soul is bound to the original lich’s phylactery, a philolich’s phylactery is easier to make, costing a minimum of 2,000 gp and 80 XP. It has a caster level equal to that of the lich that created it.
Failed rituals to create a philolich instead create a semi-lich.
Semi-Lich: The result of a failed attempt to become a lich.
Sometimes the process of lichdom is not successful, and with such complicated spells and rituals involved, it is almost surprising there are so few tales of lichdom gone awry. For example, most drinkers of the potion of undead life let themselves die, but if the subject resists the poison after letting his soul be bonded to the phylactery, the subject may rise as a creature known as a semi-lich.
If a creature dies while its soul is partially in a phylactery due to the join the soul spell, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that.
Failed rituals to create aphilolich instead create a semi-lich.
It is a creature that attempted to become a lich and was mostly unsuccessful. This failure stems from its phylactery. While the physical form of the creature became imbued with necromantic force in order to animate it in an undead state, the semi-lich’s original life force – its soul – was never successfully captured and bonded to the prepared phylactery. Without the phylactery, the creature’s original life force dissipated into nothingness, leaving behind only a ghastly undead monster inhabiting the creature’s original body.
Warlich: Spellcasters cannot turn themselves into warliches; they can only change others into this undead monster. The spellcaster turning a warrior into a warlich can either be living or undead.
Lichling: Imbued with the essence of a lich.
Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul.
Animate Lichling spell.
Lichwarg: Lichwargs are undead hunters created by liches to track down living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it, allowing him to see through its eyes and direct it from a distance.
Any lich can create a lichwarg with create undead or create greater undead.
Demi-Lich: The second possibility is that the lich’s body breaks apart and shatters, turning it into little more than fine powder and a skull. In this state, the skull still houses the remaining fragments of the lich’s still-living mind. With only its demented mind left intact, the lich finally reaches its ultimate state of purest evil – the demi-lich.

Lich: To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil.
Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal.
No one knows for certain how the first liches came to be.
Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood.
The creation of a lich requires a willing, living subject.
The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required.
In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich.
The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers.
Spellcasting: Caster level 11
Feats: Craft Wondrous Item
The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich.
Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom.
Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made.
With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches.
The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life.
Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends
and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points.
The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom.
The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages.
Skeleton: Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons.
Wight: Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons.

Animate Lichling
Necromancy [Evil]
Level: Clr 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: 1 or more pile of bones touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell functions as animate dead, except that you create a type of undead known as a lichling. The limit for the total hit dice of undead you can control applies to lichlings as well as normal zombies and skeletons created with animate dead.
Animate lichling can only be cast by a spellcaster who has successfully created a phylactery.
Material Components: A diamond worth 100 gp and a withered goat’s heart for each lichling you create, both of which must be placed in a pile of bones. The bones become the lichling, and the components are consumed in the casting.

Join the Soul
Necromancy [Evil]
Level: Brd 4, Clr 6, Drd 6, Sor/Wiz 6
Components: V, S
Casting Time: 30 minutes
Range: Touch
Target: Personal or creature touched, and
prepared phylactery
Duration: Instantaneous then 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell is used in many rituals of lichdom to bind the life essence of the caster or another creature into a prepared phylactery. Willing creatures voluntarily fail their save to resist. If cast upon an unwilling target, the spell traps the life essence of that target in the phylactery for 1 round per caster level. The target suffers a penalty to all his ability scores equal to 2d4 for the spell’s duration, although this cannot reduce an ability below 1. If the creature dies while its soul is partially in the phylactery, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that.
A successful Will save by an unwilling target only means that the target feels slightly nauseous, but otherwise is able to function normally.
If, after receiving this spell, the ritual to become a lich is not completed within 1 hour, the subject’s body dies, and the subject’s life essence is trapped within the phylactery for the rest of eternity.

Puppets of Death
Necromancy [Evil]
Level: Clr 6, Death 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: 50 ft.
Area: 50 ft. radius emanation, centered on the caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell functions like animate dead, except that the skeletons or zombies animated this way only remain animated until the end of the spell’s duration, and that the spell animates all dead bodies in the area of effect. The caster may control up to 2 Hit Dice of undead per caster level with this spell, in addition to the normal limit of animate dead spells. Material Components: Powder from a crushed skull.

Complete Guide to Vampires
Inferno Vampire: The first inferno vampire was created unintentionally. A terrible curse was cast upon a vampire, turning all of him – except his blood – into stone before he was hurled into a lava flow. Somehow he survived, becoming the first inferno vampire. That first inferno vampire was able to create more of his kind, and a new and violent type of vampire appeared.
Must drink the blood of a dragon, preferably red, while already a vampire or just prior to being turned into a vampire by another inferno vampire who has the create spawn ability. Creatures with the cold subtype cannot become inferno vampires (attempts are fatal).
If a humanoid or monstrous humanoid slain by an inferno vampire’s energy drain was a sorcerer, or had ever consumed dragon’s blood, he rises from his ashes as an inferno vampire after 1d4 days.
Lymphatic Vampire: About one in a thousand vampires that drinks blood can become a lymphatic vampire. Of these, most continue to drink blood, but those that switch to lymphatic fluids only transform into lymphatic vampires.
The character must be turned into a vampire by another lymphatic vampire who has the create spawn ability, or be one of the few naturally occurring mutations.
A lymphatic vampire’s spawn are also lymphatic vampires.
Magebane Vampire: Magebane vampires come into existence when powerful magic users become vampires.
The character must be turned into a vampire by another magebane vampire who has the create spawn ability.
If a magebane vampire drains a humanoid or monstrous humanoid of all spell slots or psionic power points, the victim’s Intelligence immediately drops to 0. He returns as a magebane vampire with 0 race levels after 1d4 days. (A creature without spellcasting or psionic ability cannot become a magebane vampire.)
Moglet Vampire: Like lymphatic vampires, moglets are created when a standard vampire or moglet uses the create spawn ability on someone who meets the requirements.
A moglet vampire who has the create spawn ability must slay the character. Before death the character must have experienced some extreme emotional trauma that has left them emotionally damaged.
If a moglet drains a humanoid or monstrous humanoid’s Charisma to 0 or lower, and slays the victim, he returns as a moglet vampire with 0 race levels after 1d4 days.
Sukko Vampire: The character must be turned into a vampire by another sukko vampire who has the create spawn ability. Creatures with the fire subtype cannot become sukko vampires (attempts are fatal).
If a sukko vampire drains a humanoid or monstrous humanoid’s Strength to 0 or lower, and then slays them by freezing them in ice, the victim returns as an sukko vampire with 0 race levels after 1d4 days.

Vampire: The vampire is a powerful undead monster that spawns its own followers from living humans.
Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires.
When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire.

Complete Minions:
Bone Sovereign: Bone sovereigns are the accumulated remains of skeletons whose animating enchantments have coalesced over the years to form a single, self-aware undead entity.
When skeletal undead are left to stand unguided over centuries in concentrated groups, their animating forces and physical forms occasionally merge together and achieve a type of sentience. Whether this is brought about by the gradual failure of their individual enchantments or caused by the will of malevolent outsiders remains unknown. It is even speculated that a god of death may create these monsters from abandoned undead to increase his domain.
Cacogen: The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian.
Heart Stalker: A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night
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.
A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there, and is typically evil.
Ka Spirits: In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates.
In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death.
Undead Warlord: This creature is the spirit of a powerful ancient warlord, who long ago lost his life through an act of betrayal.
Wraith Skin: Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering.

Skeleton: As a standard action, a bone sovereign can create any number of skeletal monsters from its body.
Zombie: Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds.

Creature Collection Revised
Alley Reaper: An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Belsameth - considering that person particularly ruthless, cunning, and deceitful - gave him an extended lease not on life, but on the world.
Bottle Imp: Rumor has it that these horrible shadowy creatures are crafted from the ghosts of children by using dark rituals.
Carnival Crewes Necromantic Golem: Not every corpse is reanimated sufficiently intact to serve as an individual warrior, and many who begin undeath in good repair become so severely damaged that they can no longer perform field service. From these remnants are made the Krewe of Bone’s so-called necromantic golems. They are golems only in that they are constructed, usually by sewing or lashing remains together around carefully constructed hardwood and iron frames. The rest of the process is completed by the Krewe’s sons of Mirth, using the powers of the blood and curses that saturate Blood Bayou to give a sort of life to the dead tissue. After the proper rituals are enacted, the pieces of the golem gain a dark communal life and begin acting as parts of a single, terrible undead behemoth, the product of long hours of careful craftsmanship. Built not only for the battlefield, but also as works of art to be used in the carnival, these monstrosities are the pride of the Bones.
Chardun-Slain: The God Chardun, the Great General, awards distinguished soldiers and units the gift to carry on their wars after death. Chardun-slain rise one full solar cycle after their deaths, apparently at the behest of the Great General, and resume whatever assignment cost them their lives.
Fleshcrawler: Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts.
Golem Bone: Bone golems are constructed through the use of magical tomes and access to at least 4 Medium skeletons. Creating the golem requires a successful DC 15 Craft (bone) check.
CL 5th; Craft Construct, bone construct (Hollowfaust: City of Necromancers, Chapter Five), gentle repose, polymorph other, caster must be at least 5th level; Price 2,000 gp; Cost 1,000 gp +80 xp
Ice Haunt: Legends say that a man who dies in the snow cursing the goddess of the bitter arctic winds will rise again on the night of the full moon, hungry for warm, raw flesh to fill his shrunken belly.
Ice haunts are the frost-rimed remains of travelers who starved to death in the blizzards of the north, undead creatures with pale white skin and withered flesh.
Inn Wight: Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort.
Marrow Knight: These knights are crafted from the bones of humans and horses defeated and collected by the necromancers of Hallowfaust.
Memory-Eater: Creatures slain by a memory-eater rise in 1d6 days as a memory-eater.
Mistwalker: ?
Slarecian Ghoul: There is little dispute that these ghouls were once slarecians. Whether they became ghouls to escape destruction or were subject to it upon death due to a predilection for cannibalism is hardly of concern to the unfortunates who face them.
Slarecian Shadowman: ?
Spirit of the Plague: After death, the spirits of those who had agonized under Chern's plagues the longest, those whose wills were broken and spent at death, returned to the mortal world bound by Chern’s will.
A very few souls who die from a communicable illness rise as spirits of the plague a few months later to ignite epidemics.
Undead Ooze: The undead ooze is created when an ooze of any other sort violates the grave of a restless and evil soul. A malevolent spirit, still tied to the rotting flesh consumed by the ooze, occasionally enters it. This is the last meal the ooze takes as a living creature, as it is changed into a thing of undeath and filled with a hatred of the living as well as a low cunning.
Unholy Child: These deceptive creatures are the spirits of infants murdered or left to die by their parents.
Well Spirit: The ghost of a being who drowned in a well.
Butcher Spirit: Butcher spirits are what remains of animals once sacrificed in religious rites to feed the relentless hunger of the titan Gaurak. The animals’ wholesale slaughter was avenged by an angry Denev, who sought to destroy the ravenous lord’s cults by allowing the animal spirits to remain in the world to lash out at their murderers.
“Butcher spirit” is an acquired template that can be added to any animal.
Unhallowed: Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than
any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need. It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts.
Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil.
People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them.
Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world ofthe living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them.
These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms.
Unhallowed Faithless Knight: The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith.
“Faithless knight (Unhallowed)” is a template that can be added to any humanoid creature that possesses levels in fighter or paladin and betrayed the tenets of his god in life.
Unhallowed False Lover: The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon him. He inspired heroes and heroines to great deeds, gave birth to new forms of art and literature and transformed the cultures of entire kingdoms with his wit and grace. Ultimately, however, he betrayed those dreams, crushing the spirits of those who loved him, sometimes simply because he could. He left a trail of broken lives in his wake, exulting in raw sensuality and power. As the years passed and his looks began to wane, he lapsed into bitterness, spitefully using his powers to manipulate those around him and leech every last drop of happiness from their lives.
“False lover (Unhallowed)” is a template that can be added to any humanoid creature with a Charisma of 15 or greater and betrayed the trust and love of multiple paramours in life.
Unhallwed Forsaken Priest: There is no greater crime in the eyes of the gods than that committed when a holy woman forsakes her vows of obedience and uses her influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest offices of her patron deity and, since that time, has been a force of malevolence and temptation to any soul caught in her clutches.
“Forsaken priest (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the cleric class, followed one of the gods of good and used his influence in the clergy to lead worshipers of his god away from the god’s tenets.
Unhallowed Treacherous Thief: The treacherous thief was cursed by the gods for betraying those who trusted him, all for the sake of nothing more than petty greed. He used his skills to steal from those who had almost nothing to call their own, simply for the joy of taking what did not belong to him. He murdered people for nothing more than a handful of coins. And now, in death, there is no treasure in the world great enough to buy his way out of damnation.
“Treacherous thief (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the rogue or bard class and performed acts of great treachery.

Creature Collection III
Ashcloud: Although attributed to Chern by the divine races, titanspawn themselves blame these undead on the goddess Belsameth, or sometimes on the Lord of Destruction, Vangal.
Carcass: Gathered and created from the fallen ranks of the Ghoul King's most stalwart enemies, these undead atrocities have been denied any hope of a dignified death,
corrupted into some of the most grotesque of the Ghoul King’s slaves.
Bloated to an obscene size by the fell magics of the Ghoul King, carcasses are grossly obese. Jagged horizontal incisions through which all their internal organs are removed, split their distended abdomens into gaping maws, leaving the creatures nothing more than gigantic rotting husks. Once the bodies are magically and surgically altered, they are then reanimated and sent out on stumps of morbid fat to tromp back against the ranks of the Ghoul King's foes.
Deep Stalker: Some claim these creatures arise from slaughtered sea life, while others claim they are the twisted souls of evil men who perished at sea. Perhaps they are some combination of the two.
Dread Crawler: Along the coast of Termana, near the fearsome Isle of the Dead, there is a salt bog and bayou. This area was once inhabited by a species of large, roachlike vermin, but the negative energies of the Isle reached out and transformed them into undead servants of the Ghoul King.
Forsaken Spirit: When Chem was felled by the high elves, he cursed not only the living with his foul breath, but those who were dying, dead, or not yet born as well. So great was hts wrath that he shackled the souls of his destroyers to the earth, while infecttng them with diseases potent enough to affect even the undead.
Ghoul Hound: Created through secret necromantic rituals, these relentless predators are animated by their dark masters to hunt down and terrify the living.
An afflicted canine who dies of a ghoul hound's ghoul fever rises as a ghoul hound at the next midnight.
Ghoul Gormul: Gormul ghouls draw much of their power from the stone embedded in their bodies. This necromantic development of the Ghoul King is crafted from a semiprecious gemstone found only on the Isle of the Dead and apparently imbued with quantities of negative energy. While only the Ghoul King possesses the secret of creating Gormul ghouls.
The process of creating a Gormul ghoul wipes out all memory of its previous life.
Ghoul Overghast: Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War - the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures.
Ghoul Poisonbearer: The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead.
Love-Scorned Soul: These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the unhallowed monster known as the false lover - any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred.
Mummy Spiderweb: Spiderweb mummies are created by necromancers with the aid of a rare species of spider found only in southern Termana. These so-called mummy spiders are harmless in small numbers, but those who wish to create spiderweb mummies breed the arachnids by the tens of thousands. Fresh corpses are given to these spiders, which immediately cover them in webbing and inject their bodies with a poison that preserves the flesh for future consumption. Normally, the spiders would feed upon the corpse for weeks or months, but once it has been treated with enough venom, the corpse is then taken back by the necromancer and subjected to profane rituals that bring it back to a shambling semblance of life. The mummy spiders also lay their eggs on the corpse, and spiderweb mummies are often crawling with hundreds if not thousands of the tiny creatures.
On the Isle of the Dead, however, the fell necromantic energies that abound there will sometimes spontaneously create a spiderweb mummy from the corpses of those who die near a mummy spider lair.
Mummy Spiderweb Ghoul King's Guard: The Ghoul King’s necromancers make fearsome versions of these already dangerous hunters.
Pain Doll: Pain dolls are tormented undead creatures created by cruel and sadistic ritual.
While pain dolls can be created by evil cults. necromancers and the like, they can also be created spontaneously, as the victims of cruel torture return to madness-tinged unlife.
A cleric of at least 16th level can create a pain doll using a create undead spell cast in a special 6-hour ritual, requiring a DC 17 Ritual Casting check for each hour; the body to be animated must be slain during this special torture ritual, which also requires a single DC 15 Profession (torturer) check.
In addition, victims of especially wicked torture have been known to rise spontaneously as pain dolls (especially those who worship Chardun or Vangal), seeking vengeance upon those who tormented them.
Phoenix Black: The black phoenix's dying place becomes an unholy spot, prowled by undead. Living things shun the area; plants refuse to grow there; milk curdles and food spoils; and only foul beasts are willing to call the tainted locale home. Inevitably, a bird dies near the spot of the black phoenix's death, and this bird rises as the new black phoenix. It rapidly grows in size, absorbing the nearby death energy, and the cycle of the black phoenix continues.
Plague Gator: As the forsaken elves struggled against Chern, bits of his corrupt flesh flew everywhere, some landing many leagues away in the swamps of northern Termana. There, alligators that consumed his flesh were transformed into the perversions now known as plague gators.
Slon Gravekeeper: The gravekeeper is an undead slon, the first to be buried at a particular graveyard.
An elder slon who dies suddenly and cannot make its way to an established graveyard becomes the gravekeeper of a new gravesite.
Unbegotten: Closely related to forsaken spirits, they are the spirits of elven children who died from Chern’s curse while still in their mothers’ wombs.
Soulless: The Sisters of the Sun learned of such horrors when they originally pushed the Ghoul King from the western kingdoms back to the Isle of the Dead. The Army of the Living watched as the very life force was drawn from the first 13 Sisters to step onto those bleak shores. Consumed by undeath, these 13 turned against their former fellows.
Since that time, a few other unwary paladins have been captured by the Ghoul Lord’s servitors and brought to the Isle to be twisted by its dark power.
“Soulless” is a template that can be added to any living creature with levels in paladin or ex-paladin.

Undead: Few mortal creatures have ever attempted to eat an entire dirgewood 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.
The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead.
Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead.
Ghoul: Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul.
An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight.
An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight.
An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight.
Ghast: Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast.
Skeleton: Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead.
In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template.
Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.
Wight: Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain.
Zombie: For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control.
As a standard action, a bleak crow can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow.
The undead servant is identical with a zombie of equal size.
Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.
An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain.

Creatures of Freeport
Deadwood Tree: Before the fall of the serpent people, the great trees of Valossa’s jungles were inhabited by spirit lizards. When the cataclysm struck, the trees were killed along with most other living things. However, a few spirit lizards were trapped inside their dead and dying trees, and fused with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees.
As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees.
Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees.
It is claim’d by some Authorities as Facte that the Natures of the Deville Lizarde, the Spiritte Lizarde, and the Deadewoode Tree are intertwined, all three Creatures sharing a Common Originne. The Isles of the Serpente’s Teethe, according to this Theory, were, in far distant Antiquity, the topmoste Peakes of a Greate Continente, that some have named Valossa. This Valossa, it is saide, was riven in Fragmentes and caste into the Sea by the Unspeakable One, which was at that Time a most potente Power of Chaosse; and the Magickal Humours that were bred by this Catastrophe shot through certaine of the Spiritte Lizardes, which had until that Time served the same Office in Valossa as Dryaddes do in other Landes. Some Few escaped the Corruption; but those caught in their Trees by the Unnaturale Blaste were fused with the Woode and became the Evil Deadewoodes, while those that were Outside suffered the Destruction of their Trees and were scour’d by the magickal Windes of the Disaster, shaping them into the Deville Lizardes. This, it is claim’d, is why the Deville Lizardes show such Fury towarde the Deadewoodes, who were once their Kin but now embrace Evil; while equally they are Abash’d to show Themselves before the Spiritte Lizardes, who suffer’d neither their Losse nor their Shame. So the Story goes; whether it be Facte or Fancy remaines to be proven.
There are, in Freeporte and elsewhere, certaine Manuscripts that suggest that the Islandes of the Serpente’s Teethe were at one time high Mountains set upon a Vaste Continent knowne as Valossa; which Lande was sunder’d and throwne into the Sea by a Greate Disaster in Ancient Times. The Force behinde this Cataclysm is thought to be a powerful Being of Chaosse knowne as the Unspeakable One. The Chaotick Energies that were released afflict’d the remaining Lande most cruelly, binding some of these Fey Reptiles into their Trees, which became the awful Deadewoodes; while others, caught without their Arboreal Homes, were Blast’d by Chaosse and Warp’d into the Creatures presently knowne as Deville Lizardes.
Hazarel Boneroot, Deadwood Tree: ?
Death Crab Swarm: It is said that death crabs are a solid manifestation of the spirits of long-dead pirates.
Thanatos: Some do contende that the Creature is Undeade in its Nature, having once been a Greate Living Fishe that was alter’d by Magick, or by feasting upon the Corpses of the Deade.

Zombie: Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies.
Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies.

E.N. Critters 1 Ruins of the Pale Jungle:
Animus: An animus is the spiritual remains of a humanoid, intelligent magical beast or dragon that remains behind to guard a site long after the body has crumbled to dust.
An animus comes into being when a creature, often a humanoid of average intelligence, dies while attempting to guard or protect a particular site, object, or being.
An animus is created when a creature, usually a humanoid, dies while attempting to protect something and continues to try to do so after its death.
Baya Tumbili: It is said that it was once a flesh and blood creature, an awakened ape turned into an undead monster by a powerful evil druid researching necromantic rituals. However, the baya tumbili proved to be too chaotic and too unstable for even the druid to tolerate. Its master destroyed its pet’s body while it was on the Material Plane, and then set in place powerful wards that prevented the creature’s essence from reconstituting itself back on the druid’s home plane.
An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner.
Baya Tumbili Spawn: Baya tumbili spawn are apes that have been turned into undead spawn.
An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner.
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.
Any humanoid slain by a haze horror becomes a haze horror in 1d4 rounds.
Haze horrors are most likely the creation of some necromancer.
Although the origin of the haze horror is unknown, it is known that they tend to remain near where they died, and sometimes where their corpse is.
Leafling Ancestor Lesser: Leafling ancestors are the undead life forces of leafling shamans occupying their own shrunken, disembodied heads. Most every leafling shaman is honored by having their head shrunken and worn as a totem in battle, but only a select few have the power in life to live on in undeath as a lesser ancestor.
Leafling Ancestor Greater: On occasion, this lesser form of ancient will attract such a following that it achieves a god-like status among several clans or tribes. Their combined devotions empower the Ancestor to become one of the greater variety.
Revered Ancestor: Revered ancestors are psionically endowed members of ancient cultures, sacrificed by friends and family to protect them in this life through powers of the afterlife.
Often they were entombed with the treasure they had in life as well as with psionic enhanced items in the hope that it would increase their chances of awakening after the sacrificial ritual was done to create them. They always have a jade knife as it is a standard requirement of the ritual to create them.
The ancient cultures of the Pale Jungle sacrificed and entombed their family members in an attempt to gain protection over their house and sometimes even over their village. The tombs were often cornerstones of buildings, columns, and even carefully dug holes in the ground. The family member would be sacrificed (sometimes to a balam chac), the body wrapped in cloth and mummified with sacred herbs, and then placed in the prepared location. The location was then sealed according to ritual. Those family members with latent psionic ability so entombed became active revered ancestors with those powers fully awakened and directed toward kineticism.
Shetani: Legends speak of a great wizard called Eldaar, known for exploits of great daring and acts of equally great cruelty. It is said that this mage took great delight in his arcane experimentation, and that the Shetani or Children of Eldaar are the result of one such experiment.
When a living monkey is brought down by a shetani, its corpse is left alone by the pack for reasons that are unknown. The newly dead monkey will then rise 24 hours later as a new shetani.
Any monkey slain by shetani will rise as one in hours unless their corpse is destroyed.
Their origin is through arcane experiments in an attempt to create a bestial zombie.

E.N. Critters 2 Beyond the Campfire:
Bereft: A Bereft is the undead remains of a dryad that was forced to watch as its bound tree was cut down or destroyed and was unable to do anything to prevent it. With its tree gone, it slowly perished within the next day full of suffering, unrelenting grief and remorse. Unable to accept that it failed to protect its home, it now wanders the land untied to any particular tree, guilt-ridden and irrational. These creatures are twisted mockeries of their former selves, deformed by hate and self-loathing.
The Bereft are created when forced to watch their bound tree destroyed and then left to wither in its absence.
Blighter: Blighters are undead specially created from the corpses of humanoid druids.
Centuries ago, a conflict arose between a circle of druids and a powerful city-state that was seeking to expand into areas under the druids’ protection. The druids were powerful, but too few in number to effectively combat the legions of the city-state. One of the circle, a brash druid known for his eccentric ideas, proposed that they use their powers to create warriors of their own, an army of guardians that could be used to defend the wilderness. Intrigued, but cautious, the elder druids began experimenting in the creation of a being that could serve to defend different areas of their territory. In the end, they succeeded and created what they began calling a Nature’s Avatar. Fearful that their creation could be perverted to some dark purpose, the elder druids purposely tied the creature to one specific area, charging it with the defense of that area and no more.
The brash druid who had initially proposed the idea was outraged. Since the Nature’s Avatar was bound to one area, it could only serve as a defensive creature. The druid believed strongly that the fight should be taken to the city-state itself, and thus in secret he began experimenting with his own designs in an attempt to create a mobile foot soldier, one that could wreak havoc among the farming communities and travel routes that led to and from the city-state.
The druid became obsessed and began tapping into dark powers in order to complete his creation. Instead of constructing a being made from the elements of nature, he turned towards transforming and re-animating the remains of dead comrades. The forces that he was manipulating began to affect his mind, turning him from the path of protector of nature to the creator of something malevolent and undead. (Some sages have theorized that a powerful devil or demon lord was manipulating the druid without his knowledge, but this theory has never been proven.) In the end, he created what would come to be known as the blighters.
Blighters were created to cause death and destruction to the citizens of the threatening city-state.
Their powers were designed to be able to combat the city-state’s soldiers while also being able to raze farms and harry merchant caravans. They were created with a desire to destroy the humanoids that dwelled in the opposing community.
They were originally created long ago by a corrupted druid using necromantic powers.
The druid responsible for the creation of these creatures strayed from the true path of druidism. He was first obsessed and then possibly became insane as his project evolved. Dark powers took an active interest in this foolhardy venture and twisted it to serve their own ends.
Nightshade Nightflyer: Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all living things, with the faint scent of carrion on its breath.
Nightflyers originate from the plane of shadow and are formed from the darkness therein, resembling any of a number of raptors all combined into one creature.
Sages speculate a nightflyer is a dream reflection of all such birds of prey given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning.
While it is unknown for sure how they are created, it is believed they are incapable of reproduction or spawning, which implies they may be limited in number, but exactly how large that number is as yet remains unknown.
It serves as aerial spy for greater night shades and is incapable of reproduction, including creating spawn.
Nightshade Nightguard: Nightshades are powerful undead creatures with a variety of devastating abilities that hail from the plane of shadow. It is not known if any true ecology exists for them, since being undead creatures is it presumed they are incapable of true reproduction, but it is apparent the nightguard were created to serve as the shock troops for the nightshades. They are the equivalent of elite guardsmen serving powerful nobles, only with no small amount of power themselves.
They are believed to be incapable of reproduction or spawning, but it is rumored that more powerful nightshades are able to create nightguards by capturing the souls of particularly powerful evil warriors and empowering them with negative energy from the plane of shadow, binding them to their forces while doing so.
It serves as an advance scout for greater nightshades and is incapable of reproduction, including creating spawn.
Nightshade Nighthound: Believed to be fey hounds from the plane of shadow, they only appear during the hour of twilight when the sun has just set and before night fully encompasses the land. They resemble hunting dogs composed entirely shadows, and are thought to be shadow reflections of once-living hounds. Some say they are the magically created crossbreed of nightstalkers and shadow mastiffs, if such could breed.
The more common belief is they are the souls of guard and attack dogs summoned by dark forces and empowered with negative energy from the plane of shadow. Regardless of how they were created, it is believed nighthounds are incapable of reproduction or spawning, have no interest in anything other than hunting and killing, and are incapable of remorse, sympathy, or compassion for any living creature.
Nightshade Nightstalker: Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all things living, its foul breath bearing the scent of death and decay.
Nightstalkers originate from the plane of shadow and are formed from the darkness therein, resembling large hounds or wolves in form but composed entirely of shadow. Sages speculate that a nightstalker is a dream reflection of all such beasts given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning.
Others believe they are the souls of worgs and other evil wolf-like creatures summoned by dark forces and given substance by negative energy from the plane of shadow, ruthless hunters with little regard for the living except as prey which they take great pleasure in hunting and killing.
It serves as a hunting hound for greater nightshades and is incapable of reproduction, including creating spawn.
Owl Howler: Owl howlers were first created by a necromancer nearing lichhood that devised a ritual to bring along his familiar with him to the life of the undead. It was so effective that other owls were used to create guardians for his lair.
The ritual it takes to create an owl howler is quite painful. It is at the height of pain when the creature is about to pass on, that its essence is captured and stored into a gem. This gem is then placed inside the skull of the recently dead owl. The gem used must be at least 100gp in value and needs to be yellowish in coloring like a topaz or a piece of amber. The gem is not destroyed in the creation process and can be collected from the creature’s skull after it is slain. It is said that its screech is caused by the immense pain that the creature has endured and now releases in a horrifying attack.
They are created through a horrific ritual and serve necromancers as familiars.

E.N. Critters 3 Tulenjord Land of the Fallen One:
Frostbitten: The frostbitten are the animated corpses of those who die from exposure. Oftentimes their last prayers of salvation will go out to any deity that will listen. Evil deities are not above twisting these final pleas, and as the elements take the life, they fill the husk with a spirit from whatever plane they call home.
The frostbitten on Tulenjord are the direct result of the dead god’s lingering malevolence. Although any evil deity is capable of creating them, for some unknown reason the dead divinity has dozens of them roaming the island.
The souls inhabiting the frozen bodies are usually those of former priests. Oaths and promises of servitude along with past displays of faith are sometimes rewarded with this second chance upon the earth. Frostbitten are usually put in charge of a cult, or placed in the service of especially powerful priests. They will do anything to avoid heading back to the torment they have returned from, using every moment of their wretched existence to propagate the will of their deity. Those frostbitten raised by the dead god know only that they must find a way to revive him.
Its frozen body is inhabited by the soul of a fervent worshipper of an evil god.
Snow Spirit: A snow spirit is the undead life essence of someone who has died a cold and lonely death from exposure to the arctic elements.
The vast majority of snow spirits are chaotic neutral spending their time careening wildly and mindlessly through the arctic wastelands. A few are created from the death of a black-hearted and malevolent creature, who, once expired, leaves behind only its hateful spirit. This form of snow spirit will actively seek living creatures to suck the life and warmth from. Lastly, and most rare, are the wandering life essences of a soul so saintly that its beneficent nature withstands its cold and lonely death. This form of snow spirit will actually seek out dying creatures and protect them from the elements.
They are the lost souls of those freezing to death alone and helpless in the frozen wastes.

E.N. Critters 4 Along the Banks of the River Vaal:
Bandalvis: A bandalvis is a form of undead created when a vissalia succumbs to the ancient curse upon it, feeding on the blood of the living but never able to completely sate its hunger. When this bloodlust curse overtakes a vissalia, it seeks out a victim to feed upon. Once it drinks the blood of a victim it slays for the first time, the transformation to a bandalvis completes and dark powers infuse the body.
Fortunately, a bandalvis is a unique form of undead unable to create spawn and only coming into being through the curse upon the vissalia.
It is created when a vissalia succumbs to a curse laid upon its race by the gods.
Those of the vissalia who had not been transformed became cursed by their gods to forever long for the land, but to never have it unless they drank of the lifeblood of the land-dwellers. At first, they believed this to be a fair trade, and hunted the land-dwellers who came to the water’s edge. It wasn’t too long before the vissalia understood the full extent of the curse as they spilled the blood of innocent creatures and in so doing were transformed into terrible monsters ever hungering for warm blood. Thus were the first bandalvis created.
Once the vissalia and terravis were of one race that dwelled in the deep waters of the seas and rivers, but a desire to become part of the realms above led the vissalia’s ancestors to involve themselves in forbidden magics, and to forsake the gods they worshipped to gain favor with the gods of the upper realms. The gods of the deep were justly angered by this, and punished the vissalia with the curse of bloodlust. Now they long for the warm blood of the land-dwellers, the smell of it awakening a primal hunger that if not kept in check threatens to consume them by leading them into a frenzy to attack the source of the blood to sate their hunger. This bloodlust can cause a vissalia to forsake its mortality and give itself over to the darker gods, becoming an undead abomination that exists

E.N. Critters 5 Interlopers of the Blasted Realms:
Remains of the Fallen: This swarm is native to the Blasted Realm. It is formed from the aftermath of any great conflict that has left bodies strewn across the battle field. Drawn to the psychic and emotional turmoil of such a conflict, the soulfire that permeates this realm coalesces within the remains of the various combatants, re-animates the individual body parts and then gathers them into a collective mass. This mass then develops a hive-like mind and begins to act independently. The swarm is an expression of the fury of the battle and therefore seeks out further conflict. It will attack any living being in an attempt to destroy it.
One swarm may form for every 30 bodies left on the field. Swarms tends to form within 24 hours of the conflict’s cessation.
This swarm is essentially soulfire taking shape as the rage of the great many that have fallen in the countless battles across the Blasted Realm.

E.N. Critters 6 Berk’s Wasetland:
Boneswirl: A boneswirl is an undead creature animated through strong elemental magic.
Boneswirls were originally created by evil djinn that had taken up residence on the material plane, away from their inherently good brethren. Djinn necromancers used the bodies of humanoids to make more powerful and mobile undead guardians.
The ritual of creating a boneswirl is long and complicated, as with creating many greater undead, but the process is a bit different. The primary difference is that minor air elementals are bound to the bones that comprise a boneswirl. They keep the whirlwind in motion. The elementals are twisted and perverted in the binding, but they are also part of the boneswirl’s new identity. Their insanity is a large part of what drives a boneswirl to kill everything it can.
A boneswirl is typically created from the bones of a single humanoid creature, though it is possible to create one from any creature with a skeleton. The visage of a standard boneswirl is disturbing enough, but one created with the skull of a dragon or a mindflayer can send opponents fleeing into the desert without even attacking. No matter what creature it was originally made from, it retains no memory of its past life. It knows only an intense feeling of loss and pain. This is its primary drive for hunting down and killing living creatures.
A boneswirl can be created through use of the create undead spell by a 15th-17th level caster (though characters should be made to research the ritual first).
It is native to warm deserts where it was first created by evil djinn.
It can be created through the use of a create undead spell by a caster of 15th level or higher.
Dessicated: A desiccated is an intelligent undead creature that has had all the moisture drained from its body.
A humanoid slain by a desiccated’s absorb moisture ability rises as a desiccated 1d4 days later.
When a desiccated kills a humanoid creature with its absorb moisture ability, that creature undergoes a slow transformation during which every last drop of moisture is lost from its body. Water, blood, and other bodily fluids completely evaporate, organs turn to dust, and the skin becomes a dried out husk. Once complete, negative energy animates and gives sentience to the corpse. Even though the new creature retains some small semblance of its former self, bits and pieces of memories and thoughts, it is now overcome with an incredible and unquenchable thirst. The energy that created the desiccated continues to work and the creature continually feels the moisture being sucked from it.
Those slain by having all of their moisture sucked out will rise as desiccated themselves within four days time.

Elemental Lore
Drought: Droughts look like massive, desiccated draft horses. They range from six to eight feet tall at the shoulder. The process of transformation into a drought darkens their hides to sooty black, no matter what color they were in life. Their manes also turn dark, usually either burnt brown or black. Everything soft weathers away from these creatures when they rise from the grave, leaving behind only hard bone, leathery skin, and flickering flames.
Not even the greatest necromancers know for sure how they come into being. Many speculate that they appear when thousands of animals die of thirst due to unnaturally long droughts. Others feel that they may be punishments sent into the world by particularly demented gods.
Rime Wraith: Rime wraiths are the spirits of hunters, fishermen, and others who drowned in the dead of winter after slipping under the ice.

Shadow: A humanoid reduced to zero Strength by a rime wraith becomes undead. Within 1d4 rounds, it rises as a shadow with the cold descriptor.

Epic Monsters
Atropol Abomination: Not every divine pregnancy ends in a successful birth. As with the non-divine races some children fail to reach term, when this occurs in the divine realm the child is sometimes animated by the Negative Energy Plane and is reborn as an atropal.
Demilich: A demilich is the next evolutionary step in the life of an evil wizard. Through the creation of soul gems a lich may shed they body and travel the multiverse as an astral entity.
‘Demilich’ is a template that can be added to any lich. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
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.
Hunefer: Hunefers once strode across the planes as demigods. Slain by adventurers their godly power was stripped from them, but their followers did not abandon them. The body of the hunefer was recovered inscribed with symbols important to them and carefully wrapped for their eventual return to life and ascension to godhood. Now awakened, the hunefer are on a undying quest to recover their lost divinity.
Lavawight: The lavawight is the end result of foolish adventurers who attack a shape of fire.
Those that succumb to a shape of fire's blazefire embrace are converted to lavawights.
Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.
Nightswimmer Nightshade: ?
Shadow of the Void: A shadow of the void is cold vengeance personified.
Shape of Fire: A shape of fire is white-hot rage personified.
Winterwight: The winterwight is the end result of adventurers foolish enough to attack shadow of the void.
Those that succumb to a shadow of the void's blightfire embrace are converted to winterwights.
Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.
Sebastian the Shadow Souled: Although no one else remembers his history, Sebastian still feels the driving fear of death that led him to sacrifice his kingdom, his people and his own newborn son to the powers of darkness in return for eternal life.
Bodiless Ao: ?

Undead: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Mummy: A creature afflicted with hunefer rot 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.

Freeport Trilogy:
Shadow Constrictor Snakes: Shadow snakes are undead created by evil mages or, as in this case, the anger of a deity.
Shadow Serpents: The serpent god Yig turned his priests into shadow serpents as a punishment.

Frost and Fur:
Corpse Shroud: In Slavic lands, corpses are wrapped in shrouds and then buried. The spirits that have unfinished business arise at night in graveyards and terrorize the living.
Draugr: It is animated out of sheer jealousy. The draugr misses its old life and envies the living.
Haugbui: The ketta (she-cat) is considered the “mother” of haugbui in the sense that the creature can create such spawn by inhabiting mounds. Haugbui are stirred to undead life by a ketta’s presence.
Mummy Aleutian: The Aleuts have considerable knowledge of human anatomy because they mummify the corpses of important people. They achieve mummification by removing the viscera, washing the body in a cold stream, and stuffing it with oiled sphagnum moss for preservation. The bodies of children are also treated in this way. Mummies are wrapped in sealskins, tightly tied, and laid to rest in caves or even in a special compartment of the family dwelling.
Rusalka: These beautiful longhaired maidens were once girls who drowned, were strangled, committed suicide, or didn’t receive a proper burial.
Ruskaly: Ruskaly are believed to be the unborn souls of children who were not baptized or claimed by a particular religion. Their souls lost and without guidance, they roam the cold forests of Torassia.
Snow Angel: Snow angels are formed from the thrashings of good-aligned creatures that succumb to the cold. The snow around them becomes a mist that is shaped like an angel.
Snow angels haunt places of avalanches, icefalls, and glaciers—where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few create snow angels.
Yek: When a person dies by drowning, he turns into an otter that becomes a werewolf-like creature bent on drowning other humans.
Any humanoid slain by a yek becomes a yek in 1d4 rounds.

Hallows Eve:
Manumit: these spirits are the remains of petty, worthless men. The tattered souls go abandoned and unwanted, languishing in their graves as they lament their wasted lives. On the night of Hallows Eve however, the barrier between the physical world and the spirit world is at its weakest; and the spirits of the dead are freed to roam the earth.

Hallows Eve Demo:
Haunted Casket: Animated randomly by rich sources of negative energy and errant corruptions.

Hungry Little Monsters:
Ashen Hound: Created by the burnt sacrifice of a dog and a unique necromancy spell, an ashen hound rises from the pyre to serve as a loyal watchdog to its creator.
Bound: A bound is a spirit that has been trapped in its material remains.
Canker Zombie: Canker zombies are undead creatures formed when a humanoid dies from a particularly potent disease (whether natural or magical).
Any humanoid killed by a canker zombie and not stripped of its flesh rises as a free-willed canker zombie 1d3 days later.
Kyokan: Several years ago, a magical experiment went wrong. Not so wrong that there were deaths involved, but wrong enough that it wasn’t what the experimenters expected. Left with toxic, magical waste, the experimenters did what any organization would do in their situation — they took a boat out to sea very late in the night and slowly dropped the barrels of waste over the side of the ship. No harm done to them, of course.
Ever so slowly, the barrels of waste drifted to the sea floor, and after impact rolled down a slope to a deeper part of the ocean. Eventually the barrels came to a stop on a flat bed, not entirely flat but with enough knife-sharp growths of coral to break the barrels open and spill the toxic waste onto the sea floor. Luckily for the experimenters, the toxic sludge was heavier than the sea water and stayed at the bottom of the ocean.
This sludge spilled in a final resting place for squid, a location where the local squid came to die. Somehow, this toxic magical waste interacted with the dying squid to return them to life, at three times their original size. Unknowingly, those stalwart experimenters created a new scourge of the seas, the kyokan.
Soulgaunt: The soulgaunt is a hateful undead spirit that forms on the sites of terrible accidents that have claimed the lives of no fewer than a dozen people. The accident can be something as simple as an explosion at a sawmill or as expansive as an earthquake that devastated a city; the larger the accident or disaster, the more soulgaunts result. Many evil death cults revere soulgaunts as unholy aspects of their deities, and a few powerful necromancers have learned how to create soulgaunts with the use of create greater undead. In order to do so, the spellcaster must be at least 19th level, and the spell must be cast on the site of an accident no more than one hour old.
Sugareater Zombie: Creatures trapped by a sugareater suffer 1d4 points of Constitution drain per round until they reach 0 Constitution, at which time they are immediately transformed into sugareater zombies.
“Sugareater zombie” is an acquired template that can be added to any living creature.
Sample Sugareater Zombie: This gnoll and its five packmates were ambushed by a sugareater, who hunted them one by one until they all succumbed to its feasting. Now the six roam the forests as sugareater zombies, bringing new victims to their master.
Vain Dead: Vain dead are undead tempters, spawned from the most arrogant, narcissistic, and sybaritic creatures ever to have lived. Most of these creatures arise from the ranks of corrupted clerics of gods of beauty, who have perverted the teachings of their god and now exist as accursed personifications of their blasphemy.

Into the Black
Hellscorn: Driven by banal motivations such as greed and lust, some discontent lovers break their partner’s trust, fulfilling their primordial desires with someone else. Viewing the spurned lover as an inconvenient obstacle on the road to true happiness, the two new companions gleefully plot and carry out his earthly demise in the ultimate act of betrayal. Yet, while most individuals cross the fine boundary between love and hate during life, some spirits only complete the transition after death. Rising from the grave in search of revenge.
Hellscorns rise from the grave solely to wreak vengeance against their killers.
Waking Dead: Bereft of any formal medical training or knowledge, physicians and healers sometimes incorrectly pronounce their patients dead. Unfortunately, the individual actually lapsed into a deep coma, a catatonic state that simulates death, thus fooling the average layperson and the professional alike. Before long, the slumbering person awakens to a horrific nightmare, finding himself trapped within a coffin. Despite his feverish efforts to escape his eternal tomb, he eventually succumbs to thirst and suffocation. The sheer terror and frantic desperation experienced during his final moments serve as the catalyst transforming his corpse into the terrifying waking dead.
Gremmin: The discovery of gold and other precious minerals invariably draws the rapacious interest of desperate prospectors craving instant wealth and fortune. Enraptured by the mesmerizing allure of fabulous riches, starry eyed speculators hastily delve deep into the earth, fully intent on staking their claim to the dense veins of precious minerals before anyone else. In their mad rush to unearth the buried treasure, they pay no regard to practical concerns such as food, water, and leaving a discernible trail back to the surface. After the initial ecstasy subsides, the hungry, thirsty, and hopefully lost miner finally realizes the gravity of his predicament. Although ultimately doomed to a lonely and prolonged death, he refuses to part from his spectacular find, a sentiment that sparks his transformation into a gremmin after his earthly demise.
Walking Disease: No natural or artificial environment serves as a better incubator for disease than sewers. Teeming with copious volumes of rotting organic material, stable temperatures and abundant moisture, countless virulent bacteria, viruses and fungi abound within the filthy, nutrient rich habitat. Nearly all of these infectious agents remain simple, non sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge. The consensus lays the blame for these abominations on the wicked priests and worshippers of several nefarious deities performing their devilish rituals and savage rites in the anonymity and security of the sewers.

Undead: Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise.

Into the Blue
Lost Sailor: Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. Longing for the comfort of the water’s embrace, these seafarers could not rest in death, crawling forth from their graves to trek overland to reach the sea. They usually only rise when they are buried within a handful of miles of the ocean, yet still feel robbed of it in death.
The irony of being such a short distance from their goal only makes the spirits of the mariners more restless.
Sea Scorned: A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. They are normally only encountered near seaside or aquatic settlements. These are the unfortunate, lonely souls that take their own lives over the loss of a loved one, becoming doomed to stand vigil forever, waiting for their dead love to return.
Unwanted: Among some sailors, it is bad luck to save a man who falls overboard: it is believed that what the sea wants, the sea takes, and no one wishes to evoke the sea’s wrath by standing in its way. Unfortunately, men sometimes fall over the side of their own accord—or are given some help by an angry comrade—but still are not rescued for fear of angering the sea. The sea does not want these men, but they are forced upon it. Either through the sea’s anger or their own rage at not being rescued, these lost men sometimes return as undead. Called the unwanted, they were rejected by both seas and men, and have returned to take their vengeance on both.
Unwanted is an acquired template that can be added to any humanoid creature lost at sea.
Floating Dead: Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come.

Kaiser’s Garden:
Vine of Decay: ?

Kobold Quarterly
Kobold Quarterly 2
Darrakh, Adult Darakhul Cave Dragon: The ravenous hunger and ambition that define the Empire of the Ghouls come from a hunting expedition 200 years ago. A priest of the Death God led a pack of ghouls and ghasts into the underdark in a hunt for new sources of meat. The hunters met and devoured a few of the weaker residents of the deep lands, but then met a horror they were woefully ill-prepared to fight, a cave dragon in its prime. Its darkness filled the tunnels, and its jaws devoured ghouls by the dozens.
Strengthened the Death God’s blessing, one ghast struck a crucial blow with its paralyzing claw, and the dragon was rendered immobile for a dozen heartbeats. The frenzy that followed infected the dragon with ghoul fever. The rest of the ghouls and ghasts died before the dragon could be slain, but the priest of the Death God survived and became the ghoul-dragon’s minion and chief servant. The dragon grew powerful in undeath. Though its growth stopped, its power was greater than any others of its kind.
So was born Darrakh, Father of Ghouls, the Great and Unending Devourer. Of all dragons below the earth, he is the greatest. He recieves ghoul petitioners in a deep cavern perpetually wrapped in darkness, and when he is displeased, he dines on the flesh of the ghouls, his followers and children.
The cult of the Hunger God reveres him as an avatar of their deity, an earthly manifestion of the endless gnawing need that drives ghouls to consume corpses. Darrakh is fast, tough, and powerful — and as an undead dragon, extremely lethal.
As he created ghoul followers, Darrakh and the priest learned that the form of ghoul fever the dragon carried was magically strengthened. Darrakh has always claimed he bathed in the River Styx and struck a bargain with Charon the boatman. The terms seemed to be that to return to the mortal world, he would raise up a race of followers of the Death God. That story is among the secret lore of the Imperial priesthoods. It’s truth depends on what one thinks of the veracity of the undead and the trustworthiness of dragons. Most are sure it’s sheer puffery.
Darakhul Ghoul: Darakhul Fever (Su): Magical disease—bite, Fortitude DC 30, incubation period 1 hour, damage 1d6 Con and 1d3 Dex. Requires a DC 16 level check to cure magically. A creature which dies while infected with darakhul fever may become a more powerful form of ghoul (see Empire of the Ghouls for details).

Kobold Quarterly 3
Lich: the sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality.
The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches.
Liches are created, not born, and their only method of reproduction is the creation of a new lich.
The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping.
The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it.
This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness.
The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster.
As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item.
The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster.
This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster.
Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption.
The Journey
Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking.
Thing at the Soul of the Mire, Human Lich Druid 15: ?
Stone Door: Combining necromantic artifice and the art of trapmaking, this door is a favorite among priests of undeath, liches, necromancers, and the depraved wretches who favor such evil devices to deal with trespassers. Creating a bone door is quite tedious, and requires placing an animated skeleton in a specially prepared door mold, then pouring in a high quality mortar. This slurry eventually hardens to the consistency of stone. Later, the stonework is decorated, fitted with a locking mechanism and hinges, and then mounted.
The skeleton’s arms and head are free of the stone confining the rest of its folded extremities, and they jut out like a necromantic fossil. Each bone door’s skeleton has different instructions, though most attack trespassers. Thus, a bone door has two parts: a masterfully constructed stonework door and a large embedded skeleton. In combat, the stonework provides the skeleton with improved cover, though it negates any Dexterity bonus to AC and imposes a –8 penalty on its Reflex saves.
The sample bone door uses a stone giant skeleton to grapple would-be trespassers and crush them to pieces. The EL takes into account its high AC and grapple bonuses.
The cost to construct a bone door varies but is never less than 1,825 gp.
Stone Giant Skeleton: ?

Kobold Quarterly 7
Vampire: Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.
Ghost: Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.
Undead: Create Undead feat.
Zombie: A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse.
Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD
Animate Undead I spell.
Animate Undead II spell.
Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Skeleton: The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check.
Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD
Animate Undead I spell.
Animate Undead II spell.
Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Ghoul: The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors.
CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP
Animate Undead I spell.
Animate Undead II spell.
Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Ghast: The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane.
CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP
Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Shadow: The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade.
CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP
Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Mummy: The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible.
CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Wraith: The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil.
CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Spectre: Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre.
CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Mohrg: The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue.
CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP
Animate Undead VIII spell.
Animate Undead IX spell.
Create Undead feat.
Devourer: Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity.
At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself.
CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP
Animate Undead IX spell.
Create Undead feat.
Wight: Animate Undead III spell.
Animate Undead IV spell.
Animate Undead V spell.
Animate Undead VI spell.
Animate Undead VII spell.
Animate Undead VIII spell.
Animate Undead IX spell.
Greater Shadow: Animate Undead VIII spell.
Animate Undead IX spell.
Dread Wraith: Animate Undead IX spell.

Create Undead [Item Creation]
Prerequisite: Spell Focus (Necromancy) or the ability to rebuke undead, caster level 1st
Benefit: You can create any undead provided the prerequisites are met.
Creating an undead requires one day for every 1,000 gp of its market price, 1/25 of its cost to create in XP, and raw materials costing half that price (see individual monster entries for details).
Completing the undead’s creation drains the appropriate XP from the creator and requires the casting of any spells on the final day.
The creator must cast the spells personally but may do so using a scroll or similar device.
As most undead are Evil, creating an undead creature is almost always an Evil act.
A newly created undead has average hit points for its Hit Dice.
Mindless undead created using this feat are automatically under the creator’s control. Free-willed undead are not controlled, though the creator can attempt to gain control using some other method at the moment of creation.
A character can control up to 4 HD of created, mindless undead per level. If you exceed this number, all the newly created creatures fall under your control, and any previously created undead over this limit are released from your control. (The caster chooses which creatures are released.) Any undead commanded by virtue of a command or rebuke undead ability do not count toward this limit.

Animate Dead I
Necromancy (Animation)
Level: Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more animated undead
Duration: 1 round/level (D)
Targets: Corpses, no two of which can
be more than 30 feet apart [See below]
Saving Throw: Will negates (object)
Spell Resistance: No
This spell temporarily infuses the remains of a once-living creature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand.
The spell animates one of the creatures from the 1st-level list on the accompanying table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell.
To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic.
Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave.
An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities.
When you use an animation spell to create an Air, Chaotic, Earth, Evil, Fire, Good, Lawful, or Water subtype creature, it is a spell of that type.
Within the area of a desecrate spell, the duration of animate dead I is doubled.
Arcane Material Component: A fistful of graveyard soil or a fragment of a tombstone.

Animate Dead II
Necromancy (Animation)
Level: Clr 2, Sor/Wiz 3
This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list.

Animate Dead III
Necromancy (Animation)
Level: Clr 3, Sor/Wiz 4
This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list.

Animate Dead IV
Necromancy (Animation)
Level: Clr 4, Sor/Wiz 5
This spell functions like animate dead I, except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option a lower level list.

Animate Dead V
Necromancy (Animation)
Level: Clr 5, Sor/Wiz 6
This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list.

Animate Dead VI
Necromancy (Animation)
Level: Clr 6, Sor/Wiz 7
This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list.

Animate Dead VII
Necromancy (Animation)
Level: Clr 7, Sor/Wiz 8
This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list.

Animate Dead VIII
Necromancy (Animation)
Level: Clr 8, Sor/Wiz 9
This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list.

Animate Dead XI
Necromancy (Animation)
Level: Clr 9
This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list.

Table 1: Undead Animation
Spell Level Undead Remains Required Alignment
Animate Undead I ghoul humanoid corpse CE
1d4 skeletons (1 HD) appropriate corpse or skeleton NE
skeleton (2-3 HD) appropriate corpse or skeleton NE
1d3 zombies (2 HD) appropriate corpse NE
zombie (4 HD) appropriate corpse NE
Animate Undead II skeleton (4-5 HD) appropriate corpse or skeleton NE
zombie (6 HD) appropriate corpse NE
Animate Undead III ghast humanoid corpse CE
shadow humanoid soul CE
skeleton (6-7 HD) appropriate corpse or skeleton NE
wight humanoid corpse LE
zombie (8-10 HD) appropriate corpse NE
Animate Undead IV skeleton (8-9 HD) appropriate corpse or skeleton NE
zombie (12-14 HD) appropriate corpse NE
Animate Undead V skeleton (10-11 HD) appropriate corpse or skeleton NE
wraith humanoid soul LE
zombie (15-16 HD) appropriate corpse NE
Animate Undead VI skeleton (12-14 HD) appropriate corpse or skeleton NE
zombie (18-10 HD) appropriate corpse NE
Animate Undead VII skeleton (15-17 HD) appropriate corpse or skeleton NE
spectre humanoid soul LE
Animate Undead VIII mohrg humanoid corpse CE
greater shadow humanoid soul CE
skeleton (18-20 HD) appropriate corpse or skeleton NE
Animate Undead IX devourer humanoid corpse NE
dread wraith humanoid or giant soul LE

Kobold Quarterly 9
Skin Bat: Camazotz has created flesh vats within these inverted spires that transform the flayed remnants of sacrifices into undead abominations built of skin.
Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile rituals involving immersion in the Abyssal flesh vats.
They were born in the fleshwarp cauldrons of Camazotz, the dark bat-god.

Kobold Quarterly 11
Vampire: When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse.
One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.
When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free.
Vampire Spawn: When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse.
One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.
 
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3.5 3rd Party L-Z

3.5 3rd Party L-Z
Lords of the Night: Liches
Void Lich: But the Guardian’s worst betrayal was yet to come. To prove his loyalty, the newly named Sentinel of the Void gave his dark master a terrible gift. He devised magical incantations that allowed mortals the ability to trade their life energy in exchange for the powers of Creation. Known as Black Rituals, these incantations were terrible and sinister indeed, for in addition to the power to shape reality, those performing the Rituals were flooded with Void, the wicked darkness that ensnared their minds and corrupted their thoughts. They became slaves to the Void, minions of a truly terrible evil.
Thriving on shadow, all who cast the rituals became known as Void Liches and they were a force of terrible darkness, twisted by the power of the Arcane and wrapped with the rage and madness of the Void.
Void Liches follow a similar progression to that of Arcane Liches yet unlike those of the Arcane, they have but one Ritual to bind them inexorably to the Void.
An Arcane Lich that has been corrupted by the Void.
Void Rituals on the other hand, can be found almost everywhere. Most great libraries will contain them, sometimes masked as the ramblings of madmen or disguised as nonmagical formulae and obscure mystical information. However innocuous they may at first seem, these Rituals are utterly corrupted and will drag the caster down the Path of the Void into utter despair. Only the most foolish, naive or desperate should attempt them. Or those wishing to align themselves with the Great Corrupter...
Unlike Arcane Liches, there is but one Void Ritual; a single mystical oath that binds a person, body, mind and soul to the power of the Void. Once the words are uttered, the Void is conjured, weaving itself into the caster’s thoughts. From then on they are bound by shadow, shackled to the Void with unbreakable chains of hunger. As a mortal moves down the Black Path, they are further twisted, their minds and bodies shifting into new forms until they finally collapse into death and arise, a dark and terrible Void Lich.
Void Wraith: Many of us reached out to the Void in an attempt to turn back the tide of shadow, yet those that did found only madness. The Void took those that had not the strength to resist and twisted them into harrowed creations. These Wraiths fled the Spectral to wander the mortal realms, champions of evil and enemies of the Arcane, bound in mortal flesh and given strength by the Void.
Those touched by the Void were transformed into madness-stricken Wraiths filled with a desperate thirst for Arcane energy and a terrible desire to feast upon our essence.
When a Void Lich is Vanquished, they Reform in the Spectral, bereft of sanity and filled with a terrible craving for Arcane energy. They are doomed to linger as madness riddled ghosts for the rest of eternity...
When the Arcane was touched by the Void, those that reached out to explore the new and alien force were corrupted by its power. They became the Darke Vertex, terrible beings of the purest evil (known as Wraiths by the Conclave).
Arcane Lich: In our most desperate hour we were left with only one option. We amended the Rituals the Sentinel of the Void had used to enslave his army of Void Liches. Binding the Ritual to the forces of Creation we gathered our powers and created the first Arcane Liches.
Armed with the Rituals of the Arcane Transference, the Conclave was sent out into the mortal realms in search of others to join our army. We offered our powers freely, allowing those that would cast the Rituals to do so of their own volition.
An Arcane Lich is a once-living creature that has sacrificed their mortality to gain a glimpse of the powers of Creation. Through the five Rituals of the Arcane Transference, the mortal imprints the matrix of their consciousness upon reality.
The Ritual of the Arcane Transference
The five Rituals of the Arcane Transference allow a mortal to exchange some of their life-force in return for the ability to manipulate reality. With every Ritual, a mortal must give up a portion of their life essence in exchange for a similar amount of Arcane energy. This energy grants them incredible powers but it also takes them one step away from their mortality.
When a Lich imprints their mind into reality, they are acknowledged by the universe and accepted by Creation. They are granted an endless existence, but this is in mind alone. To derive any lasting power from the Arcane, a potential Lich must become immortal.
The easiest way to do this is by passing into undeath.
The Arcane Rituals use necromancy to seal the caster’s flesh into undeath. Only then is the caster’s mind elevated to a new level of consciousness, free to explore the Path of the Arcane, unfettered by the demands of the flesh.
A mortal that has sacrificed their mortality to become one with the Arcane.
All mortals beginning down the Arcane Path must create a Lesser Phylactery. A Lesser Phylactery is a simple item, hand crafted by the prospective Lich as per the instructions in the Ritual of the Arcane Transference. Lesser Phylacteries typically appear as: jewelry, weapons, armor, crystals, ornate boxes and religious icons. A Lesser Phylactery has double the hardness, hit points and Break DC of a standard item of its kind. It has a crafting DC of 15, takes one week to create and costs between 25 to 50 gp (made up of silver, gold or at least one semi-precious stone).
A mortal can only become an Arcane Lich through the Rituals of the Arcane Transference. These Rituals allow a mortal to imprint their mind upon the fabric of the universe through complex magical incantations and mystical words of power. The Rituals quite literally fool the universe into believing that the caster is one of the Arcane and has free reign to shape reality by the power of thought alone.
There are five Arcane Rituals, each one of increasing power and complexity. Only the first Ritual can be found in the mortal realms. Beyond that, if a mortal wishes to venture further down the Arcane Path they must journey to Kethak in search of the wisdom of the Conclave and their aid in becoming an Arcane Lich.
The easiest way to obtain the Rituals of the Arcane Transference is to visit Kethak and the Aedes Singularis, the home of the Conclave and the great Rituals of Power. Of course, merely getting to Kethak requires that the character be Arcane Touched, so that in itself is the first test. The Guild of Wizards guard their Rituals carefully, and those that petition the Conclave to become Liches are carefully screened for suitability. A candidate must show considerable magical potential, have the intelligence to comprehend the complex mystical incantations and have the stability to handle the transformation the Arcane will exert over mind and body. Only when the Conclave deems a mortal ready do they confer the next of the Rituals upon them.
Each Ritual has a minimum Intelligence requirement that a Lich must meet in order to be able to decipher its complex mystical instructions. To the less intelligent an Arcane Ritual is simply a jumble of incomprehensible glyphs, symbols and diagrams.
A spellcaster must be of sufficient power and level to be able to command the forces contained within each Arcane Ritual. They must be arcane spellcasters of a minimum level.
A lesser mortal (even one that can read the Ritual) simply will not be able to master the vast power needed to fuel the Ritual and all casting attempts will utterly fail.
Arcane Rituals are complex and often expensive affairs. Many can take months or even years to prepare. A number of rare and/or exotic items may be needed, all of which must be hand-crafted. A would-be Lich must take specific precautions indeed to ensure that the Ritual is performed as accurately and precisely as possible.
Before a mortal can begin the Rituals to become an Arcane Lich, he must have created a Lesser Phylactery. This is a simple device that ties his life force into the Arcane. A mortal cannot create a Standard Phylactery until he becomes a Sunken Lich.
The Arcane Rituals are complex and time consuming to perform. Each takes a minimum of eight hours plus at least two additional hours per Ritual level (to become a Skeletal Lich takes around sixteen hours). The caster must expend all of their Arcane energy in the process.
The Arcane Rituals are draining on the mortal endurance. They must only be performed once in every thirty day period or the caster could be utterly slain in the process. At a Ritual’s completion, a still-mortal caster is drained of all but one point of their Constitution and recovers at a rate of 1 point per hour thereafter.
A mortal must have a minimum level of Constitution to withstand the necromantic forces of the Ritual. If he does not meet the minimum requirement, he is slain in the casting of the Ritual and his mind is destroyed. Providing the caster follows the Ritual exactly (and meets all of the requirements) there is no chance of failure.
After successfully completing each Arcane Ritual, the mortal advances to the next Lich State, taking on a new template as his body is further infused with necromantic energy. Example: A mortal casts the third Ritual of the Arcane Transference and becomes a Sunken Lich. He applies all the template modifiers for his State and changes his type to Undead.
The Arcane Rituals were designed for the mortal races (specifically humans). Elementals, demons, undead, nonsentient beings and creatures non-native to the mortal realms cannot bind themselves to the Spectral. Additionally there is a fifty percent chance of failure for non-human creatures or for beings with exceptionally long life spans (in particular elves and drow). The Rituals NEVER work on magical creatures (including dragons, and all monsters).
Lich State Death Living Sunken Necrotic Skeletal Spectral
Touched Dead Lich Lich Lich Lich
Ritual Level AR1 AR2 AR3 AR4 AR5 N/A
Minimum Intelligence 16 17 20 22 25 30
Minimum Level 1 5 9 11 13 17
Constitution Cost 2 (11) 4 (8) All (5) - - -
Arcane +1 +2 +3 +4 +5 +10
Arcana Points +3/1 +0/2 +0/3 +0/4 +0/5 +0/6
Arcane Threshold 3 6 10 15 20 N/A
Insanities +1 +1 +1 +1 +1 N/A
Insanity Threshold 12 (10) 13 (12) 14 (14) 15 (16) 16 (20) N/A
Sorcerae Modifier +1 +2 +3 +4 +5 +8
Ability Penalty -2 -3 -4 -5 -6 N/A
Arcane Feats +1 +1 +1 +1 +1 +1
Ritual Level: This is the Ritual number that must be followed in sequence. Example: a mortal must become Death Touched before he can become Living Dead. Where noted, AR refers to the current Ritual level the character has attained. Example: AR2 indicates that the character has cast the second Arcane Ritual and is currently Living Dead.
Minimum Intelligence: This is the base (minimum) level of Intelligence a Lich needs to be able to comprehend each Arcane Ritual. This must be his permanent Intelligence score and cannot be modified by spell or magical items.
Minimum Level: This is the minimum level a character must be before they can perform each Arcane Ritual. Only a Lich’s arcane spellcasting classes have any impact on the minimum level requirement. Example: A character must be 9th level to become a Sunken Lich. He must have nine levels of Wizard or Sorcerer (or any pure arcane spellcasting class); any other classes do not count.
Constitution Cost: This is the amount of Constitution a character loses when casting each Arcane Ritual. The number in parentheses is the base (minimum) Constitution a character must have in order to perform each Ritual. This must be his permanent Constitution score and cannot be modified by spell or magical items. Upon casting each Ritual the caster loses an amount of Constitution stated for that Ritual and gains an equal amount of Arcane in return. A character does not ever lose hit points from their reduced Constitution.
Necromantic Lich: Although necromantic liches (known as mundane liches) have existed in the mortal realms for millennia, they are not like us in any way. Some say the dark gods sought to mirror the power of the Ancients and to create beings that could shape the universe, yet instead they managed only to create beings that were trapped in necromancy and undeath, mortals twisted by darkness and the most terrible evil.
Sunken Lich: All mortals becoming Sunken Liches must fashion a Standard Phylactery. This is a more potent device of similar design to a Lesser Phylactery but has a hardness of 20, 40 hit points and a Break DC of 40. A Standard Phylactery has a crafting DC of 20 and costs 100,000gp and 2,000 XP. The creator must be 9th level or greater and must have the Craft Wondrous Item feat and a crafting skill of no fewer than 9 ranks in their chosen material (or materials).
Sunken Liches are those mortals that have passed beyond the veil of life and into undeath.
The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.
Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.
Arcane Ascendance ritual of power.
Necrotic Lich: Necrotic Liches have advanced far beyond mortal existence. The long years have worn down flesh until nothing but tendon and sinew remain and the breath of life is nothing but a distant memory.
The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.
Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.
Corpus Transformation ritual of power.
Skeletal Lich: Skeletal Liches are thousands of years old. Their flesh has long been consumed by necromancy and they are naught but bones.
The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.
Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.
Osseus Transfiguration ritual of power.
Spectral Lich, Ghost Lich: Spectral Liches (also known as Ghost Liches) are powerful, and very old. They are those Liches that have passed beyond the physical and into a realm of pure consciousness.
Artifex Lich, Artificer: ?
Darke Lich: ?
Dirge Lich, Corpse Lich: ?
Frost Lich, Battle Lich: A Frost Lich is bound to the element of cold.
Mors Lich, Crypt Lich: ?
Prime Lich, High Lich: ?
Umbral Lich, Puppeteer: An Umbral Lich is an elementalist bound at least partially to the element of Shadow.
Servitor: Servitor Arcane power.
Arcane Vampire: There are whispers of ancient Rituals that can convert a vampire into an Arcane Vampire, beings far beyond those of the Void and attuned to the powers of Creation. The Sanctus Cor are said to be capable of performing these Rituals, but they have not chosen to do so. They have told the Conclave that they are waiting for something. But for what could the mysterious Sleepers be waiting...?
Blood Lich: Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich.
Nether Lich: Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich.

SERVITOR
This is the power of legends, for through it you can raise the dead and create permanent Servitors for yourself. These Servitors are your absolute minions and you can have great power over them. While most of your Servitors are skeletons and zombies, at higher levels of power you can create unique and powerful forms of undead, from mundane vampires, to spectres and even greater creations. The most powerful Liches can create entire armies of shambling undead.
Creating the Undead
You can animate the dead by expending Arcane energy to create Servitors, artificially created corpses under your absolute will. These Servitors are mindless creatures, incapable of anything but the most menial tasks.
Your Servitors rise up as Skeletons or Zombies (depending on the creature and condition of the corpses). You may create more powerful Servitors with this ability but you are restricted as to the maximum HD and number of undead you can control at any one time.
Use of this power takes one full round. The dead begin to rise at the start of the second round.
Regardless of the hit dice of a Servitor, you cannot create a nonstandard monster with the standard Servitor powers. Only higher State Liches can create Vampires, Shadow Knights and other Liches.
Creating Servitors
You gain the ability to create more powerful undead as you gain further ranks in the Servitor Arcana. For more information on the number, type and power of your Servitors at each Arcana rank, consult the Servitor Creation Chart, below.
SERVITOR CREATION
Skill Rank Undead per Arcane Cost Max Control Max Undead HD
First Tier Necromancer 1 1 2 2
Second Tier Necromancer 2 1 4 2
Third Tier Necromancer 3 1 6 3
Fourth Tier Necromancer 4 1 8 4
Fifth Tier Necromancer 5 1 10 5
Sixth Tier Necromancer 6 1 12 6
Servitor Creation Notes
♦Servitors have stats identical to those of the undead creature they mimic (ie. skeleton, zombie, ghoul. etc.)
♦You cannot create any one Servitor whose Hit Dice exceed your own.
♦ You can see through the eyes of any of your Servitors at any time as a standard action.
♦ The eyes of your Servitors glow with an eerie purplish energy while using this Arcana and streams of Arcane force surround them.
♦ Servitors do not have their original souls. They are Arcane-animated corpses created by your will. They can be turned (although they receive a bonus to their Turn Resistance equal to your Arcana rank).
♦ Your Servitors are affected by Null Magic. Any passing through such areas are instantly destroyed.
♦ Providing a corpse has not been irreparably damaged, you can create a new Servitor out of the parts of old ones. Servitors created with this power simply rise up from the parts of destroyed creatures, glimmering with Arcane energy.
♦Servitors cannot be commanded or compelled by anyone other than their creator through mundane means. However, another Arcane Lich may attempt to take control of another’s Servitor by Arcane methods...

ARCANE ASCENDENCE
Level Requirement: 15th
Apparatus: 250,000 black (must have 25+ Intelligence and no less than five rare/exotic items)
Performance: 24 hours (difficulty: 40)
Transforms a character into a Sunken Lich.

CORPUS TRANSFIGURATION
Level Requirement: 15th
Apparatus: 500,000 black (must have 27+ Intelligence and no less than six rare/exotic items)
Performance: 24 hours (difficulty: 45)
Transforms a character into a Necrotic Lich.

OSSEUS TRANSFIGURATION
Level Requirement: 18th
Apparatus: 1,000,000 black (must have 30+ Intelligence and no less than seven rare/exotic items)
Performance: 24 hours (difficulty: 50)
Transforms a character into a Skeletal Lich.

Lore of the Gods
Defiler: ?
Husk: If the shell of a deceased victim is not destroyed, it will rise as a husk in 2d4 days.
Ka Spirit: In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the afterlife. The ka spirit is the soul of one of these unfortunates.
In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death. Such knowledge is mostly now lost, isolated to a few terrible cults who still perform the ceremony.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.

Skeleton: Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.
Zombie: Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.

Lost Creatures:
Bonegore: Bonegore are undead created from large battlefi elds and mass graves that were never given any last rights.
Cinder Ash: Cinder ash creatures are those that were caught in the hot ash and toxic fumes of a volcanic eruption and died. Sometimes, in the wake of an eruption that was caused by magic or divine power, cinder ash are created.
“Cinder Ash” is a template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.
Thrain: Once known as Thrain, this cinder ash was an oolori sage and scholar whose coastal village was destroyed when the nearby volcano erupted over a millennia ago. Thrain was buried alive in hot ash and was transformed into a cinder ash.

Manual of Monsters
Spirit of Vengeance Greater: When a powerful creature takes to the grave with intense feelings of hatred and business unfinished, she will occasionally rise again as a greater spirit of vengeance.
Spirit of Vengeance Lesser: Any humanoid slain by a greater spirit of vengeance becomes a lesser spirit of vengeance on the following round.
Scourge: "Scourge" is a template that can be added to any creature.
Banshee: Banshees were once beautiful female night elves who were brutally murdered by demons during the fall of Kalimdor. Their restless spirits were left to wander the world for many ages in silent, tortured lamentation.
Banshees are relatively rare and difficult to produce; even the Lich King does not truly know what causes a banshee to be produced among his minions. It is some supernatural perversion or imbalance of the soul that sheds its mortal shell and walks forth as one of these spectral beings.
“Banshee” is an acquired template that can be added to any humanoid creature.
Crypt Fiend: As the nerubian empire was dismantled, the remnants were scattered and the dead were raised as minions of Ner’zhul.
“Crypt fiend” is an acquired template that can be added to any nerubian.
Forsaken: The forsaken are humans transformed into the undead, with all the powers associated with the Scourge.
“Forsaken” is a template that can be added to any human character.
Ghoul of the Scourge: “Ghoul of the Scourge” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Shade: Shades are created by a formal ritual of sacrifice, in which a single acolyte who has completely proven himself to Nr'zhul is brought over to the far side of death. The plague is allowed to enter his body, and powerful necromancers spend several days transforming the acolyte's pitiful shell into a devastating creature of undeath. The ritual occurs in a place known as the Sacrificial Pit, where the focused energy of the Lich King and his necromancers are at their most powerful.
"Shade" is an acquired template that can be added to any humanoid creature.
Skeletal Mage: These Powerful skeletal Sorcerers are extremely dangerous undead, usually created independently through force of unrequited will.
“Skeletal mage” is an acquired template that can be added to any humanoid creature.
Skeletal Warrior: Skeletal warriors are extremely dangerous undead minions, usually created independently through the force of unrequited will.
Skeletal warriors are created from the fallen bones of dead opponents. Skeletons can be created even without the assistance of necromancers.
“Skeletal warrior” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Withered: This template can be applied to any dead creature through the use of necromancy or to any creature brought close to death by a member of the Scourge.
"Withered" is a template that can be added to any aberration, animal, dragon, fey, magical beast, plant, or other monstrous creature.
Wraith: “Wraith” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Zombie: These undead are created from plague-infected individuals, but their bodies are not as riddled with the disease as those of more powerful undead.
“Zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Abomination: Abominations are large created creatures, similar to flesh golems. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors.
The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses.
The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh.
An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator.
This creature costs 40,000 gp to create, which includes the cost of collection and dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper. Assembling the body requires a successful DC 12 Craft (leatherworking) or Heal check.
The creator must be at least 14th level and be able to cast divine spells. Completing the ritual drains 400 XP from the creator and requires animate dead, animate objects, bless, bull’s strength, regenerate, and spell resistance.

Ghost: Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident.

Midnight Minions of the Shadow
Forsaken: The dark truth would shatter even the strongest spirit. As the Shadow rose, so too did the necromantic forces that fueled the Fell. As the years pass, more and more of the dead rise as horrors that live only to feast on the living. In the last days of Aryth, even a mother’s womb cannot protect her child from the Shadow.
There is a small chance that any fetus that dies during the pregnancy will awaken into a hideous state of half-life. Called the forsaken, these creatures continue on in a parody of natural growth and birth.
Forsaken is an inherited template that can be applied to any newborn humanoid creature.

Monster Anthology Volume 1
Gheist: The spirits of cruel dead.
Pariah: Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born.
“Pariah” is an acquired template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a pariah. The nature of such a transformation seems to target individuals at complete random.

Monster Encyclopaedia 1 Ravagers of the Realms
Batyuk: Batyuks arise from mass graves, where hundreds of butchered bodies were buried without due ceremony or care. Furious at this injustice, they rise up in the communal form of a stormcloud to hunt down those who slaughtered them.
Blood Scarecrow: The blood scarecrow is a free-willed corporeal undead creature which is created when an ordinary scarecrow is dressed in the clothing once worn by a murdered man. Sometimes, when conditions are correct, the spirit of the deceased returns and inhabits the scarecrow, looking for vengeance on those who killed him.
Cavewight: Should a wight linger in a particular cave or tomb for long enough – a century or so, depending on the amount of vegetation and other living things in the vicinity and the quality of any wards or holy blessings placed on the area – then its negative energy permeates its lair, turning the lair into an outcropping of the negative realm. The wight feeds on this negative energy, becoming even more powerful.
Devouring Zombie: the magic animating the devouring zombie can be passed onto others; one devouring zombie can produce a horde of other undead.
Devouring zombies can be created with the create undead spell and require a 12th level or higher caster.
Anyone who dies while under the effect of the devouring zombie’s Constitution drain becomes a devouring zombie within 2d6 minutes of dying.
Human Commoner Devouring Zombie: ?
Dissolute: The dissolute is the remains of a humanoid slain by an ooze while the humanoid was at least partially tainted by negative energy (such as having gained negative levels within a day of being killed).
Fingerfetch: Fingerfetches are a minor species of undead, said to be the spirits of dead thieves.
Grasping Hands: Grasping hands patches are usually spawned when a party of travellers goes off the path and die lost and wandering in the swamp, but they soon add to their numbers by killing other passers-by.
Headless Screamer: Headless screamers arise from the corpses of those who were buried beheaded, such as the victims of execution or vorpal weapons.
Mesmeric Spectre: Mesmeric spectres are said to be spawned when a soul condemned to eternal torment bargains with its jailors, arguing that if it were sent back for just a short time it could gather even more souls into the flames. Others believe that mesmerics are the spirits of those who had great potential in life but squandered it, the ghosts of those who might have been archwizards and famous adventurers, but instead spent their days in alehouses or indolence.
Mirror Ghost: It is created under fairly rare circumstances, when a distraught individual is driven to suicide while facing a mirror and whose final actions crack or damage the mirror in some say. Occasionally, when this combination of events occurs, the spirit of the deceased passes into the shards of the mirror, creating a mirror ghost.
Mirthless: Many necromancers have experimented in creating more mirthless; they stretch dead men on the wrack or pump poisoned growth potions into dying flesh, or sending dark summonses into the netherworld of wraiths and spectres. There come no answers, no mortuary transformations. All the mirthless in the world are said to dwell in one obscure temple, from which they can be called forth with the right offer and the right ritual.
Mummer: Mummers are the god-curse of a murdered deity. As the god died, a billion black flies rose out of his mouth and scattered to the infinite worlds.
Mummer Template: A mummer who bites a humanoid corpse at the moment of death possesses that corpse.
‘Mummer’ is a template that can be added to any humanoid.
Nightswimmer Nightshade: ?
Octospine: The octospine is a hideous creature, believed to be the creation of a demon lord.
Plundering Dead: Plundering dead are piratical undead, who remain tied to their bodies after death because of their lust for gold and treasure. They are also produced by certain terrible curses and ancient artefacts.
Ragged Wraith: Ragged Wraiths are the spirits of those whose bodies were desecrated or dismembered after death.
Scuttling Skeleton: Scuttling skeletons are a variety of normal skeleton made using the create undead spell.
‘Scuttling skeleton’ is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Wintersinger: Wintersingers are a species of undead associated with those who die from frostbite and exposure. In truth, they are not unquiet dead – a wintersinger is not the spirit of someone who died in the cold and does not resemble any human who ever lived or died. They are simply the spirits of death amongst the snow and frost, of lonely, frozen sorrow.
Withering Cadaver: Withering cadavers are produced when an attempt to create a wight fails. Enough negative energy is infused into the corpse to animate it but not enough to make a direct link with the negative plane. The process of animation awakens the latent survival instincts and animal drives of the corpse, giving it a sense of self-preservation and a hunger. Without a full channel to the negative plane to preserve its dead tissues, the body begins to rot.
Zombie Parched: Parched zombies arise from the remains those who die of thirst in the desert.

Ghost: The plundering dead who come to understand their true form become full-fledged spectres or ghosts.
Spectre: The plundering dead who come to understand their true form become full- fledged spectres or ghosts.
Wight: Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds.
Wraith: Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds.
Zombie: Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control.
While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies.

Monster Encylopaedia 2 Dark Bestiary
Abiku: Any Small humanoid slain by the abiku’s energy damage ability becomes an abiku himself 1d6 hours after death.
Ankou: ?
Death Hunter: Death hunters are a special form of mighty undead created by evil druids via a secret ritual. They are former evil-aligned rangers who consecrate their immortal soul to vengeful spirits of nature, so they may return after death to stalk and murder the enemies of their land.
‘Death hunter’ is an acquired template that can be added to any non-monstrous, evil aligned humanoid creature with six or more levels of ranger.
All death hunters were evil rangers once.
Sample Death Hunter: ?
Dragonskin: In the extremely rare case a dragon is slain before its last shed skin is consumed, there is the possibility a faint portion of the dragon’s undead spirit remains attached to the skin, animating it as if it was the complete, living creature.
Dread Familiar: Dread familiars are the evil undead spirits of normal familiars that died in the service of their masters.
‘Dread familiar’ is an acquired template that can be added to any wizard’s or sorcerer’s familiar that died in the service of its master.
Sample Dread Familiar: ?
Hollow Host: A hollow host is a special form of undead that requires an artificial vessel to contain its essence. Through a secret ritual involving mysterious and dark magic, a metallic body is created to hold the soul of an evil humanoid; this must always be a perfect likeness, but its form is much stronger and tougher than the mortal essence ever was in life. Once this construct body is ready, the soul of the original creature is brought to inhabit it, to walk the world again in the guise of a living suit of armour.
‘Hollow Host’ is an acquired template that can be added to any evil, normal (non-monstrous) humanoid.
A hollow host must be crafted from iron or stone; the materials and procedures required cost a total of 5,000 gold pieces. The materials must be crafted in the likeness of an evil humanoid, which must have died already. Creating the body requires a Craft (armoursmithing), Craft (blacksmithing) or Craft (sculpting) check (DC 20). For the construct to animate, the undead spirit of the creature it represents must be summoned to inhabit it. Once the last spell is cast, the evil creature is reincarnated in its new artificial body, thus animating the construct.
CL 16th; Craft Construct, greater magic weapon, limited wish, magic jar, reincarnate, trap the soul; caster must be at least 16th level; Price 10,000 + (3,500 per base creature’s HD) gp; Cost 10,000 + (1,750 per base creature’s HD) gp + (200 + 140 per base creature’s HD) XP.
Sample Hollow Host: ?
Skullwearer: ?
Ululant: An Ululant is a semi-sentient (but thoroughly evil) undead tree, once a treant or some other similar creature, which, upon dying, became a dead stump whose roots slowly reached the lower planes and became firmly grafted on it. As a dead tooth’s root, the hollow tunnel of the rotted tree reaches the depths of the most dreadful lower realms, which channel all the anguish, pain, punishment and sin of their world through the ululating sound coming through the tree’s cavity. Some say ululants are in fact the reincarnated souls of great sinners, given the grisly and imaginative punishment of becoming a living conduct for Hell’s pain.
Whispering Presence: ?
Wispwraith: ?
Wraith Wolf: A wraith wolf is a specific form of undead, created from the spirits of hundreds of slain forest animals.

Ghost: If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment.
A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life.
Skeleton: As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton.

Monster Geographica Forest
Autumnal 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.
While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation.
Bracken Corpse: Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations.
During its metamorphosis into a bracken corpse, the dark powers of vengeance provided the bracken corpse with every detail surrounding its death.
On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer.
Pontianak: Pontianaks are corporeal undead, giving life to the children slain by langsuyars or those born dead.
Any infant humanoid or monstrous humanoid slain by a langsuyar’s devouring maw attack rises as a pontianak 1d4 days after burial.
Ghost of the Hunt: Unless a hunting party takes a druid with it to perform sacred rites on game it has killed, a ghost of the hunt may arise from any Survival checks made to hunt in the wild.
Grisl: ?
Hollow Dead: These tortured souls look like decaying corpses coated in a thick layer of dark ash. Their features are barely discernible, making it impossible to tell what race one belonged when it was alive. The despairing soul forms its body from the ash and dirt.
Langsuyar: Some women speculate langsuyars are the ghosts of women who died in childbirth and seek revenge against that which killed them.
Uragh Dhu: Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual.
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.
A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil.
The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction.
Ndalawo: Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow.
A leopard reduced to Strength 0 by a shadow leopard becomes a new shadow leopard within 1d6 rounds.
White-Haired Ghost: ?
Thaye Tase: It is rumored that they are the remains of giants or trolls that died a violent death.
Lostling: Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness.
Condemned to wander the woods in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives.
Creatures dying from starvation or thirst while in a catatonic state from a lostling's wisdom drain incorporeal touch transform into lostlings within 1d3 days.
Variant Lostling: Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them.
Shenhab Cemetery Sentinel: Chosen as guards the honored dead, the shenhab cemetery sentinels are the first to be buried at a particular graveyard.
Arborgeist: These twisted and corrupted spirits are the souls of treants and sentient trees that met their end at the hands of fire and great evil. Unable to find rest, these trees return as terrible spirits of vengeance known as arborgeists.
?: 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.

Ghast: A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast.
Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts.
Ghoul: An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight.
Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls.
Shadow: Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds.
Skeleton: Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.
Zombie: Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.

Monster Geographica Hill and Mountain
Bone Delver: Bone delvers are a form of undead who were once grave robbers and died whilst performing their nefarious tasks.
Cu Marbh: The cu marbh (pronounced ‘coo marv’) is an undead creature made from the body of a hound.
Yasha: Yasha are undead vampire bats, whose hunger for blood is increased in unlife.
Cacogen: The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian.
Carcaetan: A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally.
Enfant Terrible: When an infant is murdered, the same forces that sometimes create ghosts may create an enfant terrible.
Ghoul Wolf: ?
Shadow Raven: Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some well-guarded ritual.
Coffer Corpse: The coffer corpse is an undead creature formed as the result of an incomplete death ritual.
Heart Stalker: A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker.
Hoar Spirit: Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures in which to share their icy hell.
Shadow Wolf: ?
Chill Slain: Chill slain are formed when a humanoid perishes from exposure to extreme cold. It is unknown what causes these tortured souls to rise again, as the creatures cannot create spawn. Some sages speculate that a chill slain arises as a form of punishment for offending a deity of winter or the mountains.
Lifethief: Lifethieves are the undead form of some alien being, possibly from a long-dead civilization or another world.
Dreadwraith: ?
Demiurge: The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.
Rom: The rom are a race of ghostly stone giants. In an ancient mythic battle between the dwarves and the rom, the rom all perished in a massive cave-in.
Stone Slider Ghoul: ?

Monster Geographica Marsh and Aquatic
Bog Slain: Bog slain are the bloated, waterlogged corpses that rise from the site of their demise—the peat bogs of colder climates.
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
Mire Walkers: Long-dead corpses have been dug out of the bog with still-supple limbs and unrotted flesh. Unlike more common zombies, mire walkers created from such preserved corpses retain much of their dexterity and skills. Mire walkers even have enough intellect to learn a limited amount of new information.
Sometimes, bodies can be so well preserved that when they are unearthed, the departed spirit is confused, and returns to its mortal shell. Such corpses arise as semi-intelligent, free-willed undead, staggering in search of the remnants of their mortal lives.
Barrow Roach: ?
Gray Lady: Many a seaman that 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.
A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea.
Skinwraith: Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering.
Waterlost: Waterlost are the walking dead of the sea.
Well Haunt: Well haunts seek to drown others, or else they hated the settlement enough in life to haunt its water supply in death.
Filth Gator: ?
Floating Dead: Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come. These tortured souls grasp at that final hope past the days of their mortal lives, carrying on in death but no longer looking for rescue.
Any humanoid slain by a floating dead’s dehydrating touch ability rises as a
floating dead in 1d4 rounds.
Fog Strider: Fog striders are the unrested souls of the dead, walking the land of the living whenever a heavy fog rolls in. Formed from the mist itself, fog striders are indistinct figures at best, although their countenance of misery and anguish are crystal clear.
Lake Hag: Any female humanoid slain and dumped carelessly into the murky waters of desolate lakes and marshes have a 10% chance to emerge a week later as a lake hag, seething with rage at its murderer.
Mummy of the Deep: Evil creatures buried at sea for their sins in life sometimes rise in death.
Bog-Spawn: The bog-spawn is a grotesque form of undead formed when bodies die in a swamp and sink into the murky depths. Sometimes a bog-spawn is created almost spontaneously from negative energy in the swamp, but just as often a new bog-spawn will rise from the among the uneaten victims of the bog-spawn that killed it.
Fukuranbou: fukuranbou are corporeal undead born of the spirit of vanity: people who spent their lives focused on personal beauty and little else.
Sinew Dragger: ?
Waterbaby: Waterbabies are the corporeal spirits of children who were drowned or ritually slain because of their early signs of psionic ability.
Bog Mummy: When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.
Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days.
Vine of Decay: ?
Groaning Spirit: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lady-in-Waiting: ?
Sea Scorned: A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. Although they took their lives to end their lonely despair, they become sea scorned, doomed to stand vigil forever, waiting for their sailors to return home.
Skull of the Deep: ?
Lost Sailors: Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. These seafarers could not rest in death and crawl out of their graves to reach the sea. They usually only rise when buried within a handful of miles of the ocean, as they still feel robbed of it in death.
Vampiric Ooze: ?

Ghoul: An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days.
Zombie: Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds.

Monster Geographica: Plain and Desert
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).
Ghastiff: Ghastiffs may be created by any spell or effect that can
create a ghoul.
An afflicted humanoid or canine who dies of ghoul fever rises as a ghoul or a ghastiff, respectively, at the next midnight.
Glacial Haunt: In the icy wastes of the north lurks the undead spirits of those who froze to death in the snows.
Burning Ghat: The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of.
Heart Stalker: A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker.
N'erfalter: N’erfalters are soldiers who were cut down without completing their missions. Their resilience to a cause is so strong that they simply refuse to succumb to eternal rest and are granted temporary unlife by a war deity.
Sword Tree: Swordtrees are undead plants that grow and propagate by embedding their seeds in living flesh.
On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.
Vohrahn: Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.
Every vohrahn contains the soul of a dead being who was at peace before its entrapment.
Wraithlight: Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence.
Gray Moaner: Gray moaners are the pitiful souls of fallen warriors who died of exposure to the elements.
Blightsower: They parch the land and roam, offering promises of prosperity to desperate farmers in an infernal pact. Once the farmers agree to the pact, the land turns fruitful for seven years. After seven years to the day, the farmer’s soul suddenly departs from this world, fulfi lling the terms of the pact. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower.
Cinderwrath: Cinderwraths are rumored to be the collective remnants of those who have been abandoned in the desert, their bodies left to burn in the sweltering heat of the sunbaked sands. This theory is supported by the fact that those it burns itself join with its body, causing it to grow in size and power.
Raging Spirit: Raging spirits are the ghosts of the mighty bhorloth, a three-tusked bison that roams the plains and prized as mounts, pack animals, and manual labor. The innate fury and temperamental will of the bhorloth sometimes cause their spirit to return as ghosts, haunting the plains and those responsible for their demise. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloths driven from their homes.
Tortured: Tortured are the twisted souls of good clerics and paladins who were murdered before they could atone for their misdeeds. Separated from their god for eternity, they hunt good clerics and paladins, seeking those who have what they cannot.
Cadavalier: Cadavaliers are created by necromancers to serve as cavalry in their undead armies.
A spellcaster of 15th level or higher can create a cadavalier using a create undead spell.
Walking Disease: Any humanoid creature slain by a walking disease's massive infection power rises as a walking disease 1d4 days later.

Ghoul: An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight.
Ghast: An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight.
Wight: After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds.
Zombie: As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook.
The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook.
On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.
After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.

Bind Vohrahn
Necromancy [Evil]
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to four humanoid corpses
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: No
The caster calls recently-deceased spirits from the realms of the dead, forcing them into nearby corpses which rise and become vohrahn. The spirits’ desire to rest again is converted into magical energy by the spell, granting the vohrahn additional power.
This spell creates up to four vohrahn, who follow commands as if controlled by animate dead. The vohrahn are self-aware, however, and may be able to subvert their creator’s commands by following the letter, but not the spirit, of an order. A vohrahn who wishes to subvert a command can make a Will save. Success means that it retains enough free will to twist the command’s wording, while failure means it cannot try again for another week.
This spell must be cast within 300 feet of the site of a recent (1d8 weeks past) humanoid death or burial. The spell cannot create more vohrahn than the number of recent deaths. For this reason, bind vohrahn is usually cast in graveyards or at the sites of battles.
Material Component: The spell must be cast on a dead humanoid body, and the caster must sprinkle a powder made of mandrake root, ground black onyx, and silver dust over each body to be animated. The powder is worth 200 gp.

Monster Geographica Underground
Chitinous Battlemounts: Even in death, the dark elves’ insect companions continue to serve their masters on the battlefield. The dark elves use their necromantic magic on the large beetles and spiders to create these walking, undead war machines. Through a process known only to the weavers of power, the undead insect is changed into a mighty machine that can fire blasts of magical force from specially designed turrets dug out of their carapace.
Foul Spawner: ?
Dark Voyeur: Dark voyeurs are incorporeal undead associated with mirrors.
Mirror Bound (Su): 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. The mirror is always a glass of the inhabiting voyeur’s size category or larger with a hardness of 1 and 5 hit points.
If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they will each flee to another mirror of their home mirror’s original size or larger and will reappear at full size and with total hit points in 1d4 days.
Gremmin: Gremmins are haunted remnants of desperate prospectors who craved nothing but instant wealth in life. Paying no regard to practical concern in their mad rush to unearth buried treasure, hungry, thirsty, and lost miners eventually realize the gravity of their predicament—though leaving their spectacular find is out of the question. This sentiment ultimately sparks their transformation into a gremmin after earthly demise.
Skulleton: Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. Several small gems (false - all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to deter would-be tomb plunderers into thinking they had desecrated the lair of a demilich.
Waking Dead: Waking dead are the unrestful souls of those who were buried alive and awoke trapped in a coffin. Their glowing violet eyes reflect the terror and mania that followed them into undeath. Though their mortal bodies succumb to suffocation, their frantic desperation transformed the corpse into the waking dead. Panic-stricken scratching hones their razor sharp bony claws.
The creature’s height and weight vary based upon the individual. The metamorphosis into their current state erased all of their previous memories; therefore, waking dead possess no language skills.
Inscriber: Every inscriber was once a living scholar who obsessed over a certain field of study. After death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.
Spitting Ghoul: ?
Black Skeleton: 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 death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are intelligent and do maintain some memories of their former lives.
Bone Sovereign: Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. A bone sovereign becomes larger and more powerful, with a proportionally increased appetite for necromantic energy as it assimilates other undead. No two bone sovereigns are identical, as each is an accumulation of the bones of many smaller skeletons. Usually they take a bipedal humanoid form, though some resemble demons, dragons, or other beasts, especially if the bones of such creatures have been collected by the monster. As a bone sovereign becomes larger and more powerful, it becomes less recognizable as any one type of creature.
Crypt Thing: Create Crypt Thing spell
Dark Elf Spirit: ?
Fear Guard: Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to act as unusual bodyguards.
Create Spawn (Su): Any living creature reduced to Wisdom 0 by a fear guard and is killed by another creature becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.
Ka Spirit: In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates. The first of these beings date from the early ages of civilization. Ka spirits appear as incorporeal versions of their former selves. They are rooted to their tomb, and are charged with guarding it against all intruders. Although they have no ability to manipulate the material world, they are able to possess and destroy the bodies of desecrators. Anyone killed by a ka spirit is bound to guard the tomb they despoiled.
Undead Ooze: Sometimes, when an ooze raids the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. An undead ooze appears as a large, viscous, black mass, from which the bones of its previous victims’ protrude.
Cinder Wight: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder wight.
Phantasm: Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. They are most often found haunting ruined temples or churches dedicated to evil gods, or dungeons constructed by evil creatures; any place where the stench of evil permeates the very air.
Crorit: A crorit is the angry spirit of a willful miner that was betrayed by his comrades. The crorit will haunt a particular tunnel, room, or even a whole mine, killing anyone unfortunate enough to venture into its territory. It forms its body from whatever materials are nearby, and can use picks, saws, and other tools to make slashing claws.
Hellscorn: Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover.
Slavering Mouther: Slavering mouthers are thought to be undead gibbering mouthers, raised, killed, and brought back from the dead by dark powers.
Vampire Spider: Vampire spiders are a unique combination of fiendish and vampiric essences in the form of a giant spider.
Walking Disease: ?
Soulless Ones: Soulless ones are powerful undead spirits driven by lament and hatred of the living.
Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.

Ghoul: The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever.
Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect.
Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight.
A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects.
A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul.
Skeleton: As a standard action, a bone sovereign can create any number of skeletal monsters from its body.
As a full round action, an undead ooze can expel the skeletons in its body.
Zombie: Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life.
The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie.

Create Crypt Thing Necromancy [Evil]
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. +5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You may create a crypt thing with this spell. The spell must be cast in the area where the crypt thing will make its lair. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so, no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size, not on what abilities the creature may have possessed while alive. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. Material Component: A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once the corpse is animated into a crypt thing, the gem is destroyed.

OCS Outcastia Campaign Sourcebook Book II Player's Guidebook
Bone Mage: Create Bone Mage spell.

Ghoul: Power Word Undeath spell.
Wight: Power Word Undeath spell.
Wraith: Power Word Undeath spell.
Skeleton: Skeletonize spell.
Zombie: Zombify spell.

Create Bone Mage
Necromancy
Level: Sor/Wiz 7
Components: V, S, M, F, XP
Casting Time: 24 hours
Range: Touch
Target: One undead skeleton
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create an undead ally to aid you in casting spells and making items.
You bind an unholy spirit into the body of one of your already-animated skeletons. This allows you to transform one of your skeletons into an undead ally to aid you in casting spells, making alchemical items, and crafting items. This spell instills no Intelligence in the creature, but instead allows Charisma to define spellcasting ability and skill checks involving Intelligence.
The skeleton is now able to take the bone mage prestige class and it uses its Charisma modifier to determine extra skill points instead of its Intelligence modifier. This spell gives the target skeleton the ability to approximate the verbal components necessary to cast spells. Undead that gain levels as bone mage count as their total Hit Dice for purposes of animate dead. This spell does three things: first, it enables the skeleton to do a few more things; second, it raises the skeleton’s Charisma by 12 points (the force of will of the unholy spirit); and third, it allows the skeleton to take the bone mage prestige class.
Material Components: A piece of a brain from an intelligent creature.
Focus Component: A wand made from a lich’s femur set with gems worth at least 1,000 fr.
XP Component: You must pay 500 xp each time you cast this spell.

Power Word, Undeath
Necromancy [Death, Evil, Power]
Level: Elc 9, UtM 9
Components: V
Casting Time: 1 standard action
Range: 30 feet
Target: One living humanoid creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster has learned the Proper Word for re-animate.
Use of this spell allows him to instantaneously kill and reanimate one creature, whether the creature can hear the word or not. The target creature falls to the ground and rises the next round as the appropriate type of undead. The type of undead it is reanimated as, is dependant upon its current hit points at the time the spell is cast. All undead animated by this spell have average hit points for their type and be of medium size, no matter what size they were as living creatures. Any creature that currently has 76 or more hit points is unaffected by power word, undeath. The animated creature follows the caster’s spoken commands and does not count against the number of creatures that can be animated by the animate dead spell. The undead remains animated until it is destroyed. (An undead created by this spell that is destroyed cannot be re-animated again as any type of undead). This spell allows the caster to have up to his level in hit dice of undead created by this spell under his control. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) This spell can only be cast at night.
Table 8.04: Undead
Hit Points Type of Undead Animated
25 or less Ghoul
26–50 Wight
51–75 Wraith

Skeletonize
Necromancy [Evil, Power]
Level: Elc 4, UtM 5
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bodies or bones of dead creatures into undead skeletons that follow the caster’s spoken commands. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton can’t be animated again.)
The caster can’t create more HD of undead than twice his caster level with a single casting of skeletonize. The undead he creates remain under his control indefinitely.
No matter how many times he uses this spell, animate dead, or zombify, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit.

Zombify
Necromancy [Evil, Power]
Level: Elc 5, UtM 6
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bodies of dead creatures into undead zombies that follow the caster’s spoken commands. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed zombie can’t be animated again.)
The caster can’t create more HD of undead than twice his caster level with a single casting of zombify. The undead the caster creates remain under his control indefinitely.
No matter how many times he uses this spell, animate dead, or skeletonize, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit.

OCS Tome of Terrors
Bone Dancer: Some say the first bone dancer was created by Gremian, Lord of Revelry, as a means of vengeance against those who disdained the power of the dance. Others say these creatures are created by an ice witch ritual dance used against captives in an annual ceremony. And still others blame the bone dancer’s existence on vicious peak faeries.
Anyone killed by taking Constitution damage from dancing with bone dancers rises again in 3 rounds and shakes off its skin to become a bone dancer and join in the dance.
Dead Rattor: Dead rattors are created by use of a special ritual performed on the three nights of the triple full moon using the feat Create Sacrificial Undead. Knowledge of this ritual and its components is not widespread and requires at least a major quest and/or intensive research to discover its particulars.
CONSTRUCTION
The ceremony for creating a dead rattor takes 8 hours on each of three nights and must take place on the night that all three moons are full and the nights immediately preceding and following the triple full moon. Vestments for the ceremony cost 1,500 fr but can be reused. Each night rare herbs and incenses worth at least 800 fr must be burned in a small campfire. Each prospective sacrifice must be shackled with alchemical silver shackles and bound with an alchemical silver chain. The sacrifices must be wererats and should be killed by the rising of the moon on the middle night. The ears are cut off with an alchemical silver knife then the knife is plunged into the sacrificial victim’s left eye and left there to simmer. Multiple dead rattors can be created; but a wererat must be sacrificed for each one. At the end of the third night’s ceremony, each wererat shrinks into the form of a dead rattor. Dead rattors are under the control of their creator for only 24 hours. After that, the dead rattor becomes free-willed.
Prerequisites: Sacrificial Undead, baleful polymorph; Costs: 2,400 fr of rare herbs and incenses, 1,500 fr for vestments, an alchemical silver knife for each prospective sacrifice, an alchemical silver set of shackles for each prospective sacrifice, an alchemical silver chain for each prospective sacrifice, a wererat sacrifice for each undead to be created, and 5 xp/HD of undead created; Time: 3 days (24 hours).
Digger Ghoul: CONSTRUCTION
The ceremony for creating a digger ghoul takes 8 hours and must take place on the night of the waning gibbous moon, Luminor, during an autumn rainstorm. The rainstorm need not last for the whole ceremony but must last at least an hour. Vestments for the ceremony cost 3,000 fr but can be reused. Rare herbs and incenses worth at least 300 fr must be mixed with grave dirt and burned in a black cauldron. The sacrifice must be a humanoid rogue that must be killed using a scythe with a snaith made of bone. Multiple digger ghouls can be created; but a humanoid rogue must be sacrificed for each one. At the end of the ceremony, the dead rogue’s body changes into the form of a digger ghoul. The claws and teeth thicken and lengthen to 6 inches each. The hair grows at an alarming rate until it reaches the shoulder blades. The hair also thickens and becomes stringy. The eyes sink deep into the skull and glow with an inner yellow light. The digger ghoul is ingrained with a singular purpose: to find and dig up bodies for its master. Once the ceremony is complete, the digger ghoul jumps up and sniffs the ground to smell out dead bodies within range. The digger ghoul will go to the nearest buried dead body and dig it up for its creator. As soon as the digger ghoul unearths a body, it runs off in search of another. It will continue doing this until ordered to stop, it is attacked, it is destroyed, or there are no dead bodies in range.
The digger ghoul can also be given other orders within its abilities. Digger ghouls are expert trackers, excellent diggers, and fast scouts. Only orders that use one of these abilities will be obeyed.
Digger ghouls are always under the control of their creator and do not count as undead controlled for purposes of the animate dead spell.
Prerequisites: Sacrificial Undead, ghoul touch; Costs: 300 fr of rare herbs and incenses, grave dirt, 3,000 fr for vestments, a scythe with a snaith made of bone, a humanoid rogue victim for each undead to be created, and 100 xp/HD of undead created; Time: 1 days (8 hours).
Risen: They were born from the remains of those mortals who fell under the mighty clashing gods of Hakam Nore and Starrl. When the wounded Starrl’s blood spilled unto the bodies, they rose as eternal undead creatures infused with the divine essence of Starrl.
Shadow Spy: They are created in a special ritual done on the eve of the new moon of Zkor. Usually teenagers and children of medium races are made into shadow spies. Halflings, goblins, and gnomes of all ages are also often fodder for this ritual; because medium creatures can be made into more dangerous types of undead. The soon-to-be-shadow-spies are sacrificed in a ceremony that binds their spirits to both shadowstuff and the leader of the ritual. Most of the time, this is a huge ceremony involving the sacrifice of hundreds of youths and small-sized humanoids. The resulting shadow spies are totally faithful to their creator and can speak with him using a series of gestures and shapes. They understand any language their creator can speak.
The next night a second ritual provides the creator the means to understand the shadow spy’s semi-language through a gem infused with the dark of the moon Zkor, made in a separate ceremony. Without the gem information can not be received from the shadow spy (it still retains the ability to understand its creator’s languages).
The ceremony for creating a shadow spy takes 8 hours and must take place on the night of the eve of the new moon of Zkor. Vestments for the ceremony cost 500 fr but can be reused. Rare herbs and incenses worth at least 1,000 fr must be burned in a blackened iron brazier. The sacrifices must be small size creatures and should be killed by midnight. The hearts are cut out of the sacrificial victims and offered to the darkness (thrown out of visual range) creating the shadow spy. Multiple shadow spies can be created; but a small-sized creature must be sacrificed for each one.
The next night, the new moon, requires another ceremony. The brazier is again lit, costing another 1,000 fr worth of rare herbs and incenses, while the creator chants over a black gem (worth 10 fr/HD of undead created the night before). This ceremony takes 8 hours.
Prerequisites: Sacrificial Undead, blacklight; Costs: 2,000 fr of rare herbs and incenses, 500 fr for vestments, a black gem worth 10 fr/HD of undead to be created, and a sacrificial victim of Small size for each undead to be created and 5 xp/HD of undead created;
Time: 2 days (16 hours).
Shadow Warrior: Shadow warriors are undead members of some unknown race on a plane parallel but separate from our own. Because of the amount of bonus “racial” feats, it is theorized that shadow warriors were actually fighter-classed creatures; there is no proof to substantiate this, though. Upon death, through a dark ritual, their essences are sucked into the ethereal and bound to their creator as hunter-killers.
It is supposed by many sages that the shadow warriors are the remnants of some otherworldly empire once or still ruled by Starsmith. Whether this is the case or that they are really demonic spirits trapped in shadowstuff is a debate best left to the experts.
Spirit of the Night: When Gingus Starsmith fell, his followers continued his research and even began construction of the Veil of Shadows. Upon Starsmith’s return in the body of a dead dragon after the Great Conjunction, he finished the arcane construct and began to implement its powers across his newly acquired empire. Sages call this time the Age of Shadows because of all the shadowy creatures that made their first recorded appearances then. Carthan, the Wise, a prominent sage of Bridgeford, insists that the artifact created by Starsmith and his minions was either directly or indirectly to blame for the appearance of all these shadowy creatures.
Spirit of the Slain: Rowers of willow galleys are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal.
The willow galley ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain.
Rowers on the willow galley are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal. The ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain.
Power Wraith: Any humanoid slain by a power wraith becomes a power wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Power wraiths are created when an utter master fails his Fortitude save when casting an utter master spell resulting in enough damage to reduce his Constitution score to 0. A power wraith can also be created by an elocutionist who has broken his oath failing his Fortitude save when casting any spell resulting in enough damage to reduce his Constitution score to 0. If the dead utter master’s or elocutionist’s body is not blessed by spell or holy water, it rises again 3 days later as a free-willed power wraith.
Sanctum Wraith: Sanctum wraiths are incorporeal creatures born of evil and darkness.
Any humanoid slain by a sanctum wraith becomes a sanctum wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
CONSTRUCTION
The ceremony for creating a sanctum wraith takes 8 hours on each of three nights and must take place on the nights Durvs 14-16. In ancient times dragons called this period the festival of samhain. Vestments for the ceremony cost 5,000 fr and cannot be reused. Each night rare herbs and incenses worth at least 1,200 fr must be burned in silver sanqphors throughout the sanctum. A line of silver dust worth at least 500 fr per 100 square feet of the sanctum must be traced around the sanctum on the first night, samhain’s eve. This line delineates the boundaries of the protective sacrifice’s aura as well as the limits of the future sanctum wraiths’ domain. Up to three wraiths can be sacrificed (one each night) to fuel the protective aura around your sanctum. You must pay 1,000 xp per wraith sacrificed. Once the ceremony is complete, your sanctum radiates a palpable aura of evil much like the wraith’s unnatural aura ability. Any living creatures entering your sanctum without first speaking the word of command you set during the ceremony becomes affected by the essences of the sacrificed wraith(s). The intruder must make a Fortitude save DC 10 + ½ your caster level + your primary casting stat bonus, each hour or take 1d4 Constitution damage (+2 per wraith beyond the first that was sacrificed), successful saves halve the damage. A creature reduced to 0 Constitution in this way dies and rises again in 1d4 rounds as a sanctum wraith. The sanctum wraith is prevented from attacking anyone that spoke the word of command set by you during the ceremony and can never leave the confines of its domain, your sanctum. Once the aura has created as many sanctum wraiths as the number of wraiths you sacrificed in the ceremony, it is discharged and does not further work.
Sacrificial Undead, create greater undead, unhallow; Costs: 3,600 fr of rare herbs and incenses, 5,000 fr for vestments, 500 fr of powdered silver per 100 square feet of the sanctum, up to three wraith sacrifices, and 1,000 xp per wraith sacrificed. Time: 3 days (24 hours).
Death Elemental: Undead elementals exist; spontaneously created whenever a wave of negative energy sweeps over an elemental plane. It catches some elementals unaware and transforms them into death elementals. The wave eats away all of the creature’s physical elemental material leaving only a smaller, incorporeal blotch of raw negative energy that seeks to destroy everything in some sort of misguided revenge.
“Death elemental” is an acquired template that can be added to any elemental.
Ice Shaman: Ice shamans are corpses reanimated through a dark, sinister, and powerful magic ritual using the Sacrificial Undead feat.
“Ice shaman” is an acquired template that can be added to any corporeal creature (other than an undead or a creature with the Fire subtype) that has a skeletal system.
Inga's Skeleton: An Inga’s skeleton is a normal skeleton that at one time possessed the minor artifact, Inga’s Scythe. The scythe transforms those skeletons that carry it by giving them an Intelligence score, skills, and feats.
“Inga’s Skeleton” is an acquired template that can be added to any undead skeleton of Huge size or smaller that is basically humanoid or able to wield two-handed weapons.
Power Lich: A power lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by transforming its life-force or spirit into sound and storing it in a magical sound receptacle.
“Power lich” is an acquired template that can be added to any humanoid, giant, monstrous humanoid, or intelligent undead creature, provided it can create the required phylactery.
The process of becoming a power lich is unspeakably evil and can be undertaken only by a willing character.
The Power Lich’s Crystal Obsidian Bell
An integral part of becoming a power lich is creating a magic bell in which the character stores its sound force. Changing the base creature’s life force or spirit into sound force is the second part of the extended ritual. As a rule, the only way to get rid of a power lich for sure is to destroy its crystal obsidian bell. Unless its crystal obsidian bell is located and destroyed, a power lich reappears 1d8 days after its apparent death.
Each power lich must make its own crystal obsidian bell, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 18th or higher. The character must know at least 12 power words or words of power. The crystal obsidian bell costs 440,000 fr and 17,600 XP to create and has a caster level equal to that of its creator at the time of creation.
The bell is Diminutive and has 50 hit points, hardness 25, and a break DC of 50.
Other forms of crystal obsidian bells can exist, such as chimes, drums, or similar items. This item is specifically created by a power lich in order to store his essence, much like a lich’s phylactery but much more powerful.
In addition to all of the abilities of a lich’s phylactery, a crystal obsidian bell can be rung (a standard action) so as to produce power word, blind three times per day; power word, stun twice per day; and power word, kill once per day.
Moreover, the bell itself can store one spell of up to 8th level. The bell can be set to release this spell as a free action if the wielder whispers to it the conditions of the release when the spell is stored. Storing a spell in the crystal obsidian bell takes one minute. The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the crystal obsidian bell immediately brings into effect the stored spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the spell may fail when called on. The stored spell occurs based solely on the stated conditions, regardless of whether the caster wants it to.
Strong to overwhelming enchantment, evocation, and transmutation; CL 18th or higher; Craft Wondrous Item, power word blind, power word kill, power word stun, magic jar, polymorph any object, creator must know at least 12 power words/words of power; Cost: 440,000 fr and 17,600 XP; Weight: 1 lb.
Shadow Lich: A shadow lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by infusing its life-force with shadowstuff.
“Shadow Lich” is an acquired template that can be added to any humanoid, giant, or monstrous humanoid creature, provided it can create the required phylactery.
The process of becoming a shadow lich is unspeakably evil and can be undertaken only by a willing character.
The Shadow Lich’s Shadow Box
An integral part of becoming a shadow lich is creating a magic shadow box in which the character stores its life force. As a rule, the only way to get rid of a shadow lich for sure is to destroy its shadow box. Unless its shadow box is located and destroyed, a shadow lich reappears 1d10 days after its apparent death.
Each shadow lich must make its own shadow box, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The shadow box costs 120,000 fr and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common form of shadow box is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40 on the plane of shadows. It is incorporeal otherwise and becomes much harder to destroy without access to the plane of shadows.
Other forms of shadow boxes can exist, such as rings, amulets, or similar items.
Strong to overwhelming transmutation; CL 15th or higher; Craft Wondrous Item, etherealness, magic jar; Cost: 120,000 fr and 4,800 XP; Weight: —.

Skeleton: When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.
All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.
Partially Consumed Expectorated Food Sources
d20 Roll Undead Type Time to Animate
1–10 Zombie 5 minutes
11–15 Ghoul 10 minutes
17–19 Ghast 1 hour
20 Wight 8 hours
Zombie: When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.
All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.
Partially Consumed Expectorated Food Sources
d20 Roll Undead Type Time to Animate
1–10 Zombie 5 minutes
11–15 Ghoul 10 minutes
17–19 Ghast 1 hour
20 Wight 8 hours
Ghoul: When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.
All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.
Partially Consumed Expectorated Food Sources
d20 Roll Undead Type Time to Animate
1–10 Zombie 5 minutes
11–15 Ghoul 10 minutes
17–19 Ghast 1 hour
20 Wight 8 hours
An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Anyone killed by risen will rise as a ghoul under the risen’s control 24 hours later.
Ghast: When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.
All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.
Partially Consumed Expectorated Food Sources
d20 Roll Undead Type Time to Animate
1–10 Zombie 5 minutes
11–15 Ghoul 10 minutes
17–19 Ghast 1 hour
20 Wight 8 hours
An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Wight: When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.
All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.
Partially Consumed Expectorated Food Sources
d20 Roll Undead Type Time to Animate
1–10 Zombie 5 minutes
11–15 Ghoul 10 minutes
17–19 Ghast 1 hour
20 Wight 8 hours

Sacrificial Undead [Item Creation]
You can create undead followers by means of sacrificial rituals.
Prerequisites: Evil alignment, Spell Focus (necromancy), Craft Magical Arms and Armor
Benefit: This feat allows you to construct different kinds of undead. Making an undead is a ritual that takes place on a specified night (full moon, new moon, spring equinox, winter solstice, all hallows eve, etc.) and usually takes 8 hours/HD of the created undead. The ritual requires the sacrifice of one intelligent creature for each created undead. Each undead that can be created by this process has a Construction paragraph that tells the specifics of the ritual as well as any additional requirements.

Octavirate Presents Lethal Lexicon 2
Poultrygeist: When a chicken is put to death by the axe there is a chance that its lingering spirit may seek vengeance against its uncooked brethren.
Every time a poultrygeist slays another chicken there is a cumulative 1% chance that the resulting spawn will be another poultrygeist independent of its creator’s control.
Rhythmic Dead: Sometimes, when a performer dies before his talents are recognized, the spirit of the slain performer will rise from the grave to take its revenge upon the world.
Any humanoid with 10 or more ranks in Perform (dance) slain by a rhythmic dead will rise as a rhythmic dead.

Zombie: Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds.
Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds.

Predators of the Pit
Zombie: Arknors have the ability to consume the souls of those they feast upon. Those consumed by the arknor cannot be resurrected by any means, nor do their souls go on to an afterlife. The corpse of the victim remains in the webbing, and the arknor controls it as a puppet. These strange undead pass through the arknor’s territory, gossamer strands of webbing coaxing it along, as though by an electrical current. The poison of the arknor prevents rigor mortis.
Any corpse within the web can be controlled by the arknor. Such corpses are considered zombies.

Quintessential Drow
Vampiric Spider: The vampire spider is one of the most vile creations of the drow - the imprisonment of a fiendish spirit and an undead vampiric essence within the form of a giant spider.
Spawn Sanguine spell.

Spawn Sanguine
Necromancy [Death, Evil]
Level: Clr 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft/2 levels)
Target: One spider egg sac
Duration: Instantaneous
Save: None
Spell Resistance: Yes
By whispering words of purest corruption taught to them by the dark gods that watch over the evil the hearts of drow, this spell seeps the very heart of darkness and negative energy into its material component, an egg sac from a Huge spider of any sort. The spell sets to work immediately on the small creatures squirming within the sac, driving them to consume each other in an orgy of violence and hunger until only one survives. That one is the sole inheritor of the black energies waiting to suffuse it and change it into something monstrous, a vampire spider. One hour after the spell is cast, the egg sac bursts open and the vampire spider emerges fully formed and ready to serve.
A vampire spider is utterly devoted to its creator or any one other sentient being designated by its creator at the time of spellcasting. If its master is not the same as the one who casts the spell, the vampire spider will seek to move to its intended master and bite him for 1d8 damage and a temporary Constitution drain of 1 point. This attunes the spider to its new master and that individual need never worry about its attacking him again. Vampire spiders can only serve one master, that individual can never be changed, and the creatures go rogue and masterless if that being dies. Unbound vampire spiders are a threat to any living being except drow priestesses of the Great Mother, whom they will flee from at every opportunity.

Ssethregore: In the Coils of the Serpent Empire
Caimeth: Caimeth is quite unique among all the demipowers of Arcanis, for he is in fact undead. Countless ages ago, in an attempt to increase his own power and position, he began to study the arts of Thanatology and Necromancy. Fascinated with the process of murder, it was inevitable that Caimeth would turn down the road of the Dead. Naturally immortal, it was quite a task for the powerful Varn to set up his own demise, but along with a cadre of contingency spells and triggered enchantments, Caimeth was able to break the line between life and death.

Shadows of a Dying World
Corphal Ghost: When a Corphal eventually dies through violence or after long years of neglect and isolation, its unholy will to live seldom allows its spirit to rest quietly.

Soul Harvest
Pariah: Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born.
A pariah is an undead template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a Pariah. The nature of such a transformation seems to target individuals at complete random.

Spiros Blaak
Diswosnia Entrhaller: Tragically, some plain and homely women are victims of violence. Whether denounced as witches, butchered by loveless husbands lusting after young maidens, or abandoned to starvation or exposure because they grow old, the result is the same. In some cases, the horror and cause of their deaths force the victims to return as dizwosinas: deranged undead who seek vengeance for the injustices done to them.
Necrozen: Following the failure of his Witch Lords to help him conquer the burgeoning Wildlands, Sallous Yar set about developing alternative agents of his depravity. One of the reasons for the failure of the Witch Lords, the dread god believed, was that he had allowed himself to put his faith in mortals, a mistake he would not repeat. Instead, he would create the Necrozen, his Death Bringers, to do his bidding.
Instilled with the dark light of undeath, the Necrozen are selected from those mortal warriors who fervently pursued Sallous Yar’s goals in life and sought nothing but the cold waiting beyond the grave as their reward.
“Necrozen” is a template that can be added to any giant, humanoid, or monstrous humanoid with an Intelligence score of 10 or more.

Strange Lands: Lost Tribes of the Scarred Lands
Fossil Ghoul: An afflicted humanoid of six Hit Dice or more who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.
Na'heem: The Na’heem are the result of the misapprehension of spiritual epiphany at the most delicate moment of the enlightenment process - instead of rising to the status of Exemplar, the monk undergoes a dark and hideous metamorphosis.
The Brotherhood of Na’heem embodied the highest levels of ascetic virtue for an eon. Disciplined and devoted to the arts of self-mortification, the brotherhood set off into the wastes to pursue
total mastery of their spiritual system. It was not long before the Ministers of Cruelty, an order of sadisiic devils that “patronizes” the religiously ascetic, disturbed the deep desert meditation of these nomadic monks. Their souls stretched shreds upon the unresolved Paradox Of their Order” to mysteries, the first masters of the Na’heem brotherhood were cursed to walk the sands as undead warnings to the religiously zealous, thinking only of the yawning void coursing through their husks. Since then, other misguided spiritualists, drawn to the promise of unholy wisdom and immortality, have chosen to walk the maddening path of the Na’heem, swelling the brotherhood’s ranks with worthy new believers.
“Na’heem” is an acquired template that can be added to any humanoid monk of at least 11th level.
Sample Naheem: ?
Voracious Fang Swarm: Although the origin of these swarms is unknown, one thing is obvious: they almost certainly have some connection to Gaurak the Glutton. Some sages speculate that these swarms arise in areas where one of the ravenous titan's teeth tainted the land; others believe that they may have been created by Gaurak himself.
Unholy Chorus: ?
Nether Dragon: Some rare chromatic dragons continue to live on, long past the point where even other dragons have perished of old age. Nesting on treasure hoards they’ve no intention of using, their spirits are poisoned by their greed and by their loathing and distrust of every living thing. Such a dragon can become a twisted, corrupted thing indeed, its body bloated beyond all proportion and its soul rotten beyond the foulest evil. Dragons that reach this state of taint usually retire far below the earth; there, the utter lack of light, the dark arcane forces below the Scarred Lands, and the very weight of excess years finally turn the creature into a nether dragon.
Nether dragons are undead creatures, although they don’t need to physically die in the process - their souls are simply snuffed out and they turn into foul husks, empty of life and light.
“Nether dragon” is an acquired template that can be added to any true dragon of evil alignment that has reached great wyrm age.
Sample Nether Dragon: This nether dragon was originally a green dragon who finally killed or drove away all other living creatures from its forest. It then retreated to the core of the dead wood it used to call home and descended more and more deeply into its caves, until it reached the deepest underground lake it could find, where it now lies submerged, wallowing in its own hatred of everything.
Frost Maiden: Occasionally, a dryad’s resplendent oak succumbs to the frigid touch of winter. The tree’s destruction spells doom for the dryad, but death is not always the final result. The dryad may rise again as an undead monster filled with winter’s fury - a frost maiden.
Rekirrac: ?
Winter Wraith: In Fenrilik and other icy regions, young children who die from exposure to the elements sometimes return as winter wraiths, called “thirsty ghosts” by some.

Undead: Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undeadcreature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice.
Ghoul: An afflicted humanoid of four or fewer Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.
Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul.
Ghast: An afflicted humanoid of 4-5 Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.
Ice Haunt: Victims killed by a rime witch’s spells or her ice haunts rise after 24 hours as ice haunts under her control.

Template Troves II: Oozes and Aberrations:
Bloodseeker: How the first bloodseeker was created is a matter for the sages to debate. Some suggest it was the result of an experiment performed by the legendary vampire sorcerer Necromortis. Others believe it was the result of an ooze accidentally ingesting a vampire as it rested in its coffin.
“Bloodseeker” is an acquired template that can be added to any ooze.
Necromanctic Ooze: The necromantic ooze is a horrible creation that results when an ooze is slain by an energy drain attack.
“Necromantic Ooze” is an acquired template that can be added to any ooze.

Template Troves III: Diseases, Parasites, & Symbiotes:
Plague Zombie: The zombie plague bestows upon its victims a foul semblance of life, as well as an insatiable hunger for the flesh of the living.
In the course of their cannibalistic hunt, plague zombies inevitably spread their disease to the creatures they kill. Victims who do not die outright are eventually overcome by the plague itself, dying in short order only to rise an hour or two later as voracious, undead creatures.
“Plague zombie” is an acquired template that can be added to any corporeal animal, giant, humanoid, or monstrous humanoid possessing a skeletal system.
Any creature that dies as a result of zombie plague rises as a plague zombie 1d6 minutes after its death. Any creature that is infected with zombie plague, but which dies by another means, also rises as a plague zombie 1d6 minutes after its death.
Sample Plague Zombie Klein: ?
Sample Plague Zombie Ormand: ?
Pox Spirit: Ghost pox is a disease of the ethereal plane that lays waste to the spirits of men. Though its incorporeal sickness can infect many types of creatures, many scholars speculate that ghost pox prefers to defile sentient beings with its contagion. While the disease is considered by many to manifest some sort of malign intelligence, there could be nothing further from the truth. Indeed, the sickness is spread by the ghostly victims of the pox itself. Denied of life, and twisted into spiteful revenants, they seek to swell their own ranks by infecting the living.
The affliction begins with nightmares too horrible for the victim to remember. Cold sweats, accompanied by a substantial drop in body temperature, follow. Small points of phosphorescence lend a pocked appearance to the victim’s skin if examined by moonlight. Disembodied sounds accompany the nightmare screams of the dying, and small objects will occasionally float about the sickroom, seemingly of their own accord. Traditional remedies fail to cure the affliction, though religious rites are occasionally effective if the presiding priest is strong in his faith. Eventually, even the strongest of patients succumbs to a coma from which he will never awaken.
When death finally takes him, the victim’s soul has undergone a malevolent transformation. While his body is buried or burned, his spirit remains behind to seek its own solace. Such peace is temporary at best, and is typically at the expense of the living he has left behind. In an attempt to provide himself with companions to populate his bleak afterlife, the pox spirit spreads his own contagion to those he once loved, and the cycle continues once more.
“Pox spirit” is an acquired template that can be added to any animal, giant, humanoid, magical beast, or monstrous humanoid.
Pox spirits seek to create more of their kind by spreading their own ethereal sickness to the living. A pox spirit may take a full attack action to infect an opponent with ghost pox. If the spirit’s ethereal touch attack is successful, its opponent takes 1d6 damage and must make an immediate Fortitude saving throw (DC 14) to resist the infection.
Characters who acquire the pox spirit template are driven mad with loneliness and grief. They seek to end their profound despair by inflicting their ghostly disease upon friends and loved ones.
Sample Pox Spirit: ?

Testament:
Rephaim: Rephaim are the shades of those nephilim who drowned in the Flood. Because of their semi-divine heritage, death transformed them into terrifying spirits.
Accursed Ka-Spirit: When one seeks divine knowledge forbidden to mortal man, such as the secret of life that belongs to Amun-Ra alone, he runs the risk of being transformed into a ka-spirit, a ghost that cannot pass beyond the grave into the next life.
Accursed ka-spirits typically serve as tomb guardians, such as those who protect the books of Thoth, most of whom were mages who failed in attempts to wrest divine secrets from the texts themselves.
“Accursed ka-spirit” is a template that can be added to any humanoid.

The Dread Codex
Akyanzi: Akyanzi are the heads of spellcasters who are slain by a fire-enchanted weapon. After slain (and likely beheaded) by victorious warriors, negative energy wells from the caster’s anger at being defeated by a non-spellcaster and animates the head only.
Perhaps akyanzi come from spellcasters slain by drow weapons, or slain by weapons forged in a specific geographic area.
Barrow Wight: “Barrow wight” is a template that can be added to any sentient creature with an organic body and a culture with death rituals and has recently died either by a barrow wight’s energy drain ability or naturally; if naturally, the creature must be raised as a barrow wight by some magical force (referred to hereafter as the “base creature”). The creature’s possession of a soul is a determination for the GM to make, but in most campaigns it includes any dragon, giant, humanoid, or monstrous humanoid. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to being raised as a barrow wight.
Any sentient creature with a soul and death rituals slain by a barrow wight’s energy drain rises as a barrow wight the next night, as per this template.
Annis Hag Barrow Wight Manx: ?
Blighted One: Born of pestilence, the blighted one is the incorporeal manifestation of creatures that have died from a disease. For only a shadow of the deceased’s essence remains on the Material Plane. When enough creatures die in a general area from the same disease, their shadowy soul remnants band together to form a blighted one (usually 20 creatures to a blighted one).
Bloodwraith: The bloodwraith rises from a site of much bloodshed to hunt the creatures that bled, yet did not die, there. Battlefields are, naturally, the most common areas of bloodwraith origin. But if the slain creatures are strong enough (i.e. high-level), then not much blood is required to birth a bloodwraith. The creature’s mind may have come from different entities, but the bloodwraith is nonetheless an individual.
Bog Slain: The bog slain is essentially a better version of a zombie. Created by a water mage of little repute (her name is not even remembered today), the only corpses the woman had to work with were ones found in the bog nearby her home.
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).
Furthermore, perhaps the initial animating process does not occur until a priest of the rebirth deity casts a spell over the ill-buried corpse. Such ability could be a special one granted by the evil god whenever a follower casts animate dead or similar magics.
A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver.
Canine Skulker: The first skulkers were actual hunting dogs buried with their master. When a lich was slain atop their burial ground, the creature’s necromantic energies seeped into the ground and animated the dogs as skulkers.
An afflicted canine that dies of a canine skulker's ghoul fever rises as a canine skulker at the next midnight.
Carcaetan: A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as punishment or a powerful curse, but some evil individuals undergo it intentionally.
Cinder Ghoul: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.
Crucifixion Spirit: Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.
Dark Voyeur: A dark voyeur is the spirit of someone who died in its reflection. The slain individual must have had some familiarity with the mirror; which can be as simple as it being in his home or possession for more than five years. The spirit of the slain is unwilling to leave this life and retreats to the mirror in order to watch life as it happens after his death.
If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they each flee to anther mirror of their home mirror’s original size or larger and reappear at full size and with normal hit points in 1d4 days.
Deadwood Tree: It is thought by some elven sages that the deadwood trees were created when the dark elves broke away from the surface world and descended into the underearth, leaving behind a taint on the land which infected random treants throughout the lands. Most scholars scoff at this grandiose theory, but none have been able to disprove it so the myth remains.
Death Crab Swarm: When ghouls and other lesser intelligent undead types are destroyed, what is left of their spirits is automatically stored between the material and negative energy planes. When 300 or so of these twice-slain souls are amassed, they reenter the material plane near a coastal area as death crabs. The swarm represents the final effort by the spirits to hold onto life itself as their energy drain power indicates.
Death Roach: As soon as one death roach is slain, two more seem to take its place. In living roaches, this is due to rapid birthing from multiple egg batches. But for the death roaches, the reason is a bit more mysterious. When a death roach is killed, its necromantic energy is released and wanders the world like a stale breeze. After one month per hit die of the slain death roach has passed, the energy somehow finds a living roach and inhabits it. When that roach then dies, it immediately animates as a death roach.
There are some primitive tribes of humans who believe that death roaches are not a world-wide infestation. Rather, death roaches are confined to a certain country and are all part of the same soul. An ancient legend says that Gritztaa, deity of vermin, was attacked and nearly slain by a rival god. So weakened was the deity, that Gritztaa wove his essence into several thousand roaches in order to survive and eventually to regain strength to reassemble as a single entity in the future. Sages prompted for evidence of this theory point to the death roach’s collective mind ability.
Death Squid: Some sages believe they are the souls of sailors who drowned beneath the waves. Others are convinced that there are necromantically-charged stones from a long-submerged undead kingdom which turn large aquatic lifeforms into death squids on contact.
In fact, sahuagin are actually the creators of the death squid, despite the more prominent origin theories bandied about (mentioned above). The ritual used to create them was unique to the evil sea humanoids, but has since been sold to land cultures in exchange for other magics.
Dread Sphere: In an ancient magical struggle, the dread spheres were created to perpetuate undead forces for all time.
Dreadwraith: The spirits of soldiers who flee from their post in fear return after death as dreadwraiths.
Fear Guard: Fear guards embody evil in its blackest incarnation. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.
Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours.
As for where fear guards truly come from, it could be as simple as guards who take a blood oath to a necromancer to serve them in exchange for eternal life. But in this case, it may not be the existence the guards planned.
Filth Croc: Sages speculate that these creatures are the result of necromantic experimentation by an ancient sahuagin lich named Klek-tiim. The extensive marshes were the only buffer zone between Klek-tiim’s burgeoning kingdom and the mainland civilization. The lich wanted to stock the marshy borderland with creatures that would deter those who wished to destroy it. As one of the most numerable types of creatures in the marsh, the crocs became the target of undead transformation.
Fire Phantom: When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire.
Chill Phantom: Chill Phantom originate from an icy region on the Elemental Plane of Water.
Flame Servant: Born from dark necromancy, flame servants are tools of violence and hatred. Every flame servant is created by a spellcaster to complete a particular task.
The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.
The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant.
A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.
CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.
Arguably more expensive and costly than a standard golem, the flame servant is the necromancer’s answer to constructs. Unfortunately, it is a very poor answer. Used only by those infatuated with death and/or fire, the flame servant requires a high level caster, can only perform a single task, and is not universally effective in any terrain like standard golems. While a flame servant is cheaper in terms of raw materials, the price increases dramatically due to the necessary spells.
Chill Servant: Born from dark necromancy, chill servants are tools of violence and hatred. Every chill servant is created by a spellcaster to complete a particular task.
The creation of a chill servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet snow, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.
The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the chill servant.
A chill servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.
CL 14th; Craft Construct, Spell Focus (necromancy), torpor, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.
Flying Abomination: These monsters are created by the spell of the same name.
A spellcaster creates these skeletal body parts to have as “handy” servants and to act as guardians of low priority treasures or places.
Fog Spirit: Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fog spirit.
Frozen Horror: The frozen northern landscape is a sea of ice and snow amidst tranquil snow-packed mountains. But amidst this beauty is a veritable graveyard of creatures that die in that dangerous beauty. Harsh elements and starvation take the lives of so many creatures that are not native to the north. Those that lay dead for over a year, however, gather the power to return. If a living creature being walks over the grave spot of a creature that died in the elements, there is a 10% chance per Hit Die of the living creature that the corpse animates as a frozen horror.
Ghostly Slasher: Every region in a campaign world has its handful of crazed killers and other evil creatures whose only joy in life is to inflict fear and death on others. When these creatures are eventually hunted down and slain (commonly by brave adventurers), not all of their souls descend into the realm of the damned. The forces in charge of the hells decide to wad many of these murdering, irredeemable spirits together and then send them back onto the Material Plane as one creature—a ghostly slasher—to continue their evil work.
As many as a dozen former murderers inhabit a ghostly slasher.
Ghoul Template: “Ghoul” is a template that can be added to any sentient creature with an organic body and a soul who was killed by a ghoul and affected by its Create Spawn ability, or who ate the flesh of creatures of its type in life and recently died (referred to hereafter as the “base creature”). In most campaigns, this will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to undead raising as a ghoul.
An afflicted humanoid who dies of a ghoul creature's ghoul fever rises as a ghoul at the next midnight.
Ogre Ghoul: This ogre succumbed to a ravenous pack of ghouls many years ago.
Ghast Prestige Class: Ghouls who adapt to their degenerate undead state and thrive become fearsome predators called ghasts. While they can no longer follow the classes of civilization, cunning ghasts can progressively build upon the powers of their cursed state and travel down darker paths, increasing their connection to the Negative Energy Plane and becoming ever more deadly threats to those they encounter.
Ichor Ghoul: Created to spread disease and general revulsion, the ichor ghoul can be found in any environment where living creatures dwell. Ichor ghouls are found infrequently on their own. They are most often acting on the directives of their creator, a being of some power known as the Dripping Darkness.
Primal Ghoul: Sometimes when a spellcaster wants to build a better monster, the result is not always what he expected. The primal ghoul was developed originally as a more powerful version of a ghoul.
Grave Risen: They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.
Gray Death: Born from a creature that was burned alive, the gray death seeks to destroy all living creatures in revenge for its current state. When this creature dies, its spirit gathers up the elemental force which slew it. The soul then drifts slowly and invisibly for 1d4 days before reforming up to a mile from the place of its death. The gray death’s “birth” is a spectacular display of fiery explosions contained within a 10-foot area.
When a gray death is born in its fiery explosion, it is actually triggered by a tiny pinprick which links the Elemental Plane of Fire to the Material Plane. When the soul which powers this undead dies in a fire, it then searches for a more permanent source of fire to power itself. The soul spark drifts for a time because it unconsciously is looking for a “weak” area where the Fire Plane can be accessed. When it finds such an area, the resulting birth explosion inflicts 4d6 points of fire damage to any creatures within the 10-foot by 10-foot area.
Hoar Spirit: Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures to share their icy hell.
The fact that no hoar spirits are encountered on their own can point to a more unusual cause than is stated above. Instead of attributing it to like minds, perhaps hoar spirits are the result of a magical device hidden in the icy wastes of the spirits’ home. While calling to these undead to unearth itself, the gem might also have a “hive mind” effect on the spirits.
The unifying factor might not be a magic item, but could be the lost fragments of a forgotten ice deity. The godling was thought destroyed in a long-ago struggle and the pieces of its body were flung to the ends of the campaign world. However, the pieces which landed in the godling’s native environment (arctic cold) are still powerful enough to animate and call upon the hoar spirits to find them.
Inscriber: Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence, or to learn the secrets of creating perfect wine.
Regardless of their missions, they shared the same end: after
death, their lust for knowledge overcame the laws of nature,
driving them to search the world for further information.
It is said that, centuries ago, a trickster god convinced a young man to devote his life to researching the other gods. The minor deity wished to learn his greaters’ weaknesses and knew that only a lowly mortal might succeed at the task (the trickster was forbidden to even speak of such knowledge). That young man became so involved with the cosmic directive that he died and became the first inscriber.
Jikini: Fashioned from common vipers, jikini were created for a good purpose—to dispose of dead bodies after a plague swept through the region. Unfortunately, their undead nature turned these snakes to evil, mutating their poisonous bite into a disease and increasing their mental attributes to dangerous levels.
Perhaps the jikini are the result of one tribe of humanoids being cursed into this form.
Lector: It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. When such an event occurs, the skeleton is endowed with a powerful intelligence and a desire to seek out and find other such items and absorb them into itself.
Murder Born: Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.
Ndalawo: Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow of its former self. Though they prefer to prey on other leopards, perpetuating their foul species, they occasionally attack humanoids as well.
A leopard reduced to 0 Strength by a ndalawo becomes a new shadow leopard within 1d6 rounds.
Necroling: The necroling is the heritage of all necromancers. Each student of the black arts is required to create a necroling of his own before more potent spells and powers are available to him. The necroling, commonly forgotten by the caster, is then used to guard his laboratory or other precious possessions. Designed so the necromancer can experience the feelings associated with death and rebirth as undead, the necroling is created with the spark of a soul who died unnaturally. The necromancer essentially puts a sliver of the angry soul inside its own tiny sarcophagus (in this case an ink bottle) after imbibing the emotions it experienced at death by way of dreams.
Let’s look a little closer at necroling construction. A spellcaster requires the following: Craft Wondrous Item feat, a corpse of someone who died unnaturally no longer than a day ago, a vial filled with black ink, consecutive casting of sleep, gaseous form, dimension door, and detect thoughts on the ink vial, and finally the drawing of the necromantic glyph of undeath on the corpse’s forehead (requires a DC 12 Knowledge (arcana) check).
Once the spells have been cast and the glyph drawn, the necromancer must sleep next to the body for 8 hours with the enspelled ink vial on the other side. During the slumber, the necromancer imbibes the thoughts and feelings the corpse’s soul endured at the point of death. The spellcaster learns in vivid mind-wrenching detail what it means to cross the barrier from life into death. At the same time, the ink vial absorbs the last wisp of spirit before it leaves the corpse. This wisp becomes the necroling’s mind while the ink is used when the creature manifests a physical body.
Necromancer and necroling are not bonded, as such, when he awakens but there is a definite connection between the two. The necroling intuitively recognizes the necromancer as having touched a piece of its former mind and desires to remain close to that presence. The necromancer gains a permanent black stain right below the back of his neck. What this stain does is mark him as a true necromancer. He has experienced what it is to die and understands the very nature of undeath in the creature he has created. The mark also identifies him to other “true” necromancers, perhaps thereby gaining access to secretive cults or information. Undertaking necroling creation is a wholly evil act since the character is ripping part of a person’s soul from its rightful rest and forcing it into eternal servitude.
Necrotic Entrailer: The ritual that creates an entrailer not only causes its insides to reorganize into the monster’s tethers, but actually fuses the entrails from other creatures into its matrix. These entrails occupy the entire interior of the entrailer except the brain. As a result, a necrotic entrailer has many densely packed miles of tethers available to it.
Orc Death Lord: Powerful orc commanders, if they worship the right god, are returned to the world soon after their usually bloody demise as death lord orcs.
Orphan of the Night: Many children are pranksters that, as they mature, repress those childish impulses to the point that they vanish from the adult mind. Those repressed thoughts do actually disappear and reform on the Plane of Shadow as orphans of the night.
Orphan of the Light: Unfortunately, for every person who leaves their childish ways behind, there two more who do not. Some of these individuals actually move in the opposite direction, leaving behind caring and innocence. These cast off emotions could theoretically coalesce into “orphans of the light”.
Phantasm: Phantasms are malevolent and sinister spirits that delight
in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.
Quick-Shard Cavalier: The origins of the quickshards lie in ambitious, militant necromancer-kings. Not merely content to craft spells which slay others and animate them, these necromancers of some forgotten continent cooperated to create the quick-shard ritual. The ability to create many quick-shards at one time is a well-guarded secret today. To create even one, however, requires magic en par with create greater undead.
The bones of slain creatures are gathered together (enough to make a Large creature) and, as long as a humanoid head is amongst the ivory pile, a quick-shard cavalier can be fashioned. The other bone shards fuse together to create the core skeleton while other bits are left to form the creature’s spurs.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of a god of undeath, sent to the Material Plane to “entertain” those the deity has taken a liking to. The actual truth to their origin remains a mystery.
Rom: The rom are a race of ghostly stone giants. As living giants, they once ruled over the population of a great mountain chain. However, these giants’ brutality eventually met with revolution spearheaded by a tribe of dwarves known as the Skull Splitters. During their retreat, the giants’ shaman took matter into his own hands and laid a curse on the region—every giant who died in the war would one day rise again as undead to take back what was once theirs. Unfortunately for the ancestors of that war’s victors, for it is now a century later, the curse appears to be coming true. Several dozen rom (named for the shaman who laid the curse) have been spotted around the northern mountains and all attempts to parlay with them have met with the diplomats’ own deaths.
Well, perhaps the Rom were cursed to exist in this form before their natural deaths.
Persistent Soldier: Whether or not their respective units were victorious, persistent
soldiers are those inevitable casualties of any war who perished on the battlefield. It is because of these monsters that visitors to a known battlefield site often speak in hushed reverent tones. For it is said that those who mock the fallen military risk their eternal ire. Although they can be centuries perished, some wisp of the persistent soldier’s soul still remains tied to his corporeal body. Accusations against the soldiers, be they in jest or truly malicious, have a chance of rousing that soul to action once again. The fractured personality and memories call their old body which crawls from the earth in the same condition it was in just moments after it died.
Sacred Guardian: The sacred guardian is a ghostly tiger of great size which keeps eternal watch over very special graveyards and other burial sites. Whether the guardian is summoned or created for its task is not known; the only certainty being that it is the stuff of powerful magic. The one commonality that sages have discovered amongst the sites protected is that they all have something to do with famous (or infamous) adventurers.
Perhaps the sacred guardian doesn’t guard the dead at all. Perhaps really great adventurers are asked to serve on another plane of existence before their deaths. If they agree to serve the beings that contact them, these unknown creatures help to fake the adventurer’s death, provide an elaborate burial site, and then bring the adventurers out of this world. To ensure that no one discovers the portal to that other plane which is left in the graveyard or site, the sacred guardian is summoned to duty there.
Black Skeleton: Black skeletons are the remnants of living creatures slain in an area where the ground is soaked with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Black skeletons are patterned after the evil dark elves because of that race’s distinctive two-handed fighting style (not to mention the black bones).
Shock troops of a deity of fear and/or darkness.
After a fighter wielding two blades fell in battle, an enterprising necromancer attempted to add the fighter to his undead force. But the necromancy became somehow contaminated and the fallen fighter rose as a free-willed skeleton, its bones blackened by the evil which birthed it. The two-handed fighting style was retained and passed to all victims of this original black skeleton. Those humanoids slain by a black skeleton become black skeletons themselves within 1d4 days unless their corpses are burned.
In numerous prophecies, the End Times are heralded by the appearance of “coal black bones wielding the twin blades of pestilence and fear.” When a planar portal opens not far from a major city and pours forth dozens of black skeletons at irregular intervals, could prophecy be coming true? More likely it is just a plot by a necromancer using the prophecies and black skeletons to his advantage.
Soulless One: Soulless ones are powerful undead spirits driven by lament and hatred of the living.
Soulless ones are the products of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.
The origins of the soulless one lie with a young woman who once carried the child of a purportedly-celibate priest. Angry that his sin might be exposed to his superiors, the priest attacked and nearly killed the young woman. Days later, she gave premature birth to a stillborn child, who was taken by the “Dark Ones” to become the very first soulless one.
Spellgorged Zombie: Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.
“Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells.
Sample Spellgorged Zombie: This spellgorged zombie was slain by a more powerful rival for some blackmail the former caster threatened to employ. In retribution, the wizard decided to use the slain caster as a spellgorged guardian.
Spirit of Hate: Creatures that are slain just before a pleasingly anticipated event return to this plane within 1d4 days as a spirit of hate.
In elven mythology, spirits of hate (or “pec’zaah” in the Elven tongue) originated in the time just after the split between surface and dark elves. After centuries of discontent, those elves who would become the black-skinned menaces of today finally broke tradition with their surface cousins in an organized protest (the specifics are not known to non-elves). When it seemed these elves were lost to the darkness, a few dozen of their number returned to the forest as part of a ruse. When their surface brothers emerged from their protected community to welcome them home, the dark elves turned on them in a bloody massacre. The deaths of so many elves filled with glad tidings of their fellows’ return supposedly gave birth to the first sprits of hate. There may indeed be some truth to this legend because drow elves are documented as attacking these spirits on sight.
The spirit of hate can spontaneously emerge from a person who was wrongly slain in sight of her would-be rescuers. The energy of an anticipated rescue becomes the force for undying revenge as the spirit of hate then shadows the failed rescuers until their deaths.
Tavern Prowler: All adventurers see the barflies that inhabit every location of drunkenness and revelry in each community. Some of these wretched drunkards were former adventurers themselves. But too many waste their lives away on the barstool, waiting for some kind of emotional pain to dissipate or for good paying work to materialize out of thin air. It is no surprise that these men (and some women) die either inside or on their way to/from the tavern. These are the souls that become tavern prowlers.
A spirit returns to the same tavern it frequented one month to the day after its death.
For whatever reason, the same powers which gave the prowler life also gave it a purpose—protect its former home.
Terkow: “Terkow” is a template that can be added to any humanoid creature.
Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a terkow if it had 5 or more HD.
Sample Terkow: This terkow sorcerer was just beginning a promising career in the arcane academy before an expedition to the southern jungles turned his life into unlife. A terkow slaughtered the spellcaster’s companions before feeding on him last.
Thanatos: Spawned by evil, the thanatos is a great undead fish which exists only to spread that evil. As often as great wars tear apart the land, there are just as many that wage across the ocean depths. Thanatos are one of the earliest attempted at an aquatic doomsday weapon. Created by ancient magic held by sahuagin clerics, the gargantuan versions of these undead fish were sent against all good-aligned aquatic creatures, slaying hundred if not thousands of souls before the assault was countered. And while the sahuagin were obviously unsuccessful in their bid for total domination, dozens of gargantuan thanatos remain today as a chilling reminder of that time; warning all aquatic races that not all stories of the past are fiction.
The sahuagin have no direct method of creating more thanatos in modern times, but secret rituals known only to the high clerics enable those who can find a thanatos to command it. Other rituals allow the mutation of whales into large thanatos, but not gargantuan ones.
Tortured: Tortured undead are those poor creatures who are unfairly tortured to death. The desperate fevered emotions running through the creature at the time of death are enough to push it to the attention of the dread gods responsible for raising undead creatures. But those emotions are just barely enough to grant it an undead status, for the tortured has no intelligence and is only barely aware of itself.
Undead Lord: For every type of undead, there exists an undead lord, a being of great power that commands the lesser of its kind.
“Undead Lord” is an inherited template that can be applied to any undead creature.
It could be chalked up to a favorable brush with an undead deity, the accidental discovery of a magical pool, or a complex ritual which sacrifices many creatures to enhance a chosen one.
Cadaver Lord: ?
Vohrahn: Created by spellcasters by binding dead spirits to the bodies of fallen warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.
Webbed Sentinel: Webbed sentinels were created by dark elves soon after their retreat into the subterranean world. To deter pursuit by surface elves (and attack by other underearth races), drow necromancers fashioned these creatures made from the most common element they encountered—spiders and their webs. Webbed sentinels patrolled the areas surrounding drow camps and, eventually, fledgling drow cities. After the dark elves managed to establish a firm hold in the underearth, the webbed sentinels were released from servitude to roam the subterranean world, inflicting fear and death on all they met. Dwarves and underearth gnomes each share similar tales about the sentinels and teach them to their children as dreaded nursery rhymes.
Wraithlight: Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, tapped in a foreign world after theirs was destroyed and trying to continue their existence.
These undead creatures are the losers in a battle between two ancient races. The gods punished both races for their insolence at destroying much of the lands during their war. The victors were changed into will-o’-wisps. The losing race, who had been subjected to massive necromantic energies from the victors, was changed into today’s wraithlights.
True Zombi: A true zombi can only be created by a Zombi cultist or through the use of magical zombi powder.
“True Zombi” is a template that can be added to any humanoid creature.
Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a true zombie if it had 4 or fewer HD, and a terkow if it had 5 or more HD.
Some sages believe that deep within the world’s largest jungle there exists an ancient magical well of zombi-making. Living creatures partaking of its waters are stricken with the “curse of the true zombi” and become a free-willed undead of this type within 24 hours.
Sample True Zombi: An arrogant leader of his own group of bandits, the half-orc led his soldiers into an ambush set by the sinister cult of Zombi. It remembers a brief clash of metal and then a magical powder being blown at it.

Ghoul: An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight.
An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight.
An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight.
Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul.
Change Zombie spell.
Ghast: An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight.
Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast.
Shadow: Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds.
Skeleton: If a victim dies while engulfed by a bone slime, it becomes a skeleton.
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie.
My Life for Yours spell.
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead.
Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead.
A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.
Wight: After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.
Zombie: Living creatures killed by a deadwood tree rise in 16 rounds as zombies.
Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies.
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie.
After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.
My Life for Yours spell.

Flying Abominations
Necromancy [Evil]
Level: Clr 5, Evil 5, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 action
Range: 10 ft.
Target: One or more body parts within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell.
You can animate one HD worth of flying abomination per caster level. These HD can be divided among different body parts as required. A 14th-level wizard could, for example, animate seven 2 HD body parts, or one 10 HD body part and four 1 HD body parts, etc. All body parts to be animated must be within 10 feet of you during casting.
The characteristics of a flying abomination are determined by the creature’s original size. See the Flying Abominations monster entry above for each creature’s characteristics based on size. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon’s head could bite but could not breathe fire. A dragon’s breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained.
Flying abominations obey simple verbal commands in the same manner as a zombie or skeleton and the body parts remain animated until destroyed. They can be turned or rebuked normally.
Arcane Material Component: The body parts to be animated and a vial of unholy water which is sprinkled over the fragments during casting.

Change Zombie
Necromancy [Evil]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: One zombie touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You touch a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its save, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.
Material Component: A bone from a ghoul and a black onyx gem worth at least 100 gp.

My Life For Yours
Necromancy [Evil]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You draw forth a part of your own life force and (if you are not an undead) corrupt it into negative energy, which you can use to animate one corpse as a skeleton or zombie. Because the process of infusing the corpse with the negative energy is inefficient, you must draw forth twice as much of your life energy as what the undead would actually use. Therefore, you lose twice the number of hit points the undead creature would have when finished (so creating a normal Medium skeleton with 6 hit points costs you 12 hit points). Any skeleton or zombie created with this spell is treated as if it had been created with animate dead for the purpose of how many undead you can control. These hit points can be recovered normally (rest, magical healing, etc.)
If you cannot lose these hit points for any reason (such as if you are protected by a spell that prevents you from taking damage or converts normal damage to subdual or any other kind of damage) the spell fails. If you have no life force, whether positive or negative (for example, if you are a construct) the spell fails.
Material Component: A black onyx gem worth at least 50 gp with iron and silver wires wrapped around it, which must be placed in the mouth or eye socket of the corpse.

The Echoes of Heaven Bestiary
Elemental Wraith: Elemental Wraiths were all Mortals who subjected themselves to a conversion process while still alive. There are seven levels of Elemental Wraith and each requires a new ordeal of one-hundred-and-one days.
Earth Wraith: Agents of the Nopheratus create an Earth Wraith by taking an Ice Wraith and subjecting it to the Ordeal of Earth. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental Earth. This is absolute agony, grinding their bones into pieces. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Earth Wraith.
Fire Wraith: Agents of the Nopheratus create a Fire Wraith by taking a Water Wraith and subjecting it to the Ordeal of Fire. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of scorching fires. This is absolute agony. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Fire Wraith.
Ice Wraith: Agents of the Nopheratus create an Ice Wraith by taking a Light Wraith and subjecting it to the Ordeal of Ice. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental ice. This is absolute agony, abrading away their remaining soft tissue. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Ice Wraith.
Light Wraith: Agents of the Nopheratus create a Light Wraith by taking a Fire Wraith and subjecting it to the Ordeal of Light. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of lightning. This is absolute agony, burning their remaining deep tissue with constant and penetrating current. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Light Wraith.
Void Wraith: No one knows how they create the most powerful of all the Elemental Wraiths. Most people think that an Earth Wraith passes beyond the Mortal Realm, into the plane where the Nopheratus resides. There, the Earth Wraith experiences the raw force of death. It strips away the last vestiges of flesh, of emotion, of all humanity. What’s left is a creature almost as alien as the Nopheratus itself. It is the Void Wraith.
Water Wraith: A Water Wraith is created by taking a Wind Wraith and subjecting it to the Ordeal of Water. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of violent waters. The Wind Wraith still has the habits of Mortality, so although it doesn’t need to breathe, it can still feel like it’s drowning. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Water Wraith.
Wind Wraith: A Wind Wraith is created by the Ordeal of Air. A Mortal is placed in a special necromantic vault for one-hundred-and-one days, where they are killed by a constant buffing of high-velocity winds. The vault eliminates the need for food or water and many subjects survive for weeks or even months. Even after death, the agony continues. At any time, the subject can beg for death and receive it, but if they endure the entire one-hundred-and-one days, they emerge as the Undead Wind Wraith.

Tome of Horrors Revised
Apparitions: Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.
Any humanoid slain by an apparition becomes an apparition in 1d4 hours.
Barrow Wight: A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.
Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
Bloody Bones: Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings.
Bog Mummy: When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.
Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days.
Coffer Corpse: The coffer corpse is an undead creature formed as the result of an incomplete death ritual.
Crypt Thing: Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.
Create Crypt Thing Spell
Darnoc: The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.
Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.
Demiurge: The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.
Orcus: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Draug: The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Ghoul-Stirge: The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers.
Groaning Spirit: The groaning spirit is the malevolent spirit of a female elf
Haunt: The haunt is the spirit of a person who died before completing some vital task.
Huecuva: Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.
Mummy of the Deep: It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.
Undead Ooze: When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze.
As a full-round action, an undead ooze can expel 1d6 skeletons from its mass.
Vampiric Ooze: The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.
Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.
Poltergeist: Poltergeists are undead spirits that haunt the area where they died. A poltergeist has no material form and cannot manifest on the Material Plane. Most poltergeists are evil, as they are “trapped” in the area where they were killed and can never leave this area unless they are destroyed. This “prison” drives them mad and they come to hate all living creatures.
Shadow Rat Common: ?
Shadow Rat Dire: ?
Lesser Shadow: According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows.
Skulleton: Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless).
The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich.
To create a skulleton, the creator must be at least 9th level. The following ingredients are required.
— The skull of a humanoid or monstrous humanoid.
— A few bones from a humanoid or monstrous humanoid.
— A small quantity (at least 1 pint) of earth (dirt).
Powder the bones (but not the skull) and mix with the earth or dirt in an iron bowl. Pour the powdered mixture over the skull. Cast the following spells in this order: contagion, fly, stinking cloud, and animate dead. Within 1 hour, the skulleton animates and comes to “life.”
Ghoul Wolf: ?
Dire Ghoul Wolf: ?
Shadow Wolf: ?
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Bleeding Horror: Created by the axe of blood, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade.
“Bleeding horror” is an acquired template that can be added to any humanoid, monstrous humanoid, giant, magical beast, or outsider (hereafter referred to as the “base creature”) that dies as a result of feeding the axe of blood.
Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes
Bleeding Horror Minotaur: ?
Skeleton Warrior: The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th 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.
“Skeleton Warrior” is an acquired template that can be added to any humanoid creature.
Skeleton Warrior Sample: ?
Spectral Troll: “Spectral troll” is an inherited template that can be added to any troll.
Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time.
Spectral Troll Sample: ?
Juju Zombie: Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie.
“Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid.
Juju Zombie Sample: ?

Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Lacedons: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Skeletons: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Spectre: Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time.
Zombie: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.

Tome of Horrors II
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).
A creature slain by a cadaver lord rise in 1d4 minutes as a cadaver.
Cinder Ghoul: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.
Crucifixion Spirit: Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.
Fear Guard: Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.
Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours.
Fire Phantom: When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire.
Grave Risen: They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.
Hanged Man: A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged.
Hoar Spirit: Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture.
Murder Born: Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.
Phantasm: While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has taken a liking to. The actual truth to their origin remains a mystery.
Black Skeleton: 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 death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Black skeletons speak Common and Abyssal (leading some to believe that the evil that first created these creatures was the product of the demon prince Orcus).
Corpsespun Creature: Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner. The poison of the corpsespinner interacts with the slain creature’s body and animates it as a corpsespun creature; a zombie–like automaton sheathed in webs whose insides have been replaced with thousands of tiny spiders.
“Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner.
Creatures slain (and not devoured) by a corpsespinner rise in 1 hour as creatures known as corpsespuns.
Corpsespun Fighter: ?
Corpsepun Minotaur: ?
Spellgorged Zombie: Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.
“Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells.
Sample Spellgorged Zombie: ?
Undead Lord: “Undead Lord” is an inherited template that can be applied to any undead creature.
A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.
Cadaver Lord: ?

Zombie: Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.
Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails.

Tome of Horrors III
Blood Wight: When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon
princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight.
Bogeyman: Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories.
Brykolakas: Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls.
Demilich: When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.
Fetch: When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living.
Fye: When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye.
Ghoul, Dust: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.
Lantern Goat: Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that depends from the goat’s neck serves to channel souls into the creature itself.
Soul Capture (Su): Any living creature reduced to 0 or less hit points while within 60 feet of a lantern goat must succeed on a DC 15 Will save or have its soul drawn into the lantern goat’s lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at –3 hit points must save at DC 18). Once captured, the lantern goat slowly digests the creature’s soul over a period of 1 hour, using it to fuel its dark energies. The save DC is Charisma-based.
A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature.
Lich Shade: During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade.
Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife.
Mortuary Cyclone: A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).
Murder Crow: These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow.
Phasma: A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result.
Rawbones: A rawbones is an undead creature that comes into being when a tortured person rises from the grave.
Soul Reaper: Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation.
Swarm Shadow Rat: ?
Shadow Rat Common: ?
Swarm Raven Undead: ?
If a murder crow is reduced to 0 hit points or less, it explodes into a murder of standard crows. Use the statistics for the undead raven swarm.
Paleoskeleton Creature: Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. Only fossilized remains can become paleoskeletons. The bones that comprise a paleoskeleton must have been in the earth for thousands or even millions of years. Provided the skull and at least 20% of the actual bones remain, an animate dead spell cast by an arcane spellcaster of at least 12th level will produce a paleoskeleton. The extreme age of the bones and the strange properties of the mineralization interact with the negative energy to produce a very powerful undead creature.
“Paleoskeleton” is an acquired template that can be applied to any dinosaur or prehistoric animal.
Paleoskeleton Triceratops: ?

Undead: Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds.
Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in
that they have always existed and have always been.

Warlords of the Accordlands Creatures and Lairs
Gravel Spawn: Gravel spawn are an abomination -- undead gargoyles formed from the hacked bits and pieces of slain gargoyles.
Gaunt Crypt: A Crypt gaunt is created through ritual.
Gaunt Swamp: Most swamp gaunts were men and women killed deep in the marshes of the Accordlands. Marsh hags are notoriously careless with their refuse, and discard failed experiments into the swamps, where it suffuses the corpses. The potions' magical energy grants the swamp gaunts unholy animation.
Ghost Bog: Ghost bogs are the animated corpses of the fallen whose bodies are so saturated with magic that they are reanimated in death.
Hag Undead: Certain powerful hags have used their potions to give themselves the immortality of the undead.
Nekrast: Occasionally, a necromancer of insufficient power to become a lich spontaneously arises after death as a nekrast. Those with a penchant for fire magic have the best chance at returning as one of these creatures. Rumors say that books of lost lore can guide a necromancer along the path to becoming a nekrast; these have yet to be verified.
Skeleton: ?
Unclean Spirit: Unclean spirits are the undead remnants of dead elves, fueled by intense hatred.
Woundwraith: Popular belief (to the extent that anyone is willing to think at much length about woundwraiths) holds that they are the restless spirits of those lost to madness.
Zombie: ?
Purgatoire: Those who are bound to serve a king or great lord and who die in some grand quest or fundamental duty may rise as a purgatoire. Bodyguards who fail to protect their charges and questing knights who die in pursuit of their goal are the most common purgatoires.
"Purgatoire" is a template that can be added to any humanoid or monstrous humanoids creature.
Severed: The Severed are undead elves who have willingly given their own lives in order to trade mortality for the everlasting youth of undeath.
To become Severed undead requires a great sacrifice to one of the Elements, the elven pseudo-gods, with each Element demanding a different type of sacrifice and offering a different form of immortality: Blood (ritual murder of a blood relation, to become a Severed vampire), Bone (24 hour rite in which the would-be Severed's every bone is broken, to become a Severed revenant), Flesh (a simple mass slaughter of a dozen people to become a Severed ghoul), and Spirit (ritually removing and rebinding the would-be Severed's soul to his own body, to become a Severed wraith).
"Severed" is a template that can be added to any elven or half-elven creature.

Wildwood
Arboreal Defender: Once powerful warriors or leaders, arboreal defenders are hopelessly cursed beings. Trapped inside their decaying carcasses, they are forced to do Haiel’s bidding as punishment for the atrocities they committed against the forest during their lives.
Arboreal defender is an acquired template that can be added to any humanoid or monstrous humanoid creature.
 
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