Undead Origins

Super Powered Legends Sourcebook

Super Powered Legends Sourcebook
Mutants & Masterminds 3e
Dracula: 1460: After being wounded in battle with the Turks, Vlad is transformed into a vampire by Count Orlok.
The center of the dark storm is Castle Dracula. Once the home of Vlad Tepes – who was transformed into the vampire Dracula by Orlok – this castle is the seat of power of the King of Vampires.
In the year 1460, Vlad Tepes was fatally wounded in battle with the Turkish army. He fled from the battle, hiding in the Carpathian Mountains from Turkish patrols. Here, the Transylvanian nobleman encountered Orlok. At first, the monstrous vampire saw only a quick meal. But looking at Vlad, Orlok saw a younger version of himself. Orlok used his blood to transform Vlad into a vampire; renaming him “Dracula.”
Nachtoter, Jonathan Howlett, Vampire: 1913 Following clues from the Bram Stoker novel, British nobleman Jonathan Howlett travels to Romania in search of Castle Dracula. He discovers the vampire Count Orlok and Jonathan is transformed into a vampire.
1933, July: Lord Jonathan Howlett offers his services as a vampire to the Germans. He is magically altered by the Thule Society, given the code name “Nachtoter,” and tasked as a saboteur and assassin.
Orlok railed against the walls of Castle Dracula, once again thwarted by mere mortals. He sulked in the dungeons of the castle for several decades, until another British nobleman – Jonathan Howlett – came in search of clues left behind by Bram Stoker’s novel for Dracula’s hidden treasure. What Howlett found was Orlok! The vampire set upon Howlett and transformed him into a vampire.
Russian Ghost: 1969, April: Vladimir Ivanishin leads a team of trained chimpanzees to land on the moon. During the landing, the spacecraft’s radio and rockets are destroyed and the Soviet government believes Vladimir to be dead. In truth, Vladimir discovers the lunar city-state of the Ancient Thirteen. He uses Lunarian Blue to transform his chimpanzees into intelligent super-apes with powers. Before he can augment himself, succumbs to starvation and exposure. However, he returns as an undead wraith that will later come to be known as the Russian Ghost.
Vampire, Alexander Dodge: 1974, October: Alexander Dodge is transformed into a vampire.
Vampire, Sarra Matsoukas: 2001, October: After being transformed into a vampire, geneticist Sarra Matsoukas consumes an experimental formula, transforming into Daywalker.
Vampire, Glamour: 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.”
Vampire, Tempest: 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.”
In 2012, the vampire master, Count Orlock attempted to bring all of the scattered vampire clans under his rule. Through them, he sought to gain control of the Vindicators and their allies in Great Britain: the Royal Lions. Count Orlock himself transformed Tempest into his vampire bride.
Vampire: It is said that when a werewolf is slain, it transforms into a vampire. Whether this is true or not has never been officially tested by any modern occultists.
Both vampires and werewolves propagate their kind by biting; infecting mortals with their supernatural virus that transforms the mortal into a monster. Any bite from a werewolf can infect a human with lycanthropy. However, vampires must undergo a longer process. A simple bite or random feeding will not create a new vampire. To create a new vampire, a vampire must drink the blood of a human while exposed to the light of the moon over the course of three nights in a row.
Ghost: ?
Count Orlok: ?
Vampire Average: This build for an “average” vampire is a newly-created undead spawn.
Vampire Strigoi: ?
Vampire, Milady Pierce: When Dracula scoured the streets of London, he created a number of undead servants to do his bidding. Many of them were destroyed, but several remained hidden to grow in power and influence. One such vampire was Milady Pierce.
Skeleton: ?
Zombie: ?
Atmet: In Ancient Egypt, tomb robbers were the bane of the royalty who sought everlasting life in the comfort of their majestic tombs. Besides deadly traps and magical curses, these tombs were also guarded by living defenders who swore to protect their charges with their lives. Atmet was one such tomb guardian, protecting the tomb of Pharaoh Seti I.
On the night of the birth of his son, Atmet left his post to go to the side of his pregnant wife. While he was away, the tomb of Seti was infiltrated by robbers, and several sacred artifacts stolen. When Atmet returned to his post, he was arrested by the priests of Anubis and shown the damage done by the thieves. For his transgressions, Atmet was cursed and mummified; forced to serve as an undead tomb guardian for the rest of eternity.
 
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Silver Age Sentinels: d20 Edition

Silver Age Sentinels: d20 Edition
Silver Age Sentinels d20
Undead: ?
Zombie: ?
Vampire: ?
Ghost: ?
Dracula: ?
Mummy: ?
Doc Cimitiere, Zombie: Doc Cimitière returned from dead as zombie.
The battle was furious, each hougan calling upon the loa for his own ends, but in the end the Baron triumphed. Duvalier was killed, and Marie-Michelle saved when the Baron asked loa Ghede to bring her back from death’s door. The Baron refused to release Duvalier’s spirit, however, animating Duvalier as a zombi in punishment.
Duvalier writhed in agony, yet his proximity to the spirit world taught him much. He learned to force certain loa to his will ... and broke his spiritual shackles. He escaped the Baron, plotting vengeance. Duvalier’s body was still dead, however, frozen in a permanent state of decay. Now known as Doc Cimitière, he continues to seek dominion over the spirit and physical world, and to take revenge on all who have opposed him.
Zombi: The Tonton Macoute had killed a guerilla during interrogation, and at a midnight mass, Papa Doc animated the corpse, turning him into a zombi in front of an astonished Duvalier.
The people feared “the White Doctor,” so called for his foreign education; it was said those who refused him in life were killed, and raised as subservient zombis.
 
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Roll Call #1

Roll Call #1
Silver Age Sentinels d20
Century, Dr. Zebediah Potter, Dr. Z, Vampire: His contempt for common morality and predatory attitude drew the attention of an ancient vampire, Zu Hsien-ku. She transformed him into a creature of power, but Dr. Z turned on Zu at his first opportunity; he extracted centuries of knowledge from her through deprivation and torture.
Zu Hsien-ku, Vampire: ?
 
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Other d20 Systems – d20 Modern and 13th Age to Conan

Other d20 Systems – d20 Modern and 13th Age to Conan
d20 Modern
D20 Modern
Undead: An undead is a once-living creature animated by spiritual or supernatural forces.
Sample incantations include ones that allow one to control the weather, create powerful undead creatures, animate golems, subjugate powerful fiends, and cure supposedly incurable diseases. (d20 Dark Matter)
The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. (13 Occult Templates)
If you are undead and kill a living creature with the energy drain power the slain creature rises instead as the same type of undead as you. (Four Color to Fantasy Revised)
If you are undead and kill a living creature with the life drain power the slain creature rises instead as the same type of undead as you. (Four Color to Fantasy Revised)
Mummy: Mummies are preserved corpses animated through rituals best forgotten.
These undead creatures are preserved through ancient rituals. Some claim that the kinori taught humans the art of mummification more than 5,000 years ago. (d20 Dark Matter)
Create Undead spell. (Imperial Age Grimoire)
Mummy Dedicated Hero 3: ?
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 living corporeal creature that has a skeletal structure.
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed).
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. (Gaslight Victorian Fantasy 1e)
A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. (Imperial Age Grimoire)
Animate Dead spell.
Animate Dead spell. (Gaslight Victorian Fantasy 1e)
Animate Dead spell. (Imperial Age Grimoire)
Awaken the Dead power. (Blood and Brains: The Zombie Hunters Guide)
Human Skeleton: ?
Ogre Skeleton: ?
Vampire: “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid.
A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire.
New vampires are born when an original vampire kills a victim in the usual manner, but the victim’s desire to live is so overpowering that it returns a few nights later. (Gaslight Victorian Fantasy 1e)
Create Undead spell. (Imperial Age Grimoire)
Vampire Human Fast Hero 2/Charismatic Hero 3:
Zombie: Zombies are corpses animated by some sinister power or magic.
“Zombie” is a template that can be added to any corporeal creature other than an undead.
A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed).
A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. (Blood and Brains: The Zombie Hunters Guide)
Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. (Blood and Brains: The Zombie Hunters Guide)
If the subject dies of zombie fever, it rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)
An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. (Blood and Brains: The Zombie Hunters Guide)
“Zombie” is a template that can be added to any corporeal creature other than an undead. (Blood and Brains: The Zombie Hunters Guide)
Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies.
An ancient curse causes all those on a particular spot of ground to turn into zombies. (Blood and Brains: The Zombie Hunters Guide)
For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. (Blood and Brains: The Zombie Hunters Guide)
Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens.
The zombie comes back because he’s really in love with somebody still alive. (Blood and Brains: The Zombie Hunters Guide)
A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. (Blood and Brains: The Zombie Hunters Guide)
An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. (Blood and Brains: The Zombie Hunters Guide)
A strange parasite reanimates corpses as vehicles to find and infect more hosts. (Blood and Brains: The Zombie Hunters Guide)
Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. (Blood and Brains: The Zombie Hunters Guide)
Through mental willpower alone, the dead are dragged back into life. (Blood and Brains: The Zombie Hunters Guide)
The zombie in question gets really mad and comes back to avenge its killer(s). (Blood and Brains: The Zombie Hunters Guide)
Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. (Blood and Brains: The Zombie Hunters Guide)
Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. (Blood and Brains: The Zombie Hunters Guide)
Too much TV and videogames turns kids into zombies. No really. (Blood and Brains: The Zombie Hunters Guide)
A malicious bokor reanimates the dead for his own purposes. (Blood and Brains: The Zombie Hunters Guide)
Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)
Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)
Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)
Awaken the Dead power. (Blood and Brains: The Zombie Hunters Guide)
Zombie Fever disease. (Blood and Brains: The Zombie Hunters Guide)
A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). (Gaslight Victorian Fantasy 1e)
A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. (Imperial Age Grimoire)
Animate Dead spell.
Animate Dead spell. (Gaslight Victorian Fantasy 1e)
Animate Dead spell. (Imperial Age Grimoire)
Human Zombie: ?
Huge Crocodile Zombie: ?

Animate Dead
Necromancy [Evil]
Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack 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 skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead, you can’t create more HD of undead than twice your caster level with a single casting of animate dead.
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 an Acolyte, 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 (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.
Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.
Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.

d20 Modern SRD
Undead: An undead is a once-living creature animated by spiritual or supernatural forces.
Mummy: ?
Mummy Dedicated Hero 3: ?
Skeleton: “Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure.
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.
Animate Dead spell.
Human Skeleton: ?
Ogre Skeleton: ?
Vampire: “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid.
A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire.
Vampire Human Fast Hero 2/Charismatic Hero 3: ?
Zombie: “Zombie” is a template that can be added to any corporeal creature other than an undead.
A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy.
Animate Dead spell.
Human Zombie: ?
Huge Crocodile Zombie: ?

Animate Dead
Necromancy [Evil]
Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack 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 the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead.
The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.
Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.
Material Component: Purchase DC 15 + 1 per 2 HD of the undead.

Urban Arcana SRD
Ash Wraith: Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds.
Create Undead spell. (Imperial Age Grimoire)
Spirit: ?
These beings are the essences of once-living creatures cursed to remain on Earth for any of a variety of reasons. (d20 Dark Matter)
Create Undead spell. (Imperial Age Grimoire)
Animating Spirit Poltergeist: ?
Frightful Spirit Apparition: ?
Groaning Spirit Banshee: ?
Possessing Spirit Haunt: ?
Weakening Spirit Fetch: ?
Skeletal Rat Swarm: ?
Zombie Liquefied: “Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead.
Create Undead spell. (Imperial Age Grimoire)
Human Liquefied Zombie: ?
Otyugh Liquefied Zombie: ?

Menace Manual SRD
Bodak: ?
Bodak Advanced: ?
Charred One: ?
Charred One Advanced: ?
Doom Hag: ?
Ghoul: “Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh.
If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising.
Victims of a horrible strain of virus, ghouls are human beings transformed into disease-ravaged corpses. (d20 Dark Matter)
If you kill a living creature with the energy drain power, it rises as a ghoul in 1d4 days. (Four Color to Fantasy Revised)
If you kill a living creature with the life drain power, it rises as a ghoul in 1d4 days. (Four Color to Fantasy Revised)
Necrotizing fasciitis can also lead to the ‘natural’ formation of undead creatures known as ghouls. (Modern Maladies)
“Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh. (Modern Maladies)
If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising. (Modern Maladies)
Ghoul Human Strong Ordinary 1/Tough Ordinary 1: ?
Revenant: “Revenant” is an acquired template that can be added to any corporeal living creature that has both an Intelligence score and a Charisma score greater than 6.
Like a spirit, a revenant is a once-living person returned from the grave. Unlike the spirit, the revenant exists for only one reason—to seek vengeance upon those still alive. (d20 Dark Matter)
The culprit is a revenant, sentenced to death 7 years earlier after his public defender (now a very dead judge) intentionally allowed him to be framed in exchange for political favors that led to his election. (d20 Dark Matter)
Revenant Police Officer Human Strong Ordinary 1/Dedicated Ordinary 1: ?
Skin Feaster: ?
Skin Feaster Advanced: ?
Whisperer in the Dark: ?

d20 Dark Matter
Undead: Sample incantations include ones that allow one to control the weather, create powerful undead creatures, animate golems, subjugate powerful fiends, and cure supposedly incurable diseases.
Ghoul: Victims of a horrible strain of virus, ghouls are human beings transformed into disease-ravaged corpses.
Mummy: These undead creatures are preserved through ancient rituals. Some claim that the kinori taught humans the art of mummification more than 5,000 years ago.
Revenant: Like a spirit, a revenant is a once-living person returned from the grave. Unlike the spirit, the revenant exists for only one reason—to seek vengeance upon those still alive.
The culprit is a revenant, sentenced to death 7 years earlier after his public defender (now a very dead judge) intentionally allowed him to be framed in exchange for political favors that led to his election.
Spirit: These beings are the essences of once-living creatures cursed to remain on Earth for any of a variety of reasons.

Gamma World Game Master's Guide (GW6e)
Vampire: But the worst power of the vampire is that it makes others like itself, usually from among dear friends and family, who must likewise be destroyed by the ones who love them.
Emperor's Tower: ?
Wraith: ?
Zombie: ?

Machines and Mutants (GW 6e)
Necrophage: Immortality, eternal life and the conquering of death: There are no greater aims for science, and the genetic researchers of the pre-War era devoted fortunes to finding a “cure” for death. The necrophage virus is not that cure. It is a terrible, hideous mistake, the end result of a very wrong turn in someone’s research. And it has the potential to turn Earth into a charnel house.
The necrophage virus does not reawaken a body to full life. It stirs the body into a bizarre half-life, and the brain into an insane frenzy of hunger and rage.
Creatures killed by the necrophage’s bite will become necrophages themselves, and the cycle of infection and reanimation will continue until no life exists for the undead beasts to prey upon. Unfortunately, the virus remains in the tissues of the corpses and twice-dead necrophages, and can remain quiescent in living tissue for some time (such as the bodies of carrion-eaters). An outbreak of the necrophage virus can happen at any time, and an unlucky community might become a zombie-ridden slaughterhouse overnight — and a mausoleum of rotting meat a week later.
The saliva of the necrophage carries the necrophage virus; while the virus cannot turn a still-living creature into a necrophage, it can cause extensive cellular damage. Anyone bitten by a necrophage must make a Fortitude save (DC = 10 + 1/2 the necrophage’s Hit Dice) or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to avoid another 1d6 points of temporary Constitution damage. Creatures killed by this bite will rise as necrophages 2d6 hours later.

13 Occult Templates
Bloated Undead: Their bodies swollen with disease, rot, and the fell influence of necromantic magic, the bloated are undead, walking time bombs.
“Bloated” is a template that may be added to any undead creature that has a corporeal form. Undead creatures that do not have fleshy bodies, such as skeletons, may not receive this template.
Bloated Skinfeaster: ?
Cloaked Undead: Some necromancers are capable of preserving their subject’s body, granting the undead creature they create a seemingly normal outward appearance.
“Cloaked” is a template that may be added to any Medium-size undead creature with a physical body.
Cloaked Ghoul Human Strong Ordinary 1/Tough Ordinary 1: ?
Relentless Dead: The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. The relentless undead are the embodiment of this principle. Whether through the influence of dark magic or some other process, their bodies continue to fight on after they have been hacked to pieces.
“Relentless” is a template that can be added to any corporeal undead.
A spellcaster who uses magic to produce undead may grant them the relentless template by increasing the purchase DC of his spell’s material components by 10 per undead.
Relentless Human Zombie: ?
Spirit Doom Hag: ?
Undying Creature: The alchemical undeath discovered by the Illuminati is perhaps the premier example of this. Imbibing a potent elixir of rare ingredients and receiving a dose of high-voltage electricity, death can be abated for extended periods of time, provided that additional doses are received on a regular basis.
“Undying” is an acquired template that can be added to any humanoid creature, provided it can employ the required alchemical process described above.
Undying Mothfolk Dedicated Hero 3/Acolyte 3: ?

Undead: The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed.

After Sunset: Vampires
Vampire: Characters that are transformed into vampires during the campaign rise from the dead three days after their death, transformed body and soul by the experience.

All Flesh Must be Eaten Revised
Zombie: There were many early successes for our group. We determined the source of the infected cadaver outbreak was not the result of the wrath of a vengeful God, witchcraft, voodoo or something equally ludicrous. The source of the outbreak was radiation -- radiation carried on the back of a comet like rats carried plague-riddled vermin on their backs centuries ago.
A Zombie or Jumbie (the name given to them in the Virgin Islands) is described by the Island experts as “a soulless human corpse, still dead, but taken from the grave and endowed by sorcery with a mechanical semblance of life.” These creatures are brought to life by sorcerers called “Houngans” who bring the dead back to work as their eternal slaves.
Legend and folklore have long held that sometimes, when a person dies with unfinished business, he may rise from the dead to finish it, or to seek revenge for some evil doing.
Voodoo priests that turn the dead, and sometimes the living, into Zombies.
The creatures are created to work in the harsh conditions of outer space.
Angry prisoners inhale formaldehyde to get high, die and return.
Entomologists create a machine that only affects the underdeveloped nervous systems of insects. This machine causes the insects to attack and devour themselves leaving our farms and gardens insect free without harmful poisons. Perfect, except for one thing we didn’t count on. The nervous systems of the dead have decomposed to the level of insects. They are affected by the machine and begin eating human flesh.
The germ warfare scientists in the military develop a means to create an army of the dead. These soldiers cannot be killed except by a shot to the head. The problem is that they also spread the germ through biting and scratching. Once the living are infected, they too become zombies.
A dangerous germ warfare chemical.
I don't know what the zombies house for saliva but within thirty-six hours of being bit most people turn into zombies themselves.
The life forms controlling the corpses were arthropod-like in composition.
I still can’t believe it, AIDS would have been enough but when I think of what PHADE will do to me . . . my body rotting from the inside out, my skin peeling like old wallpaper, and when my heart finally gives in to the virus, the real fun starts. Somehow PHADE will jump start my nervous system and make me into something not quite alive and not quite dead.
The zombie has to actually kill its victims in order for them to come back as a member of the club. Anyone killed by a zombie rises again within a few hours.
The zombie need only bite a living being and the chain reaction begins. The process usually takes a day or so to finally set in, during which time it might be possible to reverse the effects if a skilled research doctor treats the victim. Otherwise, the bitten goes straight from living to undead without ever really passing out and dying.
Sometimes its not the zombie that reanimates the corpse but rather something in the very soil or air. In order to rise again, a body has to be buried under the ground or stored in some container, or coated with some chemical. Zombies created this way have a natural instinct to bury their victims, or otherwise prepare the body, and thus enlarge the undead community every step of the way. Rising from the shallow grave, or awakening after embalment usually takes between six and twelve hours, but sometimes occurs much more quickly.
Thirty years ago, the government decided these caves were the perfect place to store containers of spent uranium and other nuclear waste. They bought the land, buried tons of radioactive sludge deep in the cave system and, once they thought it full, sealed the whole thing off. They didn’t plan on the containers leaking and getting into the local soil and water table. And no one could have imagined the effect this radiation would have on the local population, particularly the local dead population.
Some said the radiation became a tool of the spirits or demonic forces, particularly those who remembered that the native Americans who once lived in the region held the caves as sacred. Others maintained that it was the radiation itself, somehow jump-starting the dead nervous system, creating brain-dead beasts who could only act on the most basic instinct: find food. Whatever the cause, it didn’t discriminate about who it raised from the dead. Every deceased creature, animal or human, within fifty miles of those caves became one of the walking dead.
The PHADE virus is more than just another sexually transmitted disease. It is in fact a recipe for zombification. Zombies have always been with us in one form or another. Many cultures, including modern voodoo practitioners, have theories about the process of animating the dead through magical potions, elixirs, and rituals. In the modern information age, the details of such practices are more accessible to the common man, or in this case, the common high school student.
Distraught and disbelieving, Philip sought to conquer death, and after months of cruising the internet and frequenting voodoo chat rooms, he learned all he needed to know to raise lovely Jenna from the grave. Quite mad by this time, Philip raised the decaying girl and consummated his love with her. When he woke up the next morning, the handsome young man came to his senses and decided that the Jenna corpse wasn’t nearly as desirable as the living thing. He disposed of the hapless zombie and got on with his life. By then, it was too late. He had contracted PHADE, a zombie STD that Jenna’s body created when her AIDS-infected corpse rose from the dead.
Those who died at the zombies' hands rose hours or days later to join the undead hordes.
Millions of years ago and hundreds of light years from our own world, an ancient civilization toyed with forces better left undisturbed. Their own dead rose up against them as the result of a series of diabolic necromantic experiments. The only way they could save themselves was to literally blow a chunk of their world off into space, ridding the planet of any trace of the zombie taint. Ever since then the zombie planetoid has traveled through space, unbeknownst to anyone, on a direct collision course with Earth.
American scientists detected the incoming chunk of rock, although they had no clue as to its true origins or deadly purpose. Fearing the end of life on Earth, the nuclear powers of the world combined their arsenals, modified their missiles, and sent millions of megatons flying into space. Already eroded by millions of other impacts in its long history, the zombie planet burst apart under the nuclear onslaught. The Earth thought itself safe.
Then the irradiated pieces of the planet came hurtling down to Earth, burning up and dissolving into the atmosphere. As a result of prevailing winds and the widespread dispersal pattern of the dust, hardly a corner of the planet escaped exposure. As the dust settled to the ground it began immediately to seep into the soil, water, and even the air. The result was all too horrible and predictable -- the ancient powers awoke the dead from their eternal rest.
Anyone who dies anywhere on the planet that has been exposed to the planetoid dust (meaning anywhere but sealed rooms) rises from the dead within ten minutes to an hour of their passing on. Those who actually die from a zombie attack turn into one of the undead almost immediately. Those who somehow survive an attack continue on as normal (although other diseases might infect them).
OrganoCore’s fertilizers and pesticides met with all my demands for an environmentally safe product. I used the stuff for two years and my crop yields increased by forty percent. I was happy as a clam. Then two weeks ago, I started using the new and improved formula and that’s when it happened.
I had a dog, a big ole’ German shepherd named Shep. When he got hit by a car three weeks ago, I buried him out by the lettuce fields. One night, I hear a scratching at the front door, just like Shep used to do when he wanted in. I open the door and there he is -- his rotting corpse stinking to high heaven. I thought it was some sick joke but then the corpse moved. It lunged at me, biting for my leg. I screamed and kicked him away but the damned thing kept coming. I finally made it to the kitchen and, well, I defended myself with a butcher’s knife. It wasn’t pretty, and worst of all, the damn dog bled everywhere. The blood wasn’t what bothered me, though. What bothered me was that he bled green.
Funded in part by various environmental groups, the company embarked on a groundbreaking research project which ultimately yielded them some amazing results. Combining a number of tribal and ancient folk remedies with newly found ingredients imported from the jungles of the Carribean and Indonesia, the researchers managed to create some astounding products. Their new fertilizers and pesticides worked just as well or better than the artificial varieties and they were entirely harmless to the environment.
Once the OrganoCore products hit the market, they were a smash success, and farms across the country and around the world began using them. When OrganoCore recently announced its new line of improved products, it was estimated that fully three quarters of America’s farm acreage planned on using them. That’s exactly what happened. OrganoCore became a Fortune 500 company, but the results were more disastrous than anyone could imagine.
The new products, again using formulas derived from ancient Caribbean and Indonesian rituals, were more effective than the original formula and seemed just as safe. Indeed, by themselves they were safe, but when combined with the older formula, they awakened a previously untapped potential within the soil. Some say they awakened the vengeful soul of mother Earth herself and now she has chosen to strike down the animals that have oppressed her for so long. Others say that the chemicals spurred some speedy and powerful mutation in plant life, effectively jumping it ahead millions of evolutionary years.
Whatever the true cause, the result was obvious: the dead were coming back to life all across the country, wherever corpses and OrganoCore products mixed. The alchemical mixture gave the world’s plants a new life and new purpose. Growing with incredible speed, the vegetation sent tendrils into the bodies of the dead humans and animals buried beneath the ground. These plant tendrils replaced the veins and nervous system of the dead bodies but kept the bones and muscles strong. Thus, vegetatively animated, the dead began to rise and do the deadly work of their plant overlords.
The zombies buried their dead victims in the foul soil that had spawned them, creating more plant-infested cadavers.
The drones in their natural state look like foot-long centipedes with four pairs of two-foot tentacles running down the sides of their bodies. By themselves, the creatures seem harmless enough -- certainly not capable of bringing death and destruction down upon countless different worlds. In fact, the Race cannot conquer anything without a little help; namely, the recently dead bodies of the Others. The drones can insert themselves into any dead body and fully reanimate it.
As the Allies prepared for D-Day, Hitler’s top-secret Occult Corps got ready to repulse the invasion. The researchers had, in a matter of speaking, conquered death. Although the secret to immortally still eluded them, they had achieved the next best thing: the living dead. Based on ancient formulae and magic rituals, the Nazis developed a serum that would raise their soldiers from the dead once they had fallen in battle.
What no one suspected was that Chinese scientists had managed to make their own variations on the nuclear payload. It was a highly radioactive, low destructive yield device that would kill millions but leave the buildings intact.
The specially designed Chinese radiation bombs had their desired effect, killing millions of Americans and European civilians but leaving the cities mostly intact for those few survivors who could take advantage of them. Now, thirty years later, the world is beginning to see that the bombs had another, rather interesting effect: they mutated the living and the unborn in strange and unpredictable ways. Some were born with missing or extra limbs and other malformations, but a few came into this world with radiation literally flowing through their veins. Some have theorized that this was an evolutionary solution to the new hostile world environment.
The result: a race of humans that can survive radiation just fine, live, grow old, and die in it. The problem is, once they die, they don’t stay dead. The dead rise again, stronger, meaner, and more deadly than they ever were in life.
An ancient Sanskrit manuscript had outlined for him a ritual that he had not previously dared to attempt. Now, in anger and desperation, he turned to it and made the necessary preparations.
Mordecai chose the city of Paris as the site of his ritual. On a moonless night, he gathered his coven in the city cemetery, along with thirteen sacrificial virgins The neighbors huddled in their beds in terror as lighting flashed, thunder roared, and the smell of brimstone filled the air. The blood of innocents spilled to the ground and awakened the bodies of those who lay at rest. At the command of the Italian magician, the dead clawed their way from their graves, hungering for the flesh of the living.
When these zombies kill a person, the victim’s soul is immediately judged and sent on to the appropriate afterlife. The body then rises up and joins the ranks of the undead.
We learned that when someone dies, you decapitate them and then burn the body or else you’re gonna have one flesh-eating corpse on your hands before too long.
So the gods went to war in earnest and left humanity in the lurch. This might not have been a problem except that the gods left in place their rather arcane system of judging and assigning new bodies to old souls. Now that process has broken down and no one is doing anything to fix it, at least for the moment. As a result, the unthinkable is happening: souls are being reborn into bodies that are already dead.
Vampire: if a vampire bites you and doesn’t rip you apart, you become a vampire.
Man created these Vam-pyres. They were mistakenly risen by science.
Base Zombie: ?
Sample Zombie: ?

American Paranormal Research 3
Fungi Zombie: Fungi Zombies are normal people that have been infected with fungal spores.

Blood and Brains: The Zombie Hunters Guide
Zombie Bloodsucking: Created by the bloodsucking wind.
A humanoid or monstrous humanoid slain by a bloodsucking wind’s energy drain rises as a bloodsucking zombie 1d4 days after burial.
Zombie Blue: Usually, it’s a weird military gas that makes blue zombies.
Mad Scientist Mad Science ability DC 31 1-6 Days
Zombie Brainless: Brainless zombies act at the behest of the hsing-sing that created them, and thus only attack enemies of their master.
Zombie Creep: Creeps immediately head for the brain of any victim and attempt to inhabit it so they can breed. They are also capable of animating corpses in this fashion.
A creep infests its victims in one of two ways: it either attacks and burrows into a target, or is spit into a victim’s mouth by a creep zombie. Regardless of the infestation method, once inside, it begins to burrow. A burrowing creep deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies and becomes a creep zombie.
Other creeps create creep zombies, which accounts for more kissing than takes place at most make-out sessions in parents’ basements.
Death Kiss Contagion: A zombie that that makes a successful grapple check can attempt to spit a worm into its victim’s mouth. The victim can evade this attempt with a successful Reflex save (DC 15) or have a worm spit into the victim’s mouth. It can spit once per round so long as the grapple is maintained. The zombie has 2d4 worms in it. See the “creep” entry for an example of this contagion.
Explode Contagion: The zombie can cause itself to explode, usually in a populated area. This attack spews worms at every living being within 30 feet. A living target caught within this radius must make a Reflex save (DC 10) to avoid having a particularly well-aimed worm enter an orifice. See the “creep” entry for an example of this contagion.
Zombie Cryonoid: These zombies are the result of cryogenics gone wrong. When lightning strikes, the zombies are animated.
The circumstances required to create cryonoid zombies are rare—the subject must be dead, cryogenically preserved, and then electrocuted with the strength of a lightning bolt.
Zombie Demonic: Zombie Fever Contagion
Zombie Fog: Fog zombies are the victims of a curse. They return to wreak havoc on the ancestors of those who wronged them.
Create Greater Zombie spell, caster level 12th to 14th.
Zombie Formaldehyde: Formaldehyde zombies are the result of patients who died in clinical facilities and were reanimated through a twisted embalming process.
Mad Scientist Mad Science ability DC 32 1-6 Days
Zombie Kyoshi Spawn: An afflicted humanoid that dies of kyoshi fever rises as a kyoshi spawn at the next midnight.
Any living being that is killed by a kyoshi becomes a kyoshi spawn.
Zombie Lord: The zombie lord is a living creature that has taken on the foul powers and abilities of the undead.
Create Greater Zombie spell, caster level 18th or higher.
Zombie Nazi: Mad scientists—mad Nazi scientists, to be precise—created Nazi zombies to be the ultimate soldiers, capable of surviving in any environment (especially U-boats). Unfortunately, they are also all quite psychotic, as only the most violent psychopaths were selected for the experiment.
Nazi zombies were (and are) created using “Gamma Gas.”
Mad Scientist Mad Science ability DC 36 1-6 DaysZombie Okokiyat: Okokiyat zombies are created through voodoo magic by sculpting an effigy (an ouanga) out of wax or some other substance. The ouanga is then placed in a coffin or some other place of confinement, where the bokor uses it to control the okokiyat zombie.
Create Okokiyat Zombie spell.
Bokor's Create Zombi power.
Zombie Radiation: Radiation zombies are a modern phenomenon that is spawned by large doses of radiation. This radiation can spring from government experiments, a meteor, a nuclear meltdown, or eating too many Twinkies.
Zombie Revenant: Revenant zombies reanimated themselves through sheer force of will. They have but one goal: the death of their murderers.
Create Greater Zombie spell, caster level 15th to 17th.
Zombie Templar: The Templars that returned from the Crusades turned out to be as every bit as heretical as the Inquisition accused them of being. They forsook the cross for the ankh and sacrificed victims to a malignant deity. The local villagers eventually retaliated by stringing them up. Crows plucked out their eyes, leaving them blind even in death.
Create Greater Zombie spell, caster level 11th or lower.
Zombie Toxic: Toxic zombies are fond of tossing opponents into the same toxic goo that created them.
Zombie Ultrasonic: Ultrasonic zombies are raised from the dead through… well, ultrasonics
Any victim killed by a Trillian’s gas ray can be animated by the Trillian at will as an ultrasonic zombie.
Mad Scientist Mad Science ability DC 29 1-10 Hours
Zombie Video: Video zombies manifest from televisions that play far too many crappy horror movies.

Zombie: A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse.
Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens.
If the subject dies of zombie fever, it rises as a zombie at the next midnight.
An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds.
“Zombie” is a template that can be added to any corporeal creature other than an undead.
Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies.
An ancient curse causes all those on a particular spot of ground to turn into zombies.
For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead.
Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens.
The zombie comes back because he’s really in love with somebody still alive.
A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies.
An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding.
A strange parasite reanimates corpses as vehicles to find and infect more hosts.
Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself.
Through mental willpower alone, the dead are dragged back into life.
The zombie in question gets really mad and comes back to avenge its killer(s).
Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers.
Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead.
Too much TV and videogames turns kids into zombies. No really.
A malicious bokor reanimates the dead for his own purposes.
Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight.
Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight.
Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight.
Awaken the Dead power.
Zombie Fever disease.
Ghost: Awaken the Dead power.
Skeleton: Awaken the Dead power.
Human Zombie: ?
Huge Crocodile Zombie: ?

AWAKEN THE DEAD
Psychokinesis (Con)
Level: Psychokinetic 5
Display: Visual
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One dead creature
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7
This power allows the manifester to animate the dead. The manifester can animate one HD of an undead
corpse per manifester level. If the targeted being has no body, it reanimates as a ghost. If it has only bones, it reanimates as a skeleton. If it has flesh, it reanimates as a zombie.
If an undead being was killed but its corpse is still intact, this power reanimates the undead being and restores it to full strength. Created undead are not automatically under the control of their animator. If the manifester is capable of commanding undead, the manifester may attempt to command the undead creature as it forms.
Using this power requires a Madness Check on the part of the manifester.

CREATE GREATER ZOMBIE
Necromancy [Evil]
Level: Arcane 5, Divine 5
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
Much more potent than animate dead, this evil spell allows you to create more powerful sorts of zombies. The type (or types) of undead you can create is based on your caster level, as shown on the table below.
Caster Level
Zombie Created
11th or lower
Templar Zombie
12th–14th
Fog Zombie
15th–17th
Revenant Zombie
18th or higher
Zombie Lord

CREATE OKOKIYAT
Necromancy [Evil]
Level: Divine 2
Components: V, S, M
Casting Time: Attack 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 okokiyat zombies that follow the caster’s spoken commands. The okokiyat zombies can follow the caster, or can remain in a specified area and attack any creature (or just a specific type of creature) entering the place. The okokiyat zombies remain animated until they are destroyed. (A destroyed okokiyat zombie can’t be animated again.)
A single casting of create okokiyat can’t create more HD of okokiyat zombies than twice the caster’s level.
The okokiyat zombies created by this spell remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of okokiyat zombies per caster level. If the caster exceeds this number, all the newly created okokiyat zombies fall under his or her control, and any excess okokiyat zombies from previous castings become uncontrolled (the caster chooses which okokiyat zombies are released). Okokiyat zombies the character commands through other means (if the character has the ability to command or rebuke undead) do not count toward the limit.
Casting this spell requires a Madness Check on the part of the caster.
Material Component: Purchase DC 15 + 1 per 2 HD of the undead. This item manifests itself as an ouanga—if it is destroyed, the zombie is destroyed.

ZOMBIE FEVER
Necromancy [Evil]
Level: Arcane 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts zombie fever, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use zombie fever’s normal save DC for the initial saving throw).
An afflicted humanoid must make subsequent Fortitude saves (DC 12) to resist further damage (secondary damage 1d3 Con and 1d3 Dex) per the normal disease rules. If the subject dies of zombie fever, it rises as a zombie at the next midnight. It is not under the control of the caster (unless controlled with a spell or other ability), but it hungers for the brains of the living.

Book of Unremitting Horror
Blood Corpse: When a person dies in the grip of an addiction or need so strong that it overwhelms their thoughts and blots out their personality, the craving can sometimes hold the diseased spirit bound to the body.
The first recorded blood corpses were dead Roman aristocrats, who perished weeping because they would never see the games, or watch slaves butcher an actor in a degenerate performance of The Bacchae. Blood corpses in the Middle Ages were often starving peasants, who died whining for a moldy crust of bread, or flagellant monks addicted to prayer and the pursuit of God. In later years, they arose when men and women addicted to drink or vice died in bedlam, their minds rotted by their insatiable desires. The blood corpses of the modern era (and there are many more than there used to be) are most likely to be the result of death through drug overdose, when an addict just could not cram enough sweet satisfaction into his veins.
A blood corpse can result from any fatally compulsive behavior. There is even one straggle-haired horror, stalking the streets after dark and preying on happy women. Her bulimia killed her, and she now binges on hot blood instead of on chocolate bars.
Blossomer: For this, the demon needs a host, usually a high-ranking male member of the cult who is willing to die for the cause. The ritual only succeeds if the volunteer stays alive until he expires from blood loss; he must thus prepare himself thoroughly, whether by meditation, contemplation and privation, or with self-debasing excesses – drugs, drink, certain sex acts, and violence (traditions vary). Then, when his cult decides that it is time, he gives his life to his patron. The group places him on an altar and begins to eat his body, from the waist down, using only their teeth and fingernails. If the volunteer can survive the pain and shock to stay conscious and willing, his patron sends a demonic agent into the sacrifice’s body at the moment he is exsanguinated. The cult continues its feast until they have gobbled up everything below the ribcage, at which point, the corpse comes to life as a blossomer.
Strap Throat: Mary Beth, who spent her last years locked in a room, sympathizes with the lonely, the awkward and the isolated, and hates bullies so much that she came back from the grave to kill her own father.

Dawning Star: Helios Rising
Information Ghost: Information ghosts are created when individuals with some connection to Red Truth have their minds destroyed by uncontrolled exposure to Red Truth. This can only happen under unusual circumstances, such as extended visits to Green Reach facility or other places where Red Truth bleeds over into our reality. It is almost impossible for yaom or psionicists to become information ghosts through their normal interactions with Red Truth. In areas where Red Truth is accessed repeatedly the barrier between it and this dimension sometimes weakens, allowing Red Truth to spill into our world and cause damage to those whose minds are unprepared.
An information ghost is made up of the whole of the information stored within the brain of a psionicist who suffered terminal exposure to Red Truth. The victim's consciousness leaves their body as pure information which continues to exist in Red Truth, but cannot leave Red Truth or areas where it has invaded our reality without great difficulty.
Information ghost is an inherited template that can be gained by any character who is a yaom, a dosai, or a psionicist and whose Wisdom is reduced to 0 through uncontrolled exposure to Red Truth. This can happen in areas where Red Truth bleeds over into our dimension, such as Green Reach. Under extremely trying conditions yaom looking into Red Truth can become information ghosts. This normally only occurs to yaom if their Wisdom is reduced to 0, they have no power points left, and are disabled or suffering from a fear condition. In such a situation the yaom must make a Will save (DC 15) to avoid becoming an information ghost. Some powerful yaom can will their minds into the form of an information ghost using advanced psionic abilities, but this power is extremely rare and only the most powerful yaom masters can do so.
Dosai Information Ghost Charismatic Hero 3/Smart Hero 2/Telepath 2 Green Reach Researcher Turned Information Ghost: ?
Kurlis Inromation Ghost Esoan Smart 3/Field Scientist 10/Telepath 2: When the final malfunction of the brainshock cannon occurred Kurlis was in the process of trying to physically restrain the vaasi-infected scientist who sabotaged the brainshock cannon and was attempting to fire it. Kurlis failed, and thus Green Reach was doomed.
Sheargus Information Ghost Dosai Charismatic Hero 5/Telepath 10: A dosai researcher at Green Reach, Sheargus ignored the warnings of his fellow researchers and probed the far reaches of Red Truth. What he found there no one is sure, but in the days before the vaasi fleet enter the Helios system Sheargus had a psychotic break during which killed several other researchers. Sheargus was incarcerated and awaiting psychological evaluation when the brainshock cannon malfunctioned. A powerful psionicist, Sheargus survived the transformation into an information ghost.

d20 Evil Dead
Deadite: ?
Deadite Guardian: ?
Deadite Harpy: ?
Kandarian: "Kandarian" is a template that can be added to any object or creature.
Deadite Legless: ?
Deadite Nether-Beast Familiar: ?
Deadite Pig: ?
Deadite Possessed Limb: If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own. As in, your body part does its best to kill you even while still attached.
So your hand has become possessed. Or maybe it's your whole arm. Or maybe it's your leg. And we hope to God it's not…well, down there. But in any case, it's obvious the only logical thing to do is chop it off. Right?
That's how it starts.
Deadite Queen: ?
Deadite Skeleton: ?
Deadite Skullbat: ?
Deadite Slavelord: Stuff the fat, oozing flesh of a deadite guardian into S&M gear, chop off its fingers and replace them with really long claws, and you've got yourself a deadite slavelord.
Deadite Tree: Stick a Kandarian demon in a deadite tree and you get one pissed off demon. Kandarians seriously enjoy possessing things that can scream, shout, dance, and giggle incoherently.
Trees. Just. Sit. There.
Deadite Warrior: ?
Deadite Zombie: Any living humanoid that accumulates enough damage to reduce his hit points by one-quarter must succeed on a Fortitude save (DC 15) or become a deadite zombie in 1d10 rounds. He must make another save for each additional quarter of hit points lost to deadite melee attacks.
If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own.

D20 Ghostbusters
Ghost: Ghosts are the spectral remnants of intelligent beings that, 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.

d20 Paranoia
Living Dead: “Living Dead” is a catch-all term used to describe clones that, although deceased, refuse to shuffle off this mortal coil. Thus, it can be just as easily applied to Pre-Cat rad ghouls as to the unspeakable creatures that infest DND sector’s sewage system.
Living Dead Spawn: Any clone killed by a Master of the Living Dead has a 75% chance of becoming a new Living Dead Spawn. This transformation takes D4+1 rounds to complete
Master of the Living Dead: ?

d20 Shadowrun Core
Ghost: ?
Ghost Apparition: ?
Ghost Specter: ?

Four Color to Fantasy Revised
Dark Decade Vampire: ?
The Vampire Prime: He claims to be the very first vampire.
There is evidence to state that he has his origins in Asia, and was once a monk of some kind, already immortal through enlightenment before succumbing to the Dark Powers and becoming an undead monster.

Undead: If you are undead and kill a living creature with the energy drain power the slain creature rises instead as the same type of undead as you.
If you are undead and kill a living creature with the life drain power the slain creature rises instead as the same type of undead as you.
Ghoul: If you kill a living creature with the energy drain power, it rises as a ghoul in 1d4 days.
If you kill a living creature with the life drain power, it rises as a ghoul in 1d4 days.

Gaslight Victorian Fantasy 1e
Vampire: new vampires are born when an original vampire kills a victim in the usual manner, but the victim’s desire to live is so overpowering that it returns a few nights later.
Skeleton: 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.
Animate Dead spell.
Zombie: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed).
Animate Dead spell.

Animate Dead
Necromancy [Evil]
Level: Divine 3, Arcane 4; Components: V, S, M; Casting Time: 1 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 skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead, you can’t create more HD of undead than twice your caster level with a single casting of animate dead.
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 an Acolyte, 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.
Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.
Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.

Godsend Agenda
Undead: Animate Dead power.

Animate Dead
Charisma
8 Per Rank
You can animate the dead and make them do your bidding! You can actively control a number of undead up to your Animate Dead levels plus Charisma modifier. The duration of this effect is equal to 1 hour per Animate Dead rank. A control roll must be made every round, or the undead may turn on you! Roll your Charisma versus a DC 12. The undead will obey orders to the letter (think carefully) and fight to the death (or, rather, destruction). This Power can be focused into a single corpse instead of many, and you may add one point to any Attribute, Wounds, Skill or Power for every Animate Dead rank plus Charisma modifier. The statistics for a typical undead are below.
Undead
Undead; Init –2 (Dex), Defense 8, (-2 Dex); Spd 10m; VP 0/10; Atk +0 melee (Claws 1D6+1), -2 ranges; SQ never takes stun; SV Fort +0, Ref –2, Will +5; SZ M; Str 10, Dex 7, Con 10, Wis 8, Cha 8.
Skills: Climb +2, Listen +2, Move Silently +7, Search +4, Spot +7

Green's Guide to Ghosts
Ghosts: The word “ghost” is actually a catchall term for many different types of supernatural manifestations. Clouding the waters even further, many ghost hunters and theologians have differing opinions on the nature of ghosts. Some believe that they are the souls of those who are somehow trapped here on earth and have yet to “cross over.” Others believe that ghosts are demons that appear to the living to sow confusion and religious doubt. Yet others believe that ghosts are naturally occurring ripples of strong emotions echoing from dimensions that intersect our own.
One theory—the one I believe to be true—is that these locations or objects absorbed the psychic impressions of a person in the same way a room absorbs strong odors such as cigarette smoke. Those impressions linger long after the person has passed away, but are really nothing more than an echo of a strong emotional imprint.
The other type of ghost—lost souls—are spirits whose mortal remains have expired but whose immortal souls have not passed on to the “undiscovered country”, the “next life”, “heaven”, or whatever you prefer to call it. Usually, they stay behind because of unfinished business.
Commonly believed to be the disembodied spirit of a dead person or animal.
Some assert that they are the lost souls of those who are somehow trapped here on Earth and have yet to “cross over” because they have not realized they are dead or due to an untimely death. Some religious experts believe that ghosts are demons that appear to the living in an effort to confuse and create doubt in an individual’s faith. Yet others believe that ghosts are naturally occurring echoes of strong emotions “recorded” in another dimension that intersects with our own.
Ghost Lost Soul: Lost souls are the spirits of those who die but are unable or unwilling to leave our plane of existence—usually because of some unfinished business, but in rare instances because of outside intervention.
“Lost soul” is an inherited template that can be added to any recently deceased creature with Intelligence of 3 or greater. Lost souls manifest themselves in one of
four classifications depending on the amount of their spiritual energy (as determined by hit dice, below) at the time of death. Manifestation of the last category, dominating spirit, requires additional circumstances as noted in the description.
Manifestation (species) Initial HD
Lesser manifestation 1-2
Poltergeist 3-4
ABE 5-6
Phantom 7+
Dominating Spirit* 7+
Ghost Lost Soul Lesser Manifestation: ?
Ghost Lost Soul Poltergeist: ?
Ghost Lost Soul Atmospheric Balls of Energy: ?
Ghost Lost Soul Phantom: ?
Ghost Lost Soul Dominating Spirit: A dominating spirit is the lost soul of someone corrupted by great and infernal powers. In life, the person may have wielded forbidden arcane powers or committed vile, evil acts.

Love Witch
Skeleton: Necromancy feat.
Zombie: Necromancy feat.

Necromancy
[Atlantean Magic]
You have mastered the art of bringing life
to dead matter.
Prerequisite: Int 13
Benefit: You may roll a successful Concentration skill check (DC12) to animate a number of skeletons equal to your caster level, or a number of zombies equal to one-half your caster level, or an earth elemental with a number of hit dice equal to your level.

Modern Maladies
Necroambulant Zombie: Anyone slain by the necroambulism affliction eventually rises again as a zombie.
“Necroambulant Zombie” is a template that can be added to any corporeal creature other than an undead.
Necroambulism disease.

Ghoul: Necrotizing fasciitis can also lead to the ‘natural’ formation of undead creatures known as ghouls.
“Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh.
If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising.

Necroambulism
Necroambulism refers to the more appropriately named Walking-Dead Disease, since anyone slain by the affliction eventually rises again as a zombie. Early symptoms of necroambulism include a loss of coordination, fatigue, and the slow degradation of physical health. The viral strain that causes necroambulism spreads through direct contact with infected creatures or other objects such as clothing. No known cure exists.
Incubation Period: 1d8 days
Initial Damage: Ability Damage (1d2 Dex), Fatigue
Secondary Damage: Ability Damage (1d2 Con, 1 Dex)
Recovery: 2 (once/day)

Psi Watch
Gravedigger: Project Gravedigger began in the late sixties, using the remains of American soldiers killed in Vietnam and Cambodia as ‘test-beds’ for cybernetics experimentation and surgical re-animation trials. Within a few months, government medics were able to successfully “reactivate” a human corpse, replacing damaged and decayed tissue with cybernetic analogues, producing a humanoid fighting machine for a fraction of the cost of producing a combat android and writing a working AI source code.

Imperial Age British India
Bhuta: Bhutas are evil ghosts, the restless soul of someone who died for his crimes or was killed in a way abhorrent to his religion (such as suicide).
Pishacha: ?
Pishacha Human Strong Ordinary 1/Tough Ordinary 1: ?
Vetala: Vetalas are vampiric wraiths created when the body of a Hindu is not given a proper burial (cremation).

Terrors of the Twisted Earth 2e
Screamer: Screamers are said to be the long-dead corpses of the Ancients, animated by some unknown phenomenon of radiation.
Screamers were once people, horribly mutated and impregnated with massive doses of radiation. Through some unknown process, screamers arise after death to shamble about in the night, in search of living flesh to consume or ravage with their burning, radiated touch.
Zombie Plague: Plague zombies are horrific undead creatures, reanimated with a shadowy semblance of life by the bizarre and unexplainable effects of a virulent super-disease, the cure for which has long been lost.
The “plague” that causes the animation of plague zombies was originally engineered by the Ancients just prior to the Fall. Though little is known of what the original strain was meant to do on unsuspecting civilian populaces, the effects of radiation apparently mutated the disease so that the scientists who originally developed it were helpless to stop its spontaneous spread. Within weeks, the test population (comprised of urban homeless from the escalating world war) first subjected to the disease had spread the plague to others, and an epidemic of ghastly proportions swept across the country.
As if their appearance alone were not horror enough, plague zombies bear one final and chilling curse – the disease itself. A creature badly injured by a plague zombie inevitably contracts the plague, slowly turning him into a mindless, flesh-eating plague zombie in a matter of days...
An opponent struck by a plague zombie bite must succeed at a Fortitude check (DC 20) or contract the plague. The plague remains dormant for 2d6 hours, but after that the victim becomes weak and delirious (and must remain bedridden). After an additional period of 2d6 hours, he becomes a zombie.
Unlike other diseases, the contagion of the plague zombie cannot be cured by any known drug or device of the Ancients or their survivors. Once infected, there is no cure.

Imperial Age Grimoire
Skeleton: Animate Dead spell.
A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones.
Zombie: Animate Dead spell.
A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy.
Zombie Liquefied: Create Undead spell.
Mummy: Create Undead spell.
Vampire: Create Undead spell.
Ash Wraith: Create Undead spell.
Spirit: Create Undead spell.

Animate Dead
Necromancy [Evil]
Level: Divine 3, Arcane 4; Components: V, S, M; Casting Time: Attack 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 the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead.
The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability 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. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.
Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.
Material Component: Purchase DC 15 + 1 per 2 HD of the undead.

Create Undead
Necromancy [Evil]
Skill Check: Knowledge (arcane lore) DC 31, 7 successes; Failure: Two consecutive failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum); Range: Touch; Target: One corpse or skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No
Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation.
You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control.
This incantation must be cast at night.
Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4.
Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magick of the spell turns the gem into a worthless shell.
Experience Point Cost: 100 XP.
Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain.

Imperial Age Victorian Monstrosities
The Beggarwoman: An elderly disabled woman begs for a night’s rest at a castle. Although the Marquise accommodates her, the Marquis comes home and makes her move behind a stove. The woman accidentally slips and fatally injures herself. Years later, the spirit of the Beggarwoman returns to haunt the castle.
One of the most disturbing elements of this story is the excessive nature of the vengeance for the harm caused. While the Marquis was a bit inhospitable, he did allow a stranger to stay in his house. His insistence on her moving caused her to fall, but it was an accident. He did not realise the extent of her injury and he certainly didn’t intend for her to die. In return, the Beggarwoman’s spirit returns several years later.
The Scorned Woman: Reginald Hempworth was a young gentleman that fell in love with a country girl while keeping an eye on his investments in the wool industry. Although of a different class and station, Reginald assured the young Clarissa that they would be together. He planned on moving to France or possibly America, where only their money, not their breeding would matter.
Unfortunately, Reginald was not very good at management and he incurred a large gambling debt. Fortunately, he was offered another woman’s hand in marriage, one with a dowry large enough to pay off Reginald’s debt and get his investments back on their feet. While he loved Clarissa dearly, he could not afford to pass up this opportunity. With a heavy heart, he told Clarissa of his engagement while they were in his carriage.
Clarissa did not take well to the news. Angry and hysterical, she flung open the carriage door and fled into the rain. Reginald tried to stop her, but to his horror she had flung herself over a cliff. Luckily for Reginald, a passerby saw Clarissa leap over the edge unaided which kept Reginald out of official trouble.
Reginald married and enjoyed two decades with his wife and their children before the Scorned Woman first appeared. She was the spitting image of Clarissa, although in ghostly form.
Brunhilda Vampiric Charismatic Ordinary 4: Brunhilda dies at an early age. Her husband, Lord Walter, never gets over her death, even though he remarried and had two children with his new wife. Walter spends a lot of time at her gravesite and one day encounters a sorcerer (more likely a necromancer) while grieving there. The sorcerer hears his wish for her to return, but although he warns Walter that Brunhilda would not be happy he consents to resurrect her.
The Black Widow Vampire Dedicated Ordinary 4: Unfortunately, Viola had another suitor, Arturo, a local man that had just returned from army service. Arturo demanded that Vittorio annul the marriage. When Vittorio refused, Arturo drew his revolver and demanded satisfaction. Viola tried to intervene and Arturo’s revolver fired, killing Viola on the spot. Arturo fled while Vittorio grieved for his dead bride.
Vittorio was inconsolable and refused to sculpt. His patron, upset that Vittorio was leaving much of his promised work unfinished, employed a sorcerer for assistance. The sorcerer confronted Vittorio and told him that he could raise Viola from the dead and that she would remain beautiful forever. She would also remain very much in love with Vittorio. In disbelief, Vittorio agreed to allow the sorcerer to summon her. To his delightful surprise, Vittorio was reunited with his beloved Viola.
Demon of the Night Lich Smart Hero 3/Mage 6: While considered a lich, the Demon of the Night was cursed into its current form rather than achieved it through study.
The story contains a strange character, Canon Alberic, who lived in the late seventeenth century. He seems to be an astrologist (or hermetic disciple) and he apparently tore up Church books in order to make a scrapbook. The Demon of the Night appeared at this time and Canon Alberic died in his bed under mysterious circumstances. The Demon is interested in keeping the scrapbook and haunts the current owner of the tome (one can surmise that the church guardian took the book from the church, which caused the Demon to come after him).
The statistics below presume that Canon Alberic has been transformed into the Demon of the Night. He is cursed to watch over his scrapbook and ensure that it never leaves the shadow of the old church for long.
The Tattered Storyteller Revenant Charismatic Ordinary 8: ?
Human Zombie: A night mail coach accident nine years previous that ended with the death of all passengers.
Carmilla Vampire Charismatic Hero 6: She died at a young age, herself the victim of an unidentified vampire.
Vampire: While most women she feeds on die within a week, Carmilla is also known to fall in love with some of her prey and keeps them around much longer. They will eventually succumb, however, and turn into a vampire like Carmilla (the novella insinuates that those killed quickly do not raise as vampires, but this is never explicitly stated).
Sir Nicolas Rathbane Vampire Smart Hero 3/Charismatic Hero 3: ?
Dracula Vampire Charismatic Hero 8/Strong Hero 4/Dedicated Hero 4: The Transylvanian Count was a sorcerer that used black magick to become a vampire.
Katerina The Baroness Vampire Charismatic Hero 10/Personality 10: The Baroness’ origins are shrouded in mystery.
Lord Ruthven Vampire Charismatic Hero 8: ?
Varney Vampire Fast Hero 3/Swashbuckler 5/Charismatic Hero 2: Sir Francis Varney began life as Mr. Mortimer, a Crown supporter that helped members of English royalty escape to Holland during the English Civil War. He was shot and killed by one of Cromwell’s soldiers just after he’d accidentally killed his own son in a fit of rage. As he was dying, he heard a voice that told him he would be cursed for killing his son. Two years later, Mr. Mortimer rose from his grave as a vampire.
Lich: A lich is an undead magickal practitioner (such as a Hermetic Disciple or Medium) that has used magick to unnaturally extend its life. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.
“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery; see The Lich’s Phylactery, below.
The Lich's Phylactery
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
Each lich must make its own phylactery, normally through a powerful, secret Incantation. 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.

Thrilling Tales Omnibus Edition
Vampire Smart Villain 7 Otto Von Ubel: Von Übel was a Prussian noble who was wounded during the Napoleonic Wars, as he lay dying on the battlefield, he fell victim to the predations of a vampire. The vampire, whose name Von Übel never learned, was a weak creature, more content with scavenging battlefields than in hunting his own prey -- Von Übel used his dying effort to kill the creature, but not before it had worked its terrible magic. Otto Von Übel rose again as a creature of the night.
Vampire Strong Ordinary 2: Von Übel is served by a group of lesser vampires that he has created.

Year of the Zombie
Classic Zombie: The Classic Zombie template is applied to any human who dies with an intact brain during the Rising.
Common Zombie Strong Ordinary 1/Tough Ordinary 1: ?
Sprinter Zombie: The Sprinter Zombie template is applied to any human who dies with an intact brain during the Rising.
Sprinter Zombie Fast Ordinary 2: ?
Child Zombie: The Child Zombie template is applied to any human with the child template who dies with an intact brain during the Rising.
Frenzied Zombie: The Frenzied Zombie template is applied to any human who dies with an intact brain during the Rising.
Frenzied Zombie Tough Ordinary 4: ?
Enhanced Memory Zombie: These are the ones who have regained some knowledge of their former selves, either because of extensive training, repeated actions, or something that was very important to the person before they Rose again. Most Enhanced Memory Zombies are former military, remembering the basics of weapon use. Some have been policemen or others who died with a vitally important task undone (not something simple, such as getting the cat out of the garage).
Enhanced Memory Zombie Fast Hero 1/Smart Hero 4: ?
Trained Zombie: Some zombies are “trained,” by the immoral or the insane, to perform certain tasks.
Training is most often done through repeated moves, with negative reinforcement delivered via electroshock and positive reinforcement being rewarded with a live victim. Though zombies do not appear to feel pain from injuries, electrical shocks delivered to the spine or brain appear to hurt them. Eyelids are commonly cut away, and often an implant is placed into the skull to deliver an electric shock that will temporarily overload the zombie’s motor control center.
The Trained Zombie template may be applied to any existing zombie.
Trained Zombie Classic Zombie Strong Hero 1/Tough Hero 1: ?

Year of the Zombie Marauders
Zombie Mob: ?

13th Age
13th Age Core Book
Undead: White dragons are a debased and even cowardly lot, cut off from the power of their slain icon. They still hold a grudge against the Lich King but don’t dare do anything about it because he knows how to transform them into undead servants.
The wizards of Horizon say that the Lich King’s magic brought the formerly loyal subjects of his kingdom back to unlife.
Ghoul: Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night.
Newly-Risen Ghoul: ?
Skeleton: ?
Decrepit Skeleton: ?
Skeletal Hound: ?
Skeleton Archer: ?
Skeleton Warrior: ?
Blackamber Skeletal Legionnaire: The most dangerous skeleton warriors are those of the Blackamber Legion. Before the first age they swore to serve their master, the Wizard King, forever. Whoops.
Vampire: ?
Vampire Spawn: ?
Spawn of the Master: ?
Wight: ?
Wraith: ?
Zombie: Near the end of a past age, a Diabolist released a disease on the world that turned people into contagious zombies
Zombie Shuffler: ?
Human Zombie: ?
Big Zombie: ?
Giant Zombie: ?
Pathetic Zombie Goblin: ?

13th Age Bestiary
Wraith Bat: ?
Dybbuk: Dybbuks are the souls of the dead who wish to continue living in warm bodies.
Ice Zombie: The past victims of frost giants sometimes attain a sort of half-life. Frozen rock-solid by the cold, ice zombies are found in glacier walls near ice giant palaces or stumbling away from bergships as they defrost.
Ghoul: Once regular people, there are two causes that are widely held to cause ghoul outbreaks. Being killed by a ghoul causes the victim to rise up as one. Eating the flesh of the dead is the other cause.
Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night.
Each time a ghoul bites a character, that PC immediately loses a recovery. If they run out of recoveries before their next full heal-up, that character must start making last gasp saves at the start of each battle. If the character fails their fourth last gasp save this way, they turn into a ghoul.
Ghouls don’t make other ghouls: The only way for someone to turn into a ghoul is cannibalism. They must willingly eat the flesh of a living, intelligent being. It may have to be the raw flesh of someone not yet buried. It may be flesh specially prepared in a half-ritual, half-recipe and served to a cult. Perhaps ghouls are consciously created by choice. It may be a desperate choice between starving on a drifting ship or dying, but it’s still a choice. Once that choice is made, the hunger sets in and doesn’t stop until the ghoul is killed or it becomes a ghast.
Ghoul bites can’t turn creatures, but ghast bites can: This process is slow. A single bite won’t do it. The only way to survive the process is to make it to a full heal-up. During the full heal-up, any character with medical knowledge or healing hands can take the necessary precautions to deal with the infection. Should a character die before they take a full heal-up, however, the infection takes over.
The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead.
Ghast: Ghasts are born from ghouls who, desperate from hunger, attack and eat other ghouls.
An army or raiding party uses potions to enhance its soldiers. The potions increase stamina and speed. One of the main ingredients is ghoul ichor. Unfortunately, a soldier overdoses and turns himself into a ghast.
The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead.
Gravemeat: ?
Ghoul Fleshripper: ?
Ghoul Licklash: ?
Ghoul Pusbuster: ?
Haunted Skull: ?
Watch Skull: Glittering glass in the eye sockets and runes carved on the brow show that somebody went to a great deal of effort ensure that a ghost would haunt this undead guardian. One wonders if the runes were carved before, after, or during death.
Slime-Skull: The slime killed the creature, the creature’s ghost killed the slime, and now the two are trapped together—bound to the skull.
If the slime-skull kills a creature, it takes that creature’s head as a standard action and attempts to escape (it can squeeze through gaps as small as the skull). The slain creature can’t be resurrected until its skull is recovered because its spirit is now trapped within the skull. If the PCs don’t track down the slime-skull before their next full heal-up (or within a day), the stolen skull will transform into another slime-skull.
Jest Bones: Some spirits don’t get to rest easy, curses are never pretty things, and dread necromancers like a good laugh as much as the next person. Some might say they enjoy laughing more than normal people, and at the darkest possible jokes.
Screaming Skull: ?
Flaming Skull: Beings whose great passions anchor them to their mortal remains can become flaming skulls.
Black Skull: Before becoming undead the black skulls were the generals of the Wizard King’s armies and the members of his court.
Skull of the Beast: ?
Undead: When the spinneret doxy drops an enemy to 0 hit points or lower, she will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts their chest open. On the fourth failure, the doxy takes the heart and the target dies and becomes undead under her control.
When the lethal lothario drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the lothario takes the heart and the target dies and becomes undead under her control.
When the binding bride drops an enemy to 0 hit points or lower, she will move next to that creature as a free action and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts its chest open. On the fourth failed save, the bride takes the heart and the target dies and becomes undead under her control.
When the swarm prince drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the prince takes the heart and the target dies and becomes undead under his control.
Lich: When a creature uses magic, particularly arcane magic, to extend their life unnaturally, they often become a lich. Most liches are former wizards who turn themselves into undead creatures to continue their pursuits after a lifelong study of magic. The new lich creates a phylactery—a relic imbued with its essential life force.
The Fine Art of Phylactery
The most common phylactery is an item that was important to the lich in life. Many phylacteries are small and fragile. The advantage of such items is their ease of concealment. If it’s a small charm given by the lich’s first true love, it can be hidden inside a trap-laden sarcophagus. If the phylactery is larger, such as a painting, the lich will likely have an art gallery where the phylactery hides in plain sight. Or perhaps the stone statue of the lich’s mother is more than just a memento among a gallery of similar stonework.
Physical locations are also possible choices for a phylactery. An ancestral castle, a wrecked pirate ship, or a stone tower covered in runes could all serve as the home to a lich’s essence. Often, liches that choose a location are bound within its borders, or the borders of the land within its influence. These locations are stocked with plenty of guardians for protection as well as minions that handle the lich’s business outside the walls. The destruction of the building or structure is the only way to be sure the lich will never return. Killing a lich is hard enough, but also destroying its entire lair is definitely a job for heroes.
Living creatures might also be used as phylacteries. The lich kills off all of its blood relatives and performs a ritual on the last member of its bloodline, who becomes the phylactery. Or perhaps it chooses a bride or a groom and installs a part of itself inside its chosen victim. This option does have one drawback, however, because it forces the lich to perform the ritual every few decades as the living vessel dies. But it also poses a challenge for those looking to slay the lich beyond finding the phylactery. Is destroying the lich worth the murder of an innocent teenage girl, or a young child? Perhaps the living phylactery is completely unaware of its link to the lich. What if that link was to one of the heroes?
Lich Count: Counts and countesses gain their title by acting in the interests of the Lich King. It may be by accident, or it may be a deliberate move to curry favor with the icon.
Lich Prince: To become a prince or princess of the Peerage, the lich pledges unflappable loyalty to the Lich King. Part of the pledge includes either disclosing the location of their phylactery to the Lich King or delivering it to the icon personally.
Wendigo: Wendigo are disembodied spirits torn away from the Lich King by some form of connection with the High Druid.
These strange monsters represent a conflict between the powers of the Lich King, High Druid, and Diabolist. Depending on how you interpret the oracles, any one of the three icons could be to blame for the creatures. But it seems likely that none of the icons are served by the wendigo’s existence. Wendigo represent some sort of failure of control or authority or loyalty no matter which icon’s perspective you’re trying to apply.
Wendigo seem to be the result of a battle between the Lich King and the High Druid for specific souls. The High Druid certainly claims some souls as ancestor spirits and in other odd portions of the natural cycles of the world. The Lich King obviously wants to claim as many of the dead as possible.
The fact that wendigo start as undead indicates that these are spirits formerly under the Lich King’s control that the High Druid or one of her ancient incarnations tried to retrieve. Perhaps they were loyal to the High Druid in life. Perhaps the wendigo initiated the transformation themselves, seeking to escape from the Lich King via the power of the High Druid.
Wendigo Spirit: ?

13 True Ways
Skeletal Minion: ?
Crumbling Skeleton: ?
Putrid Zombie: ?
Starving Ghoul: ?
Masterless Vampire Spawn: ?
Blackamber Skeletal Warrior: ?
Just-Ripped-Free Skeletal Mook: The Bones Beneath spell.
Summoned Ghoul: Summon Horror 3rd level spell.
Summoned Wight: Summon Horror 5th level spell.
Summoned Barrow Wight: Summon Horror 7th level spell.
Summoned Greater Wight: Summon Horror 9th level spell.
Summoned Wraith: Summon Wraith 5th level spell.
Summoned Greater Wraith: Summon Wraith 9th level spell.
Death Blossom: ?
Lich Flower: ?
Mummy: Down through the ages, powerful magicians have endeavored to preserve their own lives, escaping both the mystery of death and the horror of undeath. The secrets by which they preserve themselves at the end of their mortal lives are lost, but someone always finds or recreates those secrets. Ideally, these carefully preserved mummies live on in a sort of passive false life of the mind, dreaming endlessly in their sarcophagi but never passing on into death itself. It’s good work if you can get it. The problem is that the Lich King is dead set against letting anyone enjoy such a happy ending. When his servitors discover mummies, they invariably animate them and turn them into proper undead minions.
Specter: A specter could be the guardian of a dark gate, the ghost of an ancient icon, a viceroy under the Lich King, the spawn of a unholy ritual, a necromantic mastermind, the ghost of the infernal machine that the PCs just wrecked, a hero’s undead twin, or your own better idea.
Each specter has a terrible tale behind its creation.
Dread Specter: ?
Zombie: There are many sorts of living things. Some of them create zombies, which means there are also many sorts of zombified things.
Zombie Beast: ?
Zombie of the Silver Rose: They are the only “survivors” of a lost cult that once battled the undead. The Lich King somehow brought them down, and these warriors now serve their erstwhile enemy.
Headless Zombie: The Forbidden Incantation of Eternal Hunger turns the bodies of mighty warriors into ravening, headless monstrosities. Not only do these poor creatures have the semblance of life, they also suffer the semblance of insatiable hunger. With no mouths, they cannot eat, but they are driven to destroy living creatures in a vain attempt to sate their hunger. What exactly happens to the corpse’s head during the ritual remains obscure, and really, you don’t want to know.
Undead: Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations.
Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms.
Lich King: Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations.
Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms.

3rd Level Spells
The Bones Beneath
Ranged spell Daily
Target: One nearby mook (and hence, its mob)
Attack: Intelligence + Level vs. PD
Hit: 4d12 + Intelligence negative energy damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle.
Miss: Half damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle.
5th level spell
7d12 damage.
7th level spell
2d6 x 10 damage.
9th level spell
2d10 x 10 damage.
Special: The stats for the mooks created by each level of the bones beneath appear below. The level or physical nature of the mooks is irrelevant; the magic of the spell turns whatever creatures it’s forced to work with into skeletal mook allies with the stats below.
The new mooks take their turn immediately after your turn.
It’s worth mentioning that the mooks created by this spell don’t count as summoned mooks. This isn’t a summoning spell.

Summon Horror (3rd level+)
Ranged spell Daily
Effect: You summon a ghoul, as per the summoning rules on page 11. The summoned ghoul fights for you until the end of the battle or until it drops to 0 hp, whichever comes first.
As you cast the spell at higher levels, the creature you summon varies, as shown below. The stats for each creature are shown below.
5th level spell
You can now summon a wight.
7th level spell
You can now summon a barrow wight.
9th level spell
You can now summon a greater wight.

Summon Wraith (5th level+)
Ranged spell Daily
Effect: You summon a wraith, as per the summoning rules on page 11. This wraith fights for you until the end of the battle or until it drops to 0 hp, whichever comes first.
As you cast the spell at higher levels, you summon multiple wraiths. Stats for the two versions of the wraith summoned by the spell are listed below.
7th level spell
You can now summon two wraiths.
9th level spell
You can now summon two greater wraiths.

Book of Loot
Undead: If you die while animated by the armor of animation, it’s a dead cert (ahem) that you’re coming back as some sort of undead.
Decrepit Skeleton: Boneservant wondrous item.

Lions & Tigers & Owlbears: The 13th Age Bestiary 2 Preview
Summoned Ghoul: ?
Great Ghoul's Maw: ?
Greater Summoned Ghoul: ?
Great Ghoul's Shadow: If the Great Ghoul’s Maw is slain, the GM secretly rolls a normal save (11+) at the end of each session, including this one. If the save succeeds, the Great Ghoul regains a semblance of life: the Great Ghoul’s Shadow.

13th Age Glorantha
Undead: Like other people, they’re mainly farmers and hunters, but life in the shadow of the Upland Marsh forces them to confront the undead horrors created by Delecti the Necromancer.
If the PCs earn the trust of the ducks, the ducks favor them with a special blessing. It will strengthen them for the coming apocalypse, when the universe turns upside down and the dead attack the living.
Most undead are created by ? Chaos, especially by the minions of the gods Thanatar and Vivamort.
The only oddity in the rune column is that undead have three different rune possibilities. In Glorantha, undead creatures come in many sorts. Regardless of their source, undead creatures earn the undying enmity of Humakt and his devotees.
Trolls, especially trolls connected to Zorak Zoran, create undead associated with o Darkness. These are reanimated, spiritless corpses, not ghouls or vampires. They are neither Chaotic nor, arguably, truly undead. They’re a bit more like constructs, since the soul of the dead creature is not trapped in the skeletal or zombie body. Troll-created undead appear with the o Darkness rune.
Finally, the Upland Marsh is haunted by bizarre undead constructs, stitched together and powered by the undying sorcerer Delecti. They are the products of blasphemy, not Chaos. Undead associated with Delecti have the u Unlife/ Undead rune. It’s possible that there might also be Chaotic versions of those undead, but not if they belong to Delecti.
Undead generally don’t have homelands. They can be found wherever Chaos violates the boundaries between Life and Death. And in Upland Marsh.
Zombie Minion: ?
Troll Skeleton: ?
Vampire: ?
Headless Skeleton: Acolyte of Than Compel the Dead ability.
Headless Zombie: Acolyte of Than Compel the Dead ability.
Zombie Cultist: By becoming zombies (heads intact), cultists achieve a sort of immortality and glory, or at least the total cessation of pain.
Acolyte of Than Compel the Dead ability.
Undead Head: Acolyte of Thanatari Create Magic Head ability.
Battered Headless Skeleton: Thanatari priests press fallen enemies into unholy service after they’re decapitated. These victims have been in a number of hard battles, and it shows.
Headless Archer: Weaker skeletons are given enchanted bows that grant the skeletons skill with it, even without eyes.
Headless Warrior: Stronger skeletons are armed for close combat, although sometimes it seems like the enchanted spear is doing the fighting.
Temple Guardian: An acolyte continues to protect their temple in this perverted form of “afterlife.”
Headless Harrier: Created from the corpses of mighty foes and reanimated in a ghastly ritual, these undead are the scariest headless skeletons that the party has ever seen. So far.
Headless Ghost: This powerful spirit is created out of betrayal. The priest who creates the headless ghost does so after decapitating an initiate, so either the initiate was a traitor or they’re the one being betrayed.
Zombie Initiate: ?
Superior Temple Guardian: Priests live on in this form, retaining little humanity other than bloodthirstiness.
Headless Destroyer: ?
Great Headless Ghost: A priest or doom master provides the spirit for this cursed guardian, the perpetrator or victim of betrayal.
Dark Troll Zombie: Zorak Zoran, the troll war god of Disorder and Death, raises dead trolls as powerful undead warriors. Unlike Chaotic undead, the spirits aren’t trapped in these creatures. The souls have moved on.
Vivamort: ?
Vampire Spawn: ?
Ghost: ?
Dark Troll Zombie Crisscrossed with Runes and Magical Symbols: ?
Dancer in the Dark, Vampire: ?
Zombie Giant: ?
Undead Killer Whale: ?
Hybrid Zombie: These zombies are creations of Delecti. His sorcery creates abominations without invoking Chaos.
Swine Monster: ?
Undead Arm: ?

Acolyte of Than t? Free-form ability—Compel the dead: With the right rituals and the right sacrifices, the acolyte can turn living people into headless skeletons, headless zombies, and zombie cultists. The rituals are elaborate, often including the sacrifice of animals. The chief sacrifice is always the victim that becomes undead. In practice, this means the acolyte of Than is almost always going to be accompanied by undead minions, unless it’s on a covert mission requiring finesse. In a battle in which an acolyte of Than is accompanied by undead, add another zombie or skeleton to the battle whenever Chaos steals the escalation die. The newly arrived undead could be a straggler, reinforcements, or a revivification of a previously dropped combatant.

Acolyte of Thanatari yt? Free-form ability—Create magic heads: Given a severed head, the acolyte can turn it into an undead head that grants certain knowledge to a Thanatari who attunes their spirit to it. The best heads are those harvested when creating headless undead.

Gods and Icons
Argir the Undead: The Withered Root worships Argir the Undead. They contend that since Argir died but did not die in the creation of the World Tree, he was the first undead being.
Undead Dragon: Baron Von Vorlatch: A blight on the Espairian Empire. His shadow grows ever longer. He has created undead dragons from the ranks of fallen chromatic dragons.
Ghiama: She still hasn’t forgiven the vampires for making her white head undead. Or using her fallen children as undead steeds for the Baron’s nobles.
Baron Von Vorlatch: ?
Ghiama: Ghiama: She still hasn’t forgiven the vampires for making her white head undead.

Arcana Evolved
Arcana Evolved
Corporeal Undead: Corporeal undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy (see animate the dead spells).
“Corporeal undead” is a template you can add to any nonundead, corporeal creature.
Rumors coming out of the Bitter Peaks tell of a horrible malady that strikes at living creatures for reasons unknown. Those affected by this magical plague, known as the “rot from within,” suddenly become undead creatures while their body still lives. Their skeletons tear away their own flesh and consume it. The resulting monsters carry the undead template and roam the night, hunting for more living flesh to rend.
No one knows what causes this plague or how it can be stopped.
Animate the Dead Lesser spell.
Animate the Dead Greater spell.
Animate Undead Legion spell.
Kallethan: ?
Corporeal Undead Human Warmain 3: ?
Incorporeal Undead: Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy. Their existence, brought about through the rouse undead spirit spell, is a corruption and an abomination upon the natural order of the world.
“Incorporeal undead” is a template you can add to any nonundead, corporeal creature.
Anyone slain by the energy drain ability of an incorporeal undead creature becomes an incorporeal undead creature in 24 hours.
Rouse Ghostly Army spell.
Rouse Undead Spirit spell.
Incorporeal Undead Verrik Witch 4:

Undead: When they were finished with these lands, the dramojh loosed necromantic energies into Verdune. This evil magic animated many of the dead there into marauding undead who wandered the ruined cities and towns.
Ghoul: Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death.
Vampire: Although undead created by animate the dead spells often resemble vampires, true vampires arise only from other vampires spreading the ancient curse/disease.

Animate the Dead (Lesser)
Necromancy [Negative Energy]
Level: 4 (Simple)
Casting Time: One minute
Range: Touch
Targets: The corpse of one creature with fewer Hit Dice than you
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No
This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse.
Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust.
The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead and uncontrolled creature attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the corporeal undead template (see Chapter Twelve: Creatures).
You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.
Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.
This spell requires 500 gp worth of special oils to be sprinkled on the corpse.
Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.
Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round.
Magic Item Creation Modifier: Constant ×1.5

Animate the Dead (Greater)
Necromancy [Negative Energy]
Level: 6 (Complex)
Casting Time: One hour
Range: Close (25 feet + 5 feet/two levels)
Target: The corpse of one creature with fewer Hit Dice than you
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No
This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities:
• Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin.
• Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has energy drain, below.)
• Resistance (Ex): Cold and electricity resistance 20.
• Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1 (or 15/magic).
• Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level.
• Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point.
Greater undead have a Challenge Rating equal to that of the base creature +3.
This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse.
Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.
Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability.
Magic Item Creation Modifier: Constant ×1.5

Animate Undead Legion
Necromancy [Negative Energy]
Level: 8 (Exotic)
Casting Time: 24 hours
Range: Close (25 feet + 5 feet/two levels)
Target: One corpse/level
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No
This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead.
This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created.
Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.
Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls.
Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5

Rouse Ghostly Army
Necromancy [Negative Energy]
Level: 10 (Complex)
Casting Time: One entire night
Range: Medium (100 feet + 10 feet/level)
Target: One corpse/level
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No
This spell allows you to create and control one incorporeal undead creature per caster level exactly as described in rouse undead spirit. This spell requires 1,000 gp in special oils per corpse as a material component to be sprinkled over each body.
Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template in Chapter Twelve), and can take only one action per round, either a move-equivalent or a standard action, but not both.
Magic Item Creation Modifiers:Constant ×3, single-use ×3, spell-completion×1.5

Rouse Undead Spirit
Necromancy [Negative Energy]
Level: 6 (Complex)
Casting Time: One hour
Range: Close (25 feet + 5 feet/two levels)
Target: The corpse of one creature with fewer Hit Dice than you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust.
If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see Chapter Twelve).
You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.
Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused.
Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse.
Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both.
Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability described in Chapter Twelve.
Magic Item Creation Modifier: Constant ×2


Arcana Unearthed
Undead Creature: Undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy.
“Undead” is a template you can add to any nonundead, corporeal creature.
A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial.
Animate the Dead spell.
Animate the Dead Greater spell.
Animate Undead Legion spell.
Incorporeal Undead: Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy.
“Incorporeal undead” is a template you can add to any non-undead, corporeal creature.
Rouse Undead Spirit spell.

Animate the Dead (Lesser)
Necromancy [Negative Energy]
Level: 4 (Simple)
Casting Time: One minute
Range: Touch
Targets: The corpse of one creature with fewer Hit Dice than the caster
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No
This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page).
You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.
Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.
This spell requires 500 gp worth of special oils to be sprinkled on the corpse.
Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.
Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round.
Magic Item Creation Modifier: Constant ×1.5

Animate the Dead (Greater)
Necromancy [Negative Energy]
Level: 6 (Complex)
Casting Time: One hour
Range: Close (25 feet + 5 feet/two levels)
Target: The corpse of one creature with fewer Hit Dice than the caster
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No
This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities:
• Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin.
• Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.)
• Resistance (Ex): Cold and electricity resistance 20.
• Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1.
• Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level.
• Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point.
Greater undead have a Challenge Rating equal to that of the base creature +3.
This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse.
Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round either a move-equivalent or a standard action, but not both.
Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability.
Magic Item Creation Modifier: Constant ×1.5

Animate Undead Legion
Necromancy [Negative Energy]
Level: 8 (Exotic)
Casting Time: One day
Range: Close (25 feet + 5 feet/two levels)
Target: One corpse/level
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No
This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead.
This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created.
Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.
Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls.
Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5

Rouse Undead Spirit
Necromancy [Negative Energy]
Level: 6 (Complex)
Casting Time: One hour
Range: Close (25 feet + 5 feet/two levels)
Target: The corpse of one creature with fewer Hit Dice than you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust.
If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar).
You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.
Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused.
Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse.
Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both.
Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar).
Magic Item Creation Modifier: Constant ×2

Arcana Unearthed Grimoire
Undead Creature: Undead are animated corpses. The spirit of the original creature inhabits the corpse once
again, powered by negative energy.
A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial.
“Undead” is a template you can add to any nonundead, corporeal creature.
Animate the Dead Lesser spell.
Animate the Dead Greater spell.
Animate Undead Legion spell.
Incorporeal Undead: Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of
negative energy.
“Incorporeal undead” is a template you can add to any non-undead, corporeal creature.
Rouse Undead Spirit spell.

Animate the Dead (Lesser)
Necromancy [Negative Energy]
Level: 4 (Simple)
Casting Time: One minute
Range: Touch
Targets: The corpse of one creature with fewer Hit Dice than the caster
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No
This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page).
You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.
Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.
This spell requires 500 gp worth of special oils to be sprinkled on the corpse.
Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.
Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round.
Magic Item Creation Modifier: Constant ×1.5

Animate the Dead (Greater)
Necromancy [Negative Energy]
Level: 6 (Complex)
Casting Time: One hour
Range: Close (25 feet + 5 feet/two levels)
Target: The corpse of one creature with fewer Hit Dice than the caster
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No
This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities:
• Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin.
• Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.)
• Resistance (Ex): Cold and electricity resistance 20.
• Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1.
• Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level.
• Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point.
Greater undead have a Challenge Rating equal to that of the base creature +3.
This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse.
Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.
Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability.
Magic Item Creation Modifier: Constant ×1.5

Animate Undead Legion
Necromancy [Negative Energy]
Level: 8 (Exotic)
Casting Time: One day
Range: Close (25 feet + 5 feet/two levels)
Target: One corpse/level
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No
This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead.
This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created.
Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.
Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls.
Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5

Rouse Undead Spirit
Necromancy [Negative Energy]
Level: 6 (Complex)
Casting Time: One hour
Range: Close (25 feet + 5 feet/two levels)
Target: The corpse of one creature with fewer Hit Dice than you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust.
If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar).
You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused.
Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse.
Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both.
Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar).
Magic Item Creation Modifier: Constant ×2

Legacy of the Dragons
Night Beast: Beings of pure, liquid shadow, night beasts are said to be intelligent shards of the raw stuff of the Dark.
A night beast is called into the world by a power-mad undead creature or an ambitious living creature that seeks to expand its might. By conducting a blasphemous ritual known as the Song of Infinite Dark, an undead creature unleashes its inner soul and binds it with the raw substance of the Dark. With the ritual complete, the creature transforms into a night beast.
Spirit of Sorrow: Very rarely, when a giant dies an ignoble death, or when a giant does a disservice to that which it has sworn to serve as steward and dies before righting its wrong, its despair is so great that the afterlife rejects its spirit. That giant is cursed to roam the world of the living as a spirit of sorrow.
Totem Spectre: Totem spectres are hateful, murderous reflections of the animals they once represented.
“Totem spectre” is a template that one can add to any animal, although it is usually applied only to typical totem animals.
Totem Bear Spectre:
Denassa the Midnight Vesper Undead Verrik Akashic 8/Verrik 3: Born a verrik of moderate station but unique intellect, Denassa grew to adulthood within the confines of an akashic guild that many believed to be only rumor—an order that commanded the utmost zealotry to protect a powerful coven of witches. This coven pushed the strains of morality to pursue perfection in its guardian-assassins, who were raised from birth to die for them in the greatest test of fealty. In fact, they hand-selected the most loyal and accomplished of the guild, grooming them to die and be raised again in undeath as members of the Haunt.

The Diamond Throne
Undead: When the dramojh were finished with these lands, they loosed necromantic energies into Verdune. This evil magic animated many of the dead there into marauding undead who wandered the ruined cities and towns.
Undead Creature: Rot From Within disease
Rumors coming out of the Bitter Peaks tell of a horrible malady that strikes at living creatures for reasons unknown. Those affected by this magical plague, known as the “rot from within,” suddenly become undead creatures while their body still lives. Their skeleton tears away their own flesh and consumes it.
Kallethan: ?

Ghoul: Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death.
Vampire: Although undead created by animate the dead spells often resemble vampires, true vampires arise only from other vampires spreading the ancient curse/disease.

Mystic Secrets
Corporeal Undead: A herald of annihilation with 20 HD or more gains the corporeal undead template.

Ruins of Intrigue
Xarthran Undead Mojh Magister 12: ?
The Ghost Human Incorporeal Undead Warmain 5: ?
Grothnak Blooddrinker Littorian Vampire unfettered 7: The Master of Black Rock Tower, a ruined castle in the Barrens, placed the curse of vampirism upon Grothnak,
The Master Human Vampire Akashic 25: Obsessed from a young age with learning the fundamental workings of the world, he embraced vampirism as a sure path to immortality and won his independence by destroying the monster that created him.

Transcendence
Undead Creature: Third style ability of the negative casting style of an evolved caster.
At the third style ability of the negative casting style of an evolved caster, the death mage has fully surrendered her body and soul to the Dark. She gains the corporeal undead template from Arcana Evolved.

Monsters of Verdune
Kavilljor Ur-Rathi Knight of the First Wrath Dame Drustiya Hayarn Human Champion 11: ?
Konj-Sumpor Brimstone Steed Twilight: ?
Kavilljor Ur-Rathi: Kavilljor Ur-rathi” is a template that can be added to any giant, humanoid, or monstrous humanoid that meets the following prerequisites.
Ride 13 ranks, Handle Animal 5 ranks, Knowledge (religion) 5 ranks, Knowledge (nobility and royalty) (5 ranks), Mounted Combat, Weapon Focus (any melee weapon), proficient with all martial weapons and heavy armor
Special: Knighted by The Kallethan/Kallethan or a Kavilljor Ur-rathi.
Konj-Sumpor Brimstone Steed: Konj-sumpor are the smoky remnants of intelligent steeds that, for one reason or another, are bound to a kavilljor ur-rathi.
“Konj-sumpor” is an acquired template that can be added to any mount.

Chimera
Chimera Roleplaying Game Core Rules
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Ghast: Like ghouls, ghasts possess a paralysing touch (treat as 2nd-level Divine power, hold person), and their filthy claws can inflict disease (STR 18 or Dmg 2d6/day). Those who die of such illness rise as a ghast within 24 hours and are under the control of the ghast who created them.
Create Undead power wield rank 4.
Ghoul: The filth and offal of their claws are injected into victims, who risk contracting fever (STR 17 or Dmg 1d6/day). Those who die of fever rise as a ghoul within 24 hours, though they are not under the control of the ghoul that created them.
Create Undead power wield rank 1.
Mummy: Mummies are preserved corpses animated via the create undead power.
Create Undead power wield rank 9.
Skeleton: Skeletons are the animated bones of dead, mindless automatons created with the animate dead power.
Animate Dead power.
Wight: Characters slain by a wight become wights themselves in 1d4 rounds; such unfortunates are under the control of the wight who created them and remain enslaved until its death.
Create Undead power wield rank 7.
Wraith: The touch of a wraith drains 1 point of STR from its victim, who dies if his STR drops below –6. Those slain in this manner rise as a wraith within 24 hours, under the control of the wraith that created them.
Create Undead power wield rank 11.
Zombie: Zombies are undead, mindless automatons created with the animate dead power.
Animate Dead power.

Animate Dead (Necromantic)
Range: Touch Save: None
Duration: Instantaneous
Effect: Creates undead skeletons and zombies
This power turns the bones or bodies of dead creatures into undead that follow your spoken commands. You are limited to animating skeletons and zombies with this power, and the total hit dice animated cannot exceed twice your Wield rank. Undead that you animate are under your control indefinitely, but you can never control more than 4HD per Wield rank at any one time. If you animate more undead than you can control, only new skeletons and zombies obey your commands; excess undead previously animated become uncontrolled. Undead you animate are limited to simple commands: follow, guard a specific area, attack, etc. Slain skeletons and zombies cannot be re-animated.

Create Undead (Necromantic)
Range: 5”+1”/Wr
Save: None
Duration: Instantaneous
Effect: Create undead creatures
This power allows you to create undead beings. One undead is created per corpse touched, and the type is based on your Wield rank:
Table 5.7: Create Undead
Wield rank Undead Created
1–3 Ghoul
4–6 Ghast
7–8 Wight
9–10 Mummy
11+ Wraith
You may create less powerful undead than your Wield rank allows. Created undead are not automatically under your control, but can be be influenced with the 2nd-level Divine power command undead.

Conan
Conan RPG 2e
Risen Dead: Raise Corpse spell.
Risen Wolf: Occasionally necromancers desperate for material will animate corpses of things other than human. The most common creatures brought to a shambling semblance of life are large dogs or wolves, or occasionally jaguars or panthers if the terrain is right.
Risen Grey Ape: Very rarely a necromancer will find the corpse of a great grey ape or other large creature and animate that, creating a mighty – if odorous – ally.
Vampire: Vampires are created when scholars elect to undergo certain transformations hinted at in the fabled Book of Skelos by courting darkness in the shadowy places beneath the Earth and seeking death willingly so as to find eternal life.
‘Vampire’ is an acquired template that can be added to any humanoid creature.

Raise Corpse
(Basic Necromancy)
Power Point Cost: 1/corpse
Components: V, S
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two levels)
Target: Up to one corpse/level
Duration: Concentration + 1d6 rounds
Saving Throw: See below
Prerequisite: Magic attack bonus +2.
This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, remain in an area and attack any creature (or just a specific type of creature) that enters the place or perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again.
The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand.
A zombie can be created only from the mostly intact corpse of a humanoid or animal and its statistics depend more upon the corpse it was created from than any abilities it had in life. See page 387 for details on the risen dead.

Bestiary of the Hyborian Age
Undead: Undead are creatures which are neither alive nor dead. Generally, a living creature which has died but is still animate – usually through sorcery of the blackest sort – is considered undead.
Ghost Haunting: Some sentient beings that are killed in times of duress or great emotional pain will cling to the last fragments of life they have in order to become a spiritual anchor to the earthly plane.
‘Haunting Ghost’ is an acquired template that can be added to any humanoid creature if the Games Master feels the situation could create a ghost.
Ghost Spontaneous: A spontaneous ghost is formed when a human or other intelligent creature dies with a task unfinished, with the knowledge that a loved one is about to die, or another extremely emotional and traumatic desire in their hearts. At the moment of his death, the being may attempt a Will saving throw (DC 25, with various circumstance modifiers depending on the level of the creature’s commitment to the task or loved one) to return as a ghost.
Ghost Whale: ?
Mummy: Traditional mummies, also known as the taneheh, are reanimated embalmed corpses wrapped in specially prepared funerary materials brought back to protect the tombs of their superiors. They are granted undeath through the leaves of the dark ta-neheh plant, which are turned into a powerful elixir that must be poured into the mouth of the mummy monthly. If the mummy cannot get these leaves before the month is out, it will revert back to its inanimate state until the ritual can be fully performed again.
The ritual must be performed under the light of the full moon, and requires a Perform (ritual) check. The ta-neheh elixir requires 200 silver pieces’ worth of the plant and must be completed before the moon leaves the sky. This produces enough elixir to last 1d6 months and sustain a mummy of (the check result minus 10) Hit Dice. The ritualist does not know if his ritual has succeeded or not (Games Master makes the roll) until it comes time to animate the mummy; if the Perform check created elixir insufficient to sustain the mummy, the ta-neheh becomes uncontrolled and will relentlessly seek out more of the plant, killing any and all who stand in its way.
Mummy Living Ka Noble 5: ?
Mummy Living Ka: The ka is the part of the spirit where personality is housed and given form, sometimes leaving the dying body of a person in order to find a more suitable host of flesh. Any separated ka can find the mummified remains of a vessel and possess it if the proper rituals and conduits are performed. This requires Knowledge (arcana) and Knowledge (religion) skill checks at DC 25 to perform successfully with all the required funerary trappings necessary.
‘Living ka mummy’ is an acquired template that can be added to any humanoid or animal creature.
Risen Dead: Sorcerers and demons have been calling the recently dead to walk again and fight on their behalf for centuries, leaving teeming masses of the risen dead in temples, caverns and grave sites all over Hyboria.
Starved One: The starved ones are an ancient type of demonic spirit that can be summoned forth into a husk made from a mostly whole corpse by removing the corpse’s spirit and trapping it in its liver. The summoner can then control the actions of the starved one to a great degree. To do this, a sorcerer must have a fresh corpse at hand while casting the summon demon spell and make a successful DC 15 Heal check as part of the ritual. If the check fails the starved one is created but is fully in control of its own actions. If the check succeeds, anyone holding the creature’s removed liver can issue it verbal commands that it must obey.
Vampire Scholar 7: ?
Vampire: Vampires are created when the foolish elect to undergo certain transformations hinted at in the fabled Book of Skelos, courting darkness in the shadowy places beneath the Earth, seeking death willingly in order to find eternal life.
‘Vampire’ is an acquired template that can be added to any humanoid creature.

Adventures in the Hyborian Age
Head Tree: A Head Tree is created when a person falls asleep under a particularly ancient tree and never wakes up, the poor traveller’s soul is trapped inside the tree’s branches and can not escape, giving the tree a cruel sentience and an unnatural mockery of life.

Risen Dead: A curse was placed upon the Khajah’s remains when he was buried, stating any who disturbed the sleep of Khajah Al’Amar would be consumed by death and then forced to serve him. Prince Asram and his followers fell to an ancient spell which released a black cloud of death, which killed them, and transforming them into Risen Dead.

Betrayer of Asgard
Lesser Walking Dead: The undead servants of Logri the Binder were raised up with powerful, unholy necromancy.
Make Greater Undead spell.
Walking Dead: The undead servants of Logri the Binder were raised up with powerful, unholy necromancy.
The walking dead carry death with them – anyone slain by one of these walking dead becomes a zombie themselves. Fortunately for Asgard, only the older undead created in the swamp have this power.
Make Greater Undead spell.
Greater Walking Dead: The undead servants of Logri the Binder were raised up with powerful, unholy necromancy.
Make Greater Undead spell.
Undead Rorik Hodderson: The zombies will try to drag his body into the mud, so he can come back as a powerful undead monster later in this adventure.
Ghost Bear: These are the trapped spirits of bears, bound by Mimir’s magic.
Ghost Nymph: This watery apparition is the ghost of a drowned woman.
Skull-Faces of the Air: The Skull-Faces are made by binding an evil spirit to a framework of bone and cloth.
Make Greater Undead spell.
Ashen Ghosts: They are ghosts who have formed bodies from the ashes of those sacrificed by Logri.
Tentacled Thing: ?
Undead Manticore: ?
Undead Dog: ?

Make Greater Undead
Necromancy
PP Cost: Varies
Components: V, S, M, F
Casting Time: Varies
Range: Touch
Effect: Creates an undead monster
Duration: Concentration +1d6 rounds or permanent
Saving Throw: None
Prerequisites: Raise Corpse, Knowledge (arcana) 6 ranks, Heal 6 ranks, Magic Attack Bonus +3
This spell is a more powerful and complex form of the raise corpse spell. It can be used to create ordinary zombies or more powerful undead creatures. Each form of undead requires its own particular magical incantations and spell components and each recipe must be researched or discovered individually.
If the sorcerer spends the listed experience cost, the undead creature is animated permanently, lasting as long as the sorcerer’s magic endures. Otherwise, the creature lasts for as long as the sorcerer concentrates +1d6 rounds. The casting time for the spell varies depending on the type of creature being created.
The table below is not an exhaustive list of the monsters that can be created with this spell but it covers all the undead monsters conjured up by Logri.
Undead Notes Power Point Cost Experience Point Cost Component Cost Creation Time
Lesser Walking Dead Creates a 1HD Zombie 1 per 5 corpses 10 XP per corpse 0 1 standard action
Walking Dead Creates a 3HD Zombie 1 per corpse 50 XP per corpse 0 1 standard action
Greater Walking Dead Creates a Zombie with HD equal to its HD in life 3 per corpse 100 XP per corpse 50 silver 1 standard action
Skull-Face Conjures a Skull-Face 4 50 XP 100 silver 10 minutes

Catacombs of Hyboria
Risen Dead: A central hub at the bottom of the cavern has a strange stone or crystal that emanates a force that reanimates dead creatures and sends them outward to devour the flesh of the living.
Ras Pre-Atlantean Scholar 17/Noble 6: Bartering life eternal for endless servitude to the dark god Apophis, Ras had been transformed into an eternal being; a creature of darkness and undeath that cannot permanently be destroyed by mortal means.
Apophal Mummy: Atlanteans and the blossoming Stygians all fell to his supernatural powers, all rising to become his Apophal legion. Through the immortal actions of Ras, Apophis was creating an undead army in the world of men.
Apophal mummies are the ritually reanimated and embalmed corpses that serve the will of Ras, the eternal mummy of Apophis. They are gifted with undeath by the unearthly darkness that permeates Ras or his minions, their life force replaced with Apophal darkness. Ras also removes the heart of his mummifi ed servants, placing them in special canoptic jars that make them completely and unquestioningly loyal to him alone.
Soonai Hynang The Ghost of Tai Paun Li: The reason why so many miners were drowned or trampled to death decades ago in the mines of Tai Paun Li, Soonai was thrust into the realm of the undead to forever haunt the dark and watery graves of the employees and servants that he condemned.
Oni-Miho Demon Miner: The Oni-Miho of Tai Paun Li are hellish bound spirits created from those among the miners who were drowned that exchanged their eternal rest for vengeance upon the living.

Conan RPG Pocket Edition
Zombie: Raise Corpse spell.
Raise Corpse
(Basic Necromancy)
PP Cost: 1 point/corpse
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per scholar level)
Effect: Up to one corpse/scholar level
Duration: Concentration + 1d6 rounds
Saving Throw: See below
Prerequisites: Scholar level 4
This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, or can remain in an area and attack any creature (or just a specific type of creature) entering the place, or can perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again.
The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand.
A zombie can be created only from the mostly intact corpse of a humanoid or animal. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.

Secrets of Skelos
Risen Dead: Legions of the Dead spell.
Vampire: Vampire Transformation spell.
Sorcerous Mummy: ‘Sorcerous Mummy’ is an acquired template that can be applied to any humanoid creature.
Often, the price of a demonic pact with one of the lords of Hell is the sorcerer’s own corrupt soul. Those wishing to stave off this hideous doom sometimes give up their very humanity by transforming themselves into undead horrors. The prospective Master of Death’s body must be ritually mummified (see page 96), and then the sorcerer’s soul must be placed in this preserved vessel. A sorcerer’s soul can be drawn back using the heart of Ahriman, or by the blessing of the demon who possesses the soul. Other rituals are said to have similar effects.
If the Master of Death is successful in his necromantic endeavours, then he has managed to lock his soul into a prison of eternally rotting flesh. He is a walking mummy, a withered horror that provokes revulsion and fear in all who look upon him.
Mummy of Ahriman: ‘Mummies of Ahriman’ are especially powerful sorcerous mummies, created using the Heart of Ahriman.
Xaltotun Mummy of Ahriman Acheronian Scholar 20: He knows he has been restored to life by the magic of Orastes and the heart of Ahriman; but he does not seem to have realised yet that he is no longer even faintly human.

Legions of the Dead
Power Point Cost: 2 per 5 Corpses
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per level)
Targets: Up to five corpses/level
Duration: Concentration + 1d6 Hours
Saving Throw: None
Prerequisites: Magic attack bonus +4, raise corpse. This spell works as a more powerful version of raise corpse, allowing a veritable army of the undead to rise and work for the sorcerer. The undead follow the sorcerer’s verbal commands until the spell expires, when the undead become lifeless corpses again.
Focus: The focus for this spell is a ceremonial tool of command worth at least 200 silver pieces – a crown, a whip of golden thread, a bejewelled sceptre or some other item.

Vampire Transformation
Power Point Cost: 20
Components: V, S, M, XP
Casting Time: 1 day
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
Prerequisites: Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, magic attack bonus +7, witch’s vigour, demonic pact.
Perform (ritual) check: DC 30.
This spell transforms the sorcerer into a vampire (see Conan the Roleplaying Game, page 389) if he makes a successful Perform (ritual) check at DC 30. If the check fails, so does the spell; the sacrifice is wasted. If the check succeeds he must immediately make a Corruption save (DC 30) or gain 1 point of Corruption. A sorcerer transformed into a vampire by this spell must drink human blood at least once per week, or become fatigued (-2 to Strength and Dexterity, may not run) and unable to be healed by any means (including the use of his fast healing special quality) until he drinks human blood once more.
Material Components: One human, who is sacrificed by being tortured to death during the casting of the spell. The sorcerer drinks the human’s blood. Also, various incenses, oils, and candles to a total value of 6,000 silver pieces are consumed when casting the spell.
Experience Point Cost: 75,000 XP. For the purpose of vampire transformation a sorcerer can sacrifice enough XP to lose levels. The transition to undead status will strip him of a lot of the power he is used to.

Stygia Serpent of the South
Yinepu: Yinepu is the son of Nephthys and Usir. The product of a barren goddess and the epitome of fertility he was still-born, but Set, angry as he was, gave Yinepu ‘life’ as an undead thing, giving Yinepu power over mummies and those who live again after death.
Risen Dead: Ta Neheh Leaf Elixir.
Mummy: Ta Neheh Leaf Elixir.

Ghost: The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here.
Ka-Possessed Mummy: The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here.
‘Ka-Possessed Mummy’ is a template added to any dead humanoid or animal creature.
Ta-Neheh Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten and the forbidden leaves of the ta-neheh plant.
Ta-neheh mummies are created by administering a certain number of boiled ta-neheh leaves each night of the full moon to a newly created mummy, usually by the mummy’s cult.
Princess Akivasha The Queen of Eternal Life Undead Stygian Noble 8/Scholar 12: Using dark rites, she ‘wooed Darkness like a lover’ and his gift was eternal life.

Ta Neheh Leaf Elixir.
The elixir can also be administered to the dead. Three leaves can keep the heart of a dead man beating. If given to a corpse, it moves its hit points to –9 until the next full moon. To maintain a dead man indefinitely at –9 hit points, the three leaves must be boiled each night of the full moon and administered to the corpse. The corpse can neither move nor speak. If the corpse is intact, it can be healed regularly. Otherwise, the corpse is simply maintained as an undead monster. If a person brews nine leaves each night of the full moon, the undead corpse is given full unlife with full hit points and a full movement rate, but the risen dead or mummy will be under the command of the sorcerer. More than nine ta neheh leaves will make the risen dead or mummy into an uncontrollable monster.
Cost: 2,000 sp. Requirements: Craft (alchemy) 4 ranks (DC 15 to create), plus a supply of the rare ta neheh leaves.

Tales of the Black Kingdoms
Risen Dead: Any victim slain by the Manifestation of Eshu will arise in exactly one hour as a member of the risen dead.
 
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Other d20 Systems – Contagion to Two Worlds Tabletop RPG

Other d20 Systems – Contagion to Two Worlds Tabletop RPG
Contagion
Contagion Revised Edition
Undead: A creature that loses all of its levels or Hit Dice dies and, depending on the source of the energy drain, might rise as an undead creature of some kind.
Skeleton: A Skeleton is simply the animated bones of a creature, usually powered via necromancy, or infernal influence.
“Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure.
Human Skeleton: ?
Skin Feaster: Skin feasters tend to be created from those who were prideful and vain in life. As punishment, they walk the earth hideous and skinless, forced to indulge in cannibalism to try to regain their former beauty. Many skin feasters were actors, models, and Casanovas in life.

Hell's Henchmen Chammadi
Undead: Given charge over death, the Gregori spent much of their time on Earth, among humanity. Many of the angels of death grew to love mankind. The Gregori who fell, becoming Chammadi, were torn and overwhelmed by the horror of bringing an end to the humans they so loved. In failing to alter the curse, the Chammadi, now free of God’s will, began seeking ways to circumvent death itself.
Given their control over the very energies of death itself, the Chammadi soon discovered that with proper application of their knowledge, they could twist death to their own ends. Though the Chammadi were nearly powerless to extend true life, they were able to forge a new state. Humanity could once again experience eternity, though in a different fashion. This state of being was named undeath.
Vampire: In seeking the perfect undead creature (and aspiring to defeat God’s empowerment of the Clergy), Archduke Azmodeus created the vampire. Six men were chosen for their cruelty and malice. Each of them was granted immortality, with the price that they must steal the very life and blood of humans.
Anubian: Annubians are humans who have been mummified. The Chammadi consumes most of the Annubian’s Contagion Points, using those points to fuel the reanimation of the hapless, bandaged corpse.
The Annubian is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied.
Anubian Bystander 1: ?
Bilious Shambler: As Chammadi are masters of death, it comes as little surprise that they have learned to harness the process of decay to create a dangerous undead creature. Bilious Shamblers are walking corpses who have been mystically altered to take full advantage of their own rotting, using the bacteria that breaks down their own flesh as a weapon.
Carrion Hound: A truly nightmarish creation, the Carrion Hound is made to track and hunt down the enemies of the infernal host.
Forgotten: The Forgotten is the embodiment of the frustration and rage of those that have been left behind - the lost people of the world, such as abandoned children, homeless people, prostitutes, prisoners of war, and anyone else whose life has been marginalized and written off by society
Hybrid Zombie: Hybrid Zombies are often created by bored Chammadi looking to gain prestige and test the boundaries of what they are allowed to create.
Tomb Guardian 4-Armed Human Zombie: ?
Patchwork Ghoul: Created from stitched together pieces of dozens of corpses, the Patchwork Ghoul is created as a mindless engine of destruction.
Skeletal Plate: Skeletal Plate is created by taking the entire skeleton of a human who reveled in battle during life and forging a suit of unliving armor from the bones.
Soul-Eater: Most Soul- Eaters are crafted from the souls of men and women who compromised their moral integrity and damned themselves in the pursuit of knowledge during life.
Vengeful Zombie: This template represents a creature who has returned from the grave on a mission of vengeance.
The Vengeful Zombie is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied.
Donald Crichton Vengeful Zombie Dhampir Casanova 1/Pagan 1: ?
Zombie: Zombie is a template that can be added to any humanoid or monstrous humanoid creature other than an undead.
An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death.

Fever (Su)
Disease—bite, Fortitude DC 12, incubation period 1 hour, damage 1d3 CON and 1d3 DEX per hour.
An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death.

Inferno
Undead: The Pit of Wasted Years is a place of bittersweet illusions.
Souls sent to this Pit find themselves waking up in their beds, as if their death and subsequent damnation was simply a nightmare. As far as these damned souls are concerned they are still alive, waking up the morning after their death. At first, life seems normal. Those who died suddenly return immediately to previous routines. Those who died of sickness or old age find themselves back in the hospital facing a miraculous recovery. In every case, the first few days in the Pit seem to be a blessing.
As soon as the soul relaxes back into a routine, things begin to turn strange. Reality takes a turn for the dark and creepy, with subtle manifestations at first (inexplicable sounds, flittering movement in the corner of one’s eyes) slowly working toward a full blown tortuous hellscape where the soul watches their loved ones tortured and killed, the dead walk and hunt them, monsters attack from the shadows and every horror imaginable takes its turn tormenting the soul, driving the damned one into madness.
Those few souls who embrace the madness are elevated to some form of undead Hellspawn and sent back to Earth on behalf of the Chammadi.

Purgatorio
Ghost: Despite this grand design, this road map of the soul’s journey, some mortals deviate from the plan. Through force of will, or by decree of a higher being, these souls linger on beyond death itself. Shunning (or shunned by) Heaven and Hell, these ghosts continue their existence in a mockery of their former lives.
Ghosts are those spirits who refused true death.
Lich: A lich is a violation of all accepted rules of magical theory. Magic is channeled through life force. The living essence of a Magus commands mystical energy to create spells. Foolish or greedy Magi who do not show this energy the respect it deserves suffer from Burn.
Because of the nature of magic, undead creatures are typically unable to harness its power. There simply isn’t any life essence to guide the mystical energy into spell form. Vampires, ghosts, and zombies are all incapable of harnessing the tools of the Magus.
It is rumored among some scholars that the Council of Tears has discovered a means of circumventing this magical truth, a way to cheat death by bestowing undeath and immortality onto a Magus without sacrificing access to his power and spells. Ancient and forbidden rituals are rumored to grant the ability to become an unholy and foul creature, known to the scholarly as a lich.
“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery; see the lich’s phylactery, below.
Trappings of unholy transformation
The following rituals and conditions are required for the transformation into a lich. Failure to meet any of the following conditions before attempting the change results in the slow, incredibly painful, and entirely irreversible death of the Magus. No magic can prevent the death from a botched ritual on the path to becoming a lich. It is also important to note that nothing short of the direct intervention of God can reverse a lich’s condition.
Requisite knowledge
The quest to become a lich is not undertaken lightly. To even begin the proper research and rituals a character must meet the following prerequisites:
Class levels: Arcane spellcaster level 18
Ability scores: Intelligence 20
Skills: Concentration: 20 ranks, Knowledge (Arcana) 20 ranks, Research 20 ranks, Spellcraft 20 ranks
Feats: craft wondrous item, empower spell
Spells: animate dead, magic jar, permanency, Persephone’s voyage, prepare spell trigger, and steal contagion.
The First Step: Research
Becoming a lich requires access to hidden and forbidden knowledge. The necessary rituals are not a common part of any magical teachings, and are quite difficult to acquire. To learn the secrets of unholy transformation, the Archmage must do a massive amount of legwork. The first trick is to locate a library that might contain a glimpse of the rituals. This can take years to accomplish. It is suggested that the Gamemaster simply resolves this through roleplaying, but if a random system is required, the search should take a minimum of 10d10 months. A knowledge (arcana) check at DC 45 can cut this time in half (as the Archmage has a good idea of where to start looking.) Travel expenses mount up as the quest for information likely takes the character across the globe. Assume a minimum of $6000 dollars in travel expenses per month of research. Of course, the Archmage may reduce or negate this cost through means magical and mundane at gm discretion.
As this jet-setting info chasing proceeds, the Archmage must make monthly rolls to keep on the proper trail. Each month the Archmage must make a research check at DC 45. Success allows the character to move forward with his studies, having gained some new piece of the puzzle. Failure means that the Archmage has made no progress that month and must try again in a month.
Once the allotted time (and research checks) has been completed, the Archmage must compile his data and attempt to combine his gathered components into a working series of rituals. This is an extremely difficult process, requiring a Spellcraft check at dc 50 and 1d6 months of steady (six hours a day) work. Failing this roll indicates that the Archmage made a miscalculation somewhere and (unbeknownst to the Archmage) is doomed to a grisly demise upon attempting the final ritual. To avoid this fate, an Archmage may ask another character to double check his notes (effectively giving the assistant a chance to make the same Spellcraft check. If the assistant fails, the notes are simply beyond the assistant’s grasp and he can offer no insight. If the assistant succeeds, he can catch any mistakes in the research.) The Archmage (and the assistant) may also take 10 or 20 on this roll, adjusting the work time accordingly. The Archmage may also double check his own notes before finalizing the ritual formulas by adding 1d4 months to the work time. This extra step grants the Archmage a +10 bonus on the Spellcraft check to devise the rituals.
If this process is interrupted at any point, it freezes, with no progress made or lost while the Archmage attends to other affairs. At his convenience the Archmage may pick up where he left off.
The Archmage may skip this research if he can find a lich to instruct him, which is incredibly unlikely. Most liches are not the least bit interested in sharing their secrets, and would likely feel that anyone looking for a handout of such metaphysical magnitude scarcely deserves to be a lich. Liches have been known to kill Archmages foolish enough to make such requests.
In either case, the Archmage learns the rituals necessary for unholy transformation (the Ritual of Harvest, Trial by Fire, and the Ritual of Unholy Transformation)
The Second Step: The Ritual of Harvest.
Once the rituals have been discovered, the prospective lich needs to gather a whole lot of Contagion energy. The best and fastest method for doing so is through mass ritual sacrifice. Once the Archmage has learned the ritual of harvest, he must anoint himself in the lifeblood of a human newborn. The child must be less than twenty-eight days old. Once the Archmage has bathed in the infant’s blood, he may begin the harvest.
The harvest is the process of gathering energy to fuel the unholy transformation. This requires one hundred Contagion Points. Once the ritual of harvest has been performed, the Archmage must then acquire Contagion Points through the steal contagion spell. These Contagion Points are not added to the Archmage’s Contagion Point total, but tracked separately. It is important to note that every point of Contagion used to fuel the harvest must be stolen. The Archmage may not contribute any of his personal Contagion Points to this pool.
The Archmage may elect to take Contagion Points gained through steal contagion into his own pool, or to contribute them to the harvest at the time they are taken. Once this decision has been made, it cannot be changed. An Archmage may not tap into the reserve of Contagion Points dedicated to the harvest under any circumstances.
The Third Step: Trial by Fire
After the harvest is complete, the Archmage must begin preparations of the phylactery that shall hold his soul and enable the unholy transformation.
The first step of the Trial by Fire is to prepare an object using the spell magic jar, fortified with permanency. This allows the character to have an item designed to hold his soul indefinitely. The Archmage must then travel to Purgatory using the spell Persephone’s voyage. Carrying the magic jar, the Archmage must seek out a Rueda del Fuego and engage the creature in combat.
An Archmage carrying a magic jar through Purgatory is a beacon to the servants of the divine. While a Rueda del Fuego (or two) is very likely to find the character almost immediately, it is also quite likely that the Archmage will have to fight his way trough Soulflayers, Confessors and Lashers as well. Keep in mind that the Archmage will have no access to his magic while in Purgatory, so planning ahead is vital.
Once the Archmage is able to locate a Rueda del Fuego, he must find a way to wound the creature (likely through the use of other remnant weaponry or the like). Even a single hit point of damage will suffice. At the time of wounding, the Archmage may then spend his harvested Contagion to bind the Rueda del Fuego into the magic jar. The Rueda del Fuego may resist the attempt by making a will save (DC= the Archmages arcane caster level + Spellcraft ranks). If the Rueda del Fuego succeeds in resisting the attempt, the Contagion Points are held in reserve, and the Archmage may try again upon inflicting a new wound to the Rueda del Fuego.
Once the Rueda del Fuego is captured, the Archmage may exit Purgatory with his magic jar, now one step closer to completing the unholy transformation.
The Fourth Step: Unholy Transformation
Once the phylactery has been prepared, the Archmage must perform the ritual of unholy transformation. This ritual requires the use of prepare spell trigger in conjunction with animate dead and permanency. The Archmage then commits suicide while in physical contact with his phylactery. At the last possible moment, the Archmage releases the animate dead (with permanency) spell trigger as well as bonding his soul into the magic jar with the same trigger word. As the magic jar is also host to a Rueda del Fuego, the Archmage must succeed at a will save (DC 35) in order to force his soul to co-habitate with the entity. It is this co-habitation that allows the Archmage to continue existence as a lich. Should the will save fail, the Archmage dies slowly and painfully, his soul consumed by the Rueda del Fuego. In this case the phylactery is destroyed.
If the will save succeeds, the Archmage rises as a lich. He is now static and immortal. He is in constant pain from the perpetual torture of his soul by the Rueda del Fuego, a small price to pay for immortality and unspeakable power.
The Lich’s Phylactery
An integral part of becoming a lich is creating a magic phylactery in which the character stores his life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reforms 1d10 days after its apparent death.
Each lich must make its own phylactery, as detailed above.
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, PDAs or similar items. A phylactery typically has the same stats as its mundane counterpart unless augmented magically by the lich.
Undead: Saddened by the curse laid upon mankind, the Chammadi sought a way to reverse mortality no matter the cost. It was this defiance that birthed the many species of undead.
Confessor: Confessors are ghosts who have abandoned their own personal goals and aspirations in favor of assisting other ghosts in their chosen quests.
Confessor is an acquired template that can be added to any ghost.
Confessor Rake 3 Spook 3: ?
Ingrid Voshevik Orc Lich Arcane Student 5/Archmage 3/Infernalist 5/Magus 10: ?

Deadlands d20
Deadlands d20
Harrowed: In Deadlands, death isn’t always the last stop on the line. Strong-willed hombres occasionally claw their way back from the grave. As the Agency and Texas Rangers have learned, these individuals are actually possessed by manitous—the same evil spirits that hucksters manipulate to work their hexes.
When your character dies in Deadlands, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The cowpoke’s coming back from the grave.
Most Harrowed stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Harrowed come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape. The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back Harrowed.
Abraham Lincoln: After his assassination in 1865, Lincoln returned from the dead Harrowed.
Bill Quantrill Harrowed Gunslinger 8: Bill Quantrill returned from the dead Harrowed.
Xitlan Lich Sorcerer 3:
Hangin' Judge: From 1863–69, five Confederate circuit judges formed a secret alliance to steal land, ruin their rivals, and eliminate anyone who stood in the way of their wealth and fame. Those who opposed them were framed for “hangin’ offenses” and hauled to the nearest tree for a lynching.
But after six years of tyranny, the locals, mostly hot-blooded Texans, fought back. They rounded up each of the judges and hung them from trees all along the Chisholm Trail as a warning to other authorities who would abuse their power.
The Reckoners seized the opportunity to infuse their spirits with unholy energy and send them back to earth as abominations.
Walkin' Dead: Walking dead are clever killers, raised by the Reckoners (or evil humans) to wreak havoc and destruction. The manitous which animate these dead shells have their own personalities.
Walkin' Dead Veteran: Bill Quantrill's unholy host power.
Brought back to unlife by Xitlan.
A few days before Halloween, a Bayou Vermillion train sped through Texas carrying vats of a special brew. This experimental formula was devised by Baron Simone LaCroix to create the walking dead. Unfortunately, the bridge over the Angelina River near Nacogdoches was out, and the train plummeted into the water. The formula eventually made its way down to the Nacogdoches cemetery.
Veteran walking dead are raised from better stock than the average undead creep. Most often, these are soldiers raised straight from the battlefield on which they fell.
Any Black Magician with animate dead and the proper…inventory…can raise half as many veteran walking dead instead of regular walking dead.

Horrors of the Weird West
Black Regiment: The Black Regiment consists of reanimated soldiers slain on both sides of the War Between the States, whose uniforms have turned black by their own shed blood.
Bone Fiend: Bone fiends are created when a manitou finds a human skull with at least a little bit of brain matter left and sets up shop. It starts in whatever bits of gray matter are still left, then the creature spreads its essence throughout the skull itself. (This is what turns the skull black.) It then sets about assembling a bony body for itself and waits for its first hapless victims to arrive
Dracula: Dracula, the most powerful vampire in existence, was once known as Vlad Drakul, ruler of a small country in what is now Romania. Vlad, while a military genius, had a few unsavory practices—among them a habit for sticking folks on huge sharpened posts, which gained him the nickname “the Impaler.” So brutal was he that his actions resulted in his curse of vampirism back in the 15th century— when the manitous were still chained in the Hunting Grounds. That’s a powerful lot of evil!
Flesh Jacket: Flesh jackets are fashioned by certain very powerful, very evil cults around the world. To create one, a black magician with the proper knowledge removes the skin from a willing cultist, and imbues the shorn hide with a weird sort of life. The spell also gives the flesh jacket limited mobility, and it can attempt to assume control of any victim it can envelop.
Frankenstein's Monster: Victor is a Swiss-born mad scientist specializing in the study of life and death. He’s one of the few researchers to successfully bring a corpse back to life, although, as most everyone nowadays knows, not with the results he’d hoped for. Using parts purloined from local graveyards, Victor fulfilled his scientific dream. He created a man and gave his creation life.
But something went wrong. Rather than the perfect specimen he had aimed for, his creation was twisted and freakish, a parody of humanity.
Frankenstein chose the “best” parts for his creation, hoping to build a beautiful artificial specimen.
Unfortunately, the sum of the parts turned out to be greater than the whole. Stitching scars mar much of the creature’s body. Its eyes are glazed and yellowish, while its skin has a pasty pallor. Once beautiful features are contorted into a rictus of death by faulty facial muscles.
The monster itself is an odd amalgam of mad science and undeath. Although Victor’s experiments brought the creature to life, it is sustained by an unholy tie to its maker.
Ghost: Haunts, spectres, phantasms, poltergeists—all of these are disembodied souls that haven’t moved on to the afterlife and remain to plague the folks of the Weird West.
Banshee: Banshees are the restless spirits of folks who died as a result of non-requited love. Often, they committed suicide after realizing their heart’s desire was denied them. Occasionally, the banshee was actually murdered by the object of its affection. In either case, the banshee’s death occurred in a remote spot and the body was unburied.
Haunt: Haunts are the most common form of ghost. They are created when a person died while experiencing an extreme—usually unpleasant—emotion and is doomed to relive it or inflict it on others. The most common motivator for a haunt is revenge for a violent or treacherous death.
Phantom: Phantoms—also called spooks, wraiths and phantasms—are merely spirits who’ve yet to realize their time has come. They remain tied to the site of their death until someone releases them from the limbo of undeath they are trapped in.
Poltergeist: Like simple phantasms, poltergeists result from a soul’s refusal to accept the death of its corporeal body. However, poltergeists are fully aware they’re undead—they’re just mean-spirited about it!
Shade: A shades is an apparition that maintains some tie to a living person—or group of people—responsible for the shade’s death.
Spectre: Most apparitions are linked to the material world by the nature or cause of their death—not so spectres. These abominations are the black hats of the ghostly dimension. Spectres are the spirits of particularly evil people who’ve been cursed to continue their existence in a state of undeath. The Reckoners aren’t about to let a little thing like death cut short a good (if unwitting) servant’s service.
Hangin' Judge: As you no doubt remember, the hangin’ judges started out as five corrupt Confederate judges who hatched a scheme to make a land grab and ruin their enemies along the Chisolm Trail back in the 1860s. The judges’ schemes were uncovered and they were each hunted down and lynched by angry mobs of Texans. They rose as horrific abominations.
Once a month, Hiram Jackson can create a lesser hangin’ judge if he gets his hands on a dishonest (Marshal’s call) attorney, judge or lawman. This takes a night—and a hanging—to accomplish, but not consent.
Hiram Jackson: ?
Cyrus Call: ?
Walkin' Dead: Cyrus Call can also raise those killed by himself or his “mob” as walkin’ dead, although this takes one round per zombie raised.
Luther Kirby: ?
Moses Moore: ?
Marcus Lafeyette: ?
Headless Horseman: This creature is an abomination created when someone dies from decapitation. Chances are increased if the person was riding at the time of death or was a professional rider such as a Pony Express rider or a cavalry soldier.
Joaquin Murieta: Captain Harry Love led a band of California lawmen against Joaquin and his band. They surprised the bandit leader away from camp one day with only a few men and quickly dispatched the group. To prove he’d bagged Joaquin—and to claim the $1000 reward offered by the California governor—Love chopped off the bandit’s head and returned it to the governor.
Unfortunately for folks in the Maze and the rest of the Southwest, Joaquin’s come back looking for his missing head.
Mummy: Many cultures treated their dead with great respect and prepared their bodies so they would better serve their owners in the afterworld. Unfortunately, upon the Reckoners’ escape, some of these began to serve again in the world of the living.
Although mummification can result from climatic conditions, reanimation of those corpses only produces desiccated dead. Also, lesser mummies—those of servants and the like—are treated as desiccated dead as well. Only a rare few powerful individuals arise as true mummies.
Aztec Mummy: The Aztec culture relied on two methods to prepare their dead for the afterworld. The first, cremation, left little to later reanimate and plague ancestors. However, during certain periods of their history, the Aztecs practiced a form of mummification, particularly for those who were consider specially blessed or important.
Occasionally, one of these mummies—usually that of a mighty king or priest—returns to the world of the living.
Egyptian Mummy: This undead horror only arises from the embalmed corpse of an ancient Egyptian high priest or sorcerer.
Patchwork Men: Most mad scientists drawn to this unsavory practice focus their endeavors on the human body. Patchwork men are largely human in design and function, with a few “extras” thrown in every now and then to make them interesting.
Patchwork Wasp: Although it uses mostly human parts for its construction, this little horror is about as alien as you can get. The core of the body is a human head and torso. Attached to the torso like an insect’s legs are six arms, complete with hands. A small, hollowed-out cow’s horn on the backside is the stinger, with extra, external human stomachs serving as poison sacs. The wings are a disgusting marvel of bio-construction, made from hollow human forearm bones and thinly stretched human skin.
Poison Woman: An old Sioux legend claims that once upon a time, women could pull their brains out of their heads and use the old gray matter to brew poisons. While some might simply dismiss this as a misogynistic tale, there is a bit of truth to it—at least since the Reckoning.
Whenever a woman kills a man with poison within the borders of the Sioux Nations (including Deadwood), there is a chance she becomes a poison woman. (Any female guilty of such a deed returns to life as a poison woman rather than becoming Harrowed.) If she does in fact attract the attention of the Reckoners, they imbue her corpse with a seed of supernatural energy, blowing the top of her head off. Men, by the way, are not subject to this particular curse.
Pox Walker: When a particularly angry brave or shaman dies of smallpox or some other disease brought by the white man, there is a chance the Reckoners take notice of this fact and give the body new life as an abomination so it can spread the pestilence.
Ultimately, a victim killed by the pox walker's disease is wracked by a final, great spasm as they die. After death, instead of potentially becoming Harrowed, the victim must check to see if they become a pox walker.
Tarnished Phantasy: This abomination is created when a woman of questionable virtue (like your typical saloon gal) dies while trying to save a man she truly loves. While a noble death such as this would hardly seem likely to generate an abomination, the powers of the Reckoners can twist good deeds to evil ends.
If the conditions are right, such a fallen woman returns to the world of the living as a tarnished phantasy.
Union Pride Ghost Train & Ornery Will: The origin of the Ghost Train goes back to the early days of the Great Rail Wars, when a band of Confederate guerillas led by one “Ornery” Will Jenkins found a line of track laid by the Union Blue railroad across his native Missouri. Angered, Jenkins followed the track until he and his men came upon a train led by the ghost-rock powered Union Pride locomotive.
Jenkins and his men boarded the moving train, and in their rage killed everyone aboard, including all but one of the engineers. The lone survivor refused to obey Jenkins’ orders, and threw the throttle wide upon, knowing in advance he’d likely die as a result.
As the train hit the end of the tracks, it smacked the dirt so hard Jenkins was thrown against the boiler, which burst from the impact. The ghost rock inside exploded, immolating Jenkins.
Vampire: Vampires of all sorts are a form of undead pestilence. After all, vampirism itself is a contagious, fatal disease that spreads even after death!
Cinematic Vampire: ?
Lesser Vampire: Anyone slain by a vampire’s bite rises as a lesser vampire (use the statistics for a nosferatu).
Nachtzehrer: A person killed by a nachtzehrer rises again as one of the abominations herself after three days, unless they’re removed from their funeral clothing before burial.
Nosferatu: ?
Penanggalen: ?
Upir: An upir usually begins as a restless spirit or ghost, similar to a poltergeist, except that it attempts to smother folks or even domesticated animals. After a short period of plaguing the area, the spirit returns to its dead body and animates it as an undead vampire.
Ustrel: These foul little monsters rise from the corpses of very young children (two years or younger) that have died due to abandonment or neglect.
Wampyr: Wampyrs are actually little more than undead plague carriers, spreading the disease of their form of vampirism among their former loved ones.
Due to the highly infectious nature of the wampyr’s bite, this sort of vampirism often spreads very quickly through a community.
Walkin' Fossil: Whether animated by determined manitous that manage to find a trace of brain matter, or simply created as entirely new beings by the Reckoners, walkin’ fossils are extremely dangerous predators. Fortunately, these creatures seem pretty difficult for the dark forces to animate. While other forms of fossilized dinosaurs may be animated, the Reckoners and their agents typically prefer large predators.
Weeping Widow: This abomination is the grief-stricken spirit of a woman who has witnessed the violent death of at least one member of her immediate family, and then died herself soon after. These women never had time to mourn their loss, so the unfinished business of their grief and rage binds them to the physical world.
Zombie: ?
Bloat: To become a bloat, a zombie has to have been submerged at the time it was reanimated and remained submerged for at least a few months.
Desiccated Dead: Usually manitous try to pick corpses that are fairly fresh. They pack a better punch and tend to hold up a little better in a fight. However, evil spirits from another dimension can’t always be choosers, so sometimes they have to make due with bodies that have been out in the sun a while.
Desiccated dead are created from bodies that have dried up and decomposed to the point there is little left to them but a leathery skin over a skeleton. Cowpokes who’ve been bleaching in the desert and bodies from Indian above ground burial sites all fall into this category when reanimated by a manitou.
Feel free to use this type of walkin’ dead for mummies from Southwestern or Mexican Indian tombs. The desiccated dead are also representative of lesser mummies from Egyptian tombs—servants buried with the head honcho.
Many cultures treated their dead with great respect and prepared their bodies so they would better serve their owners in the afterworld. Unfortunately, upon the Reckoners’ escape, some of these began to serve again in the world of the living.
Although mummification can result from climatic conditions, reanimation of those corpses only produces desiccated dead. Also, lesser mummies—those of servants and the like—are treated as desiccated dead as well. Only a rare few powerful individuals arise as true mummies.
Feral Walkin' Dead: These zombies are created by a weak or watered-down version of Baron LaCroix’s reanimation fluid. These are similar to the abominations spawned in Nacogdoches, Texas, after one of LaCroix’s trains derailed nearby.
Frozen Dead: Sometimes the temperature in the northern plains or high mountain passes drops low enough to freeze a body solid. When a manitou decides to wreak a little havoc with a corpse that’s been out in freezing weather like that, the end result is a walkin’ dead with ice in its veins—literally.
The frozen dead are reanimated corpsicles—bodies frozen solid by incredible cold. They’re only created when the air temperature is below –30° Fahrenheit.
Note that it’s not necessary for the original body to have actually frozen to death to make one of these icy revenants. Any sort of corpse can become a frozen dead under the right circumstances.
Glom: A ’glom (short for conglomerate) is a group of corpses joined together into a horrifying mass and animated by an especially strong manitou.
Most manitous are strong enough to animate only a single corpse, creating a Harrowed or walkin’ dead. Some manitous, though, have grown strong enough to animate several bodies at once.
The creation of a ’glom requires a very high Fear Level, and vast quantities of corpses; at least two. One corpse, in which the manitou houses its primary essence, must be relatively intact, but the others need not be so tidy. Most ’gloms are formed from considerably more than two corpses, and are commonly found arisen from the piles of dead on battlefields.
Glom Colony: While regular ‘gloms are inhabited by a single, very powerful manitou, colony ‘gloms are host to a horde of lesser, but closely allied, manitous—a group sometimes called a “Legion.”
Like regular ‘gloms, colony ‘gloms are usually only found in areas where a large number of fresh corpses are available and the Fear Level is fairly high. A bad train wreck could spawn one if it occurred in an area with a Fear Level 5 or greater.
Orphaned Head: Occasionally, a manitou gets a stubborn streak and refuses to let go of a ruined walkin’ dead. As long as the original head remains intact, the spirit continues to keep house in it—even when it’s nothing but a severed head. Usually, the noggin was removed by an edged weapon, but a rare few are chewed loose by the head itself.
Headless Dead: An orphaned head can animate and control any corpse to which it has previously been grafted.
Severed Hand: This abomination comes into existence after a hand has been severed by some means, preferably one that makes it worthwhile for the hand to seek vengeance. The Reckoners then provide it a disgusting life of its own.
Skeleton: On very rare occasions, manitous may choose to reanimate bodies so old that nothing remains of them except bones. Evil black magicians also sometimes create these abominations as special servants.
Undead Animal: What kind of twisted creature brings good old Spot back from the pet cemetery to hound his beloved master? Some abominations may reanimate animal corpse, particularly ones closely associated with the wilderness or nature. Occasionally a human cultist may do so as well, just to unnerve an interloper. This sort of tactic is perfect for Appalachian witches.

Way of the Dead
Walkin' Dead: The Harrowed can add one member to his host for every two character levels he possesses. These zombies don’t just appear, they have to be raised. Just how most Harrowed raise their host seems to vary. Some give them a kiss of life. Others simply open a coffin and say “get up.” Regardless, it takes about 5 minutes to get the corpse up and moving.
Hell Beast power.
Unholy Host power.
Possessed Undead: Possessed undead are created in many ways. Maybe a voodoo shaman poured some magical elixir in a cemetery, or an evil cultist said a dark prayer over a graveyard. The Reckoners hear the request, and if they feel it suits their purpose, sends a number of damned souls down to inhabit the corpses.
There doesn’t have to be a summoner involved. Sometimes the Reckoners just create a horde of walkin’ dead for their own reasons.
Guardians of the Pool: These are the animated corpses of hundreds who were sacrificed to this tainted cenote in ages past.

Way of the Huckster
Walkin' Dead: Zharkov’s Saw
This large saw once belonged to Zharkov the Magnificent, a Russian-born magician of some repute. He used it nightly in his act. Each night he would “saw” his lovely assistant—who also happened to be his wife—completely in half with it.
One night, the trick went tragically wrong. Instead of cutting through an empty box, the saw’s razor sharp teeth cut into flesh and blood. Zharkov, believing his wife’s screams were part of the act, continued cutting. It wasn’t until her screams stopped that he realized his mistake.
Overcome with grief, the magician—who in addition to his sleight of hand skills possessed some true occult knowledge—made a pact with a manitou to restore his wife to him. That very night, his wife’s hastily stitched body rose as one of the living dead.
His joy at her resurrection blinded him at first to the differences between this walking corpse and his wife. Once he admitted to himself that the thing he lived with was not his beloved Antonia, he destroyed her body and took his own life.
Since that time, the saw has belonged to a number of lesser magicians—many of whom have met tragic ends.
Power: This saw’s bloody past gives its wielder the power to create living dead. To do this, the zombie-to-be must be killed with the saw. Once the victim’s death wounds have been stitched closed, the corpse arises as a walkin’ dead completely under the sadistic saw owner’s control.
The undead created by this saw are pure evil and always interpret their master’s command literally in a way most likely to cause problems. The Marshal’s sure to have fun with this.
The walkin’ dead created by the saw can be killed by a headshot, but the saw can also destroy them. However, walkin’ dead killed by the saw can be “revived” by stitching the wound which “killed” them.
A revived zombie may rebel if pushed to do something that it would have refused to do in life. If it wins an opposed Wisdom check against its master, it becomes free of his control. Its first action is usually to dispose of its former master in some grisly fashion.
Taint: The saw’s owner develops a yearnin’ to be recognized as the best at what he does. Gunslingers and hexslingers continually challenge others of their type to duels, magicians constantly try riskier and more spectacular tricks, and so on.

Hell on Earth d20
Harrowed: Strong-willed brainers still occasionally claw their way back from the grave possessed by manitous—the same evil spirits that hucksters manipulated to work their hexes.
Being Harrowed isn’t actually a prestige class—you can’t just decide to be one of these creepy creatures. It’s just something that might happen to particularly lucky characters when they catch a bullet with their name on it.
When your character dies in Hell on Earth, roll 1d20. Add +1 to the result if your hero is 5th level, +2 if he’s 10th level, or +3 if he’s 15th level or higher. (Those bonuses don’t stack, by the way.) If the total result is 20 or higher, a manitou has latched onto his spirit and forces it back into his body—with an unwanted roommate. The brainer’s coming back from the grave.
Most Deaders stay in the grave 1d6 days. It takes a while to fight for the hero’s soul and then another 10-12 hours for the stubborn cuss to dig himself out—assuming the body was properly buried six feet under in the first place. Some Deaders come back quicker and some take longer—especially if the body was badly mangled or otherwise in bad shape.
The manitou needs the human’s psyche, so the victim’s head must be intact. Most major head wounds that kill a person render the body unusable, but that’s not always the case. It’s up to the Marshal if a special effect of some sort has ruined the hero’s brain and made him ineligible to come back as a Deader.
One side effect of all this Reckoning crap is that folks don’t always stay dead. I’m not talking about plain, old zombies. I’m talking about the Harrowed. We Templars call ’em “deaders.” See, when really tough hombres die, they are occasionally brought back to life by those same manitous I’ve been yapping about.
Automaton: Dr. Darius Hellstromme created the first automatons way back in 1870 or so. Most believed they were “clockwork” men, propelled by an extremely complex
combination of steam and gears. What no one could figure out was how the automatons could think.
It took Hellstromme’s rivals many years to finally crack the “secret of the automatons.” It was actually dirt simple: the body was made of steam and gears, but the brain was that of the walkin’ dead.
Where Hellstromme might be now is a mystery to all, but his automated factories in Denver continue to churn out automatons.
They have the brain of a zombie, wired straight into a high-tech, heavily armed and armored chassis.
Hellstromme seems to have made most of his money back during the Great Rail Wars. That was definitely when he created the automatons: robots with human brains wired up inside, controlling the whole works.
Doombringer: the Doombringers, ugly, mutated creatures more monster than human. They retain a feral human intelligence but are twisted and consumed by their hatred for norms, disloyal mutants, and especially heretics.
Even Silas doesn’t want many of these wackos around, so he sends the worst of them off into the wastes to hunt down heretics. Even he doesn’t know that the Doombringers have transcended their humanity and become undead abominations.
Toxic Zombie: It’s amazing how much illegal dumping took place in the years before the Last War. After the Apocalypse, with no one around to put fresh loads of earth over the megacorporations’ dirty secrets, many of these toxic dumps leaked into nearby ponds or created their own cesspools of deadly ooze.
Sometimes, desperate travelers in need of water give these ponds a try. Most of them drop dead within minutes of inhaling, touching, or drinking the sludge. Occasionally, they actually fall into the stuff and become toxic zombies.
Walkin' Dead: Walkin’ dead are animated corpses temporarily inhabited by manitous. They’re very common in ruined cities, creepy old graveyards, mausoleums, battlefields, or any other large concentration of bodies.
The first listing is for “civilian” undead.
What Jo doesn’t know is that anyone killed by a walkin’ dead, who doesn’t come back a Deader, has a 1 in 10 chance of coming back as a walkin’ dead herself.
If a hero is killed by a walkin’s dead and does not come back Harrowed, secretly roll 1d10. If you roll a 1, the poor brainer rises as one of Death’s walkin’ dead.
Death’s passage through Phoenix marked it in a way that even the Last War couldn’t. Anyone killed by walkin’ dead in the area of the city rises from the grave on a result 1–5 on a d10.
Walkin' Dead Veteran: This one here is for better stock, such as zombies raised from a battlefield, a military cemetery, or the like.
War rode about the war-torn state on his red charger, and every battlefield he crossed gave up its dead to join his merciless army. Thousands of dead soldiers most still with their arms and armor, spread out from Kansas to devastate the West in their master’s name.
Faminite: Famine rode her black steed right on top of the waters of Prosperity Bay. An army of those cursed by her touch followed behind, walking out of Purgatory, the part of the Maze set on fire by the ghost-rock bombs.
Famine’s most common troops are called “faminites.” I understand these things were encountered many years ago, but they weren’t undead. I don’t know what changed, or if the old legends were just wrong. The way it works—and I’ve seen it plenty now—is that these unfortunate souls get infected with a disease that literally starves them to death. As they’re dying, they become wild and ravenous, but don’t usually try to eat their friends if they can get other food instead. Once they come back as undead, it’s a different story. They aren’t satisfied by anything but human flesh.
Unfortunately, faminite outbreaks still occur from time to time. Sometimes you can save those infected before it’s too late, but most times the victims die less than a week after being infected, then come back as little more than a voracious monster that only looks like your Aunt Minnie.
Famine’s undead are hideous faminites. A human infected by their touch wastes slowly, maddeningly, away. He is not under any other creature’s control, nor is he undead, but he is ravenously hungry, and no amount of food can sate him. If no other food presents itself, the victim turns to living flesh.
When the person eventually dies (about 24 hours later), he rises again as a faminite. Note that these are different from the ones that appear in Deadlands: The Weird West. Those didn’t automatically arise as undead. In Hell on Earth, they do.
Plague Zombie: It took a few weeks for anyone to figure out where Pestilence was. (He’s sometimes called the “Conqueror” in the Bible.) I guess “he” had to let some folks waste away before he could raise them as his new army. The bastard finally appeared in Texas on a stark-white horse. I’m told his first “harvest” of dead came from a cemetery outside of Houston, where they’d buried the victims of a recent “tummy twister” outbreak.
The Horseman known as Pestilence raises those who died from horrid diseases into horrors
Warbot: Warbots are a lot like automatons. The factory techs take an undead brain and wire it into the go-box of some massive vehicle or gun.
Cyborg: Remember I told you about deaders earlier? Good. Some of them, those who got snagged by the military, became something even more than Harrowed.
One of the last things to come out of the Last War were cyborgs. Both of the NA and SA had them at about the same time, so the militaries must have been working on them for a while. I don’t know exactly what happens, but they implant bionic parts into the deader’s corpse to make some sort of cross between a Harrowed and an automaton.

Hell on Earth d20 Horrors of the Wasted West
Alexander 9000: Originally, this vehicle was a one-of-a-kind prototype built as part of the US Army’s cyborg program. The Army had been experimenting with using the same technology used to make cyborgs to make cyborg combat vehicles.
Most of these attempts failed because the Harrowed human brains implanted in the vehicles simply couldn’t adjust to their new “bodies,” quickly went insane, and were destroyed. The brain of Samuel Wilkins, however, was another matter; his grey matter took to the tank like a duck to water.
Wilkins was a college professor of Greek history at the University of Pennsylvania who had checked the organ donor box on his driver’s license. When he was killed in a car accident his internal organs went to waiting patients; his brain went to the US Army’s testing facility in Montana.
Wilkin’s brain was able to adapt to its alien body and he found that he rather liked being a nearly unstoppable killing machine.
Battle Hound: Some experimentation showed that the same technology that was used to make Harrowed cyborgs could be used in animals. This led to the development of a new line of cybernetic patrol animals.
Fate Eater: Fate Eaters are ghosts of people who died on Judgment Day with unfinished business to complete.
Ghostrock Wraith: Ghost rock consists of damned souls, trapped and sentenced to eternal agony within the mineral they inhabit. When the bombs fell, they unleashed millions of such tortured beings, scattered in radioactive ash. Sometimes, however, a condemned soul has enough will, enough strength, or just enough plumb meanness to escape its material prison. It coalesces from nearby ghost-rock dust, and stalks the night, seeking to share the pain of their existence.
Any being slain by a ghostrock wraith becomes a wraith in 1d4 rounds.
Hands of Hell: Some research lab somewhere in the northwest cooked up this unholy contraption. A hands of Hell is basically a Harrowed human brain in an enclosed protective shell with ten mechanical arms jutting out from all angles. Since the construct frame is very inhuman shaped, all hands of Hell are quite insane.
Head Case: Contrary to legend, head cases are not the monstrous revenants of people who think too much; they weren’t created by demons either.
In the second half of the 20th century, a subculture sprang up around cryogenic freezing technology, which offered its mostly tech-head clients the promise of second life. The clients’ dead body would be frozen and kept on ice in anticipation of a utopian future where benevolent future scientists would cure the victim’s original cause of death. Cryo-enthusiasts on a budget could pay to have only their heads frozen, in hopes that future medical technology could also cure the lack of a body.
Surprise! When the ghost bombs fell, those cryogenic facilities that survived (mostly in strip malls, oddly enough) became cradles of undead. The frozen bodies got up and walked off—without paying their bill!
The frozen heads came to life, too, but couldn’t leave. Their intense frustration combined with the supernatural to give them brain-popping psi powers. When adventurers tried to loot the cryo-labs, the heads used these powers to cow them into servitude. They ordered captive junkers to build them armored helmets with built-in jet-packs for mobility.
Last Man Standing: At abandoned fuel stations along broken stretches of the western highways, or in desolate towns destroyed by Rad Storms and Muties, there was always one man or woman who hunkered down, and refused to give up their land. He or she fought to the last bullet, screaming bloody curses all the way. Eventually they all went down. Some, a rare few, got back up.
Angry spirits of vengeance merged with the last echoes of defiance and created the last man standing; a creature that still defends these way stations and dead towns from anything and everything.
Mojave Hunter Mark 7 King Slayer: That agency was really only one man with a monstrous budget whose mission was to kill off a species of monster. Professor Nathaniel Daniels was contracted by the South to create the last, best hope against the Rattlers. Professor Daniels ran twin experiments to find a solution. Genetically altered snakes to track the beasts were grown to monstrous sizes. DNA was enhanced to increase the snake’s brainpower as well; the goal was canine-like intelligence. Experiment number two was a giant tunnel tank that could carry the firepower to take on the Rattlers on their turf. Each plan had its success and failures, but true success seemed decades away.
That’s when Nathaniel received manitou-influenced inspiration to combine the projects. The biological brains were accustomed to enormous bodies, and the muscle that could be put on a construct’s body could handle the experimental Ghostrock plasma guns needed to blast through miles of granite. Also, a deader brain could heal itself and refuel the gun by devouring Rattler corpses, iron ore, and Ghost-rock deposits, effectively never having to stop. The frame was built to take on the new “King” Mojave Rattlers that had been sighted in the badlands.
Tin Man: Professor Hellstromme created many cyborgs, using corpses for raw materials and brains. Many of his creations became exactly what he had planned, mindless zombie-cyborgs at his complete command. But some of his soldiers regained a shred of sentience over time as bits of memory and consciousness surfaced and formed a loose personality.
Toymaker: Rosanna Marie Wulfe was a mad scientist before the manitou stopped talking. She was a member of the Sons of Sitgreaves (the SOS), one of the few who continued to invent her own ideas and plans without any help. When Velmer developed his G-ray collector, Wulfe already had several devices she wanted to build, and used that to power them. Then the bombs dropped. Wulfe died and came back Harrowed.

Walkin' Dead: A willow wight can animate any corpses buried within reach of its roots. These creatures are considered walking dead.

Weird War Two d20 Blood on the Rhine
Reanimant:Reanimants are the dead brought back to a semblance of life through alchemy and harmonic magic.

REVIVIFICATION
This is the ultimate power available to a haunted vehicle—it can bring the dead back to life (or at least a semblance thereof). Because this ability is so powerful, the WM may ban it if he doesn’t want to see characters coming back from the dead in his campaign.
A spirit with this power can hunt down the deceased’s soul and force it back into his body. There’s a catch, though. Unless the vehicle also has Regeneration at level 3, the revived person is going to die again—but this time his soul is trapped in the corpse. Characters revived in this way return as reanimants—a form of undead—and are NPCs under the WM’s control. Sometimes dead is better.
Reviving a character requires the corpse to be left in the vehicle alone overnight. The character remains dead throughout the night as the spirit hunts for his soul and revives with the first light of dawn.
Even if the vehicle has Regeneration at level 3, a revivification attempt is never a sure thing. The character being revived must make a Will save (DC25). If the save is successful, the hero is returned to life as good as new. If the save is failed, he takes 1d4 points of permanent ability damage. This damage is distributed at random, 1 point at a time, among his attributes. A roll of a natural 1 means something went wrong. The exact nature of this is up to the WM. The hero may be a reanimant, he may have someone else’s soul, or anything else the WM wants to have fun with.
The maximum length of time a character can be dead and still be revived depends on the level of Revivification possessed by the vehicle. As long as the corpse is placed in the vehicle within this time frame, it is preserved until the revivification attempt takes place that night.
REVIVIFICATION
Level Revival Limit
1 1 minute per vehicle level
2 1 hour per vehicle level
3 1 day per vehicle level

Weird War Two d20 Horrors of Weird War Two
Acheri: The acheri is the undead form of a young girl in India who died from disease or illness.
Youngsters killed by acheri-induced disease may rise after 1d4 days as acheri, but they are not under the sire’s control. The acheri makes a Charisma roll (DC 17); on a success, the victim becomes undead itself.
Alraune: Two decades ago, Professor Ten Brinken created her in a foul experiment that even he now freely admits was both repulsive and misguided. Guided by medieval German folklore, Brinken scraped the ground beneath a freshly hanged convict and used his “seed” to impregnate a prostitute. Nine months later, Alraune, named for the mythic mandrake root that grows where a hanged man’s “seed” falls, was born into an unsuspecting world.
Animated Dead: Appearing as strange clockwork and flesh composites, the animated dead represent a high point of Nazi biomechanical engineering. Inspired by run-ins with zombies across the globe, Nazi scientists realized that the human body could be reanimated to function at a basic level. Through electrical and mechanical means, these scientists sought to create a similar creation to what magic had accomplished. The animated dead are the result.
Animated dead are simply human remains that have been filled with a wide assortment of mechanical and hydraulic equipment that allow the body to move as if it were alive. The bodily fluids have been replaced by a bright blue, ionized fluid that pumps though the body via a set of two pumps encased in steel in the abdomen. This fluid is then supercharged with electrical currents that allow the decaying brain matter to operate the embedded machinery.
Asphyxiation Zombie: These unfortunate souls had the non-privilege of participating in one of the Nazi’s most horrific and diabolical experiments. In lesser known concentration camps, the people exterminated by gas were not only killed, but also used as guinea pigs for Hitler’s occult research. Psychoactive gasses were poured in with the normal doses of Zyklon-B to see the results on the human mind. The recipients went rabidly mad shortly before asphyxiating to death in the massive chambers. For fear of the odd mix of chemicals doing damage to other Nazi soldiers and citizens, these corpses were not burned, but buried in mass graves under the former barracks and living spaces that the corpses once occupied. After death, the psychoactive gasses continued to stimulate the muscles in the corpses’ bodies and give them basic drives such as hunger. Their minds are completely wiped of all memory. They only live to satiate their horrendous hunger.
Battle Spirit: The battle spirit is a collection of the restless spirits of those slain on the battlefield, reborn as a giant poltergeist that attacks anyone involved in combat on the battlefield of its birth.
Comprised of the restless spirits of soldiers on both sides of the war, the battle spirit remains dormant until fighting starts nearby and attacks both sides equally.
Carrion Vulture: ?
Dead Man's Helmet: Dead man’s helmets are invisible spirits that occasionally form in helmets worn by soldiers who died traumatically. The dead soldier’s spirit manifests in the helmet, although it fades over time (generally within 4 to 6 weeks after death).
Deserter: Shame and dishonor bind the spirits of deserters who died in the act of running away to the earth. They are forever doomed to flee in fear from both friends and enemies alike.
Der Einzelgaenger The Lone Wolf: The U-90 was one of eight U-boats assigned in 1942 from the 9th Unterseebootsflottille to the Rudeltaktik (better know by the British term “wolf pack”) designated “Wolf.” On July 24, 1942, during an attack on convoy ON-113, the U-90 was destroyed off the coast of Newfoundland. Four solo depth charges from an old four-stacker Canadian destroyer, the HMCS St Croix, ignominiously ended the U-90’s first and only patrol. Those crew members who escaped the initial explosion and the ensuing hull implosions drowned in icy water scant minutes later. All of U-90’s 44 hands were lost. The U-90 had been in active duty on the Atlantic front for only 24 days…and 24 days later the submarine once known as U-90 returned to the service of the Third Reich. Enraged by the prospect of early and inglorious death, Kapitaenleutnant Hans-Juergen Oldoerp and his crew wished for more time in their dying moments. More time in battle. More time to prove themselves. More time for success and the glory of the Fatherland—something, somewhere, heard them.
Explosive Zombie: Explosive zombies are corpses reanimated through dark and sinister magic. Their twisted creator has taken this a step further and filled them with explosives, turning them into mindless walking time bombs.
Finn Haunt: During the dark ages, a race of people, actually small giants called Greater Frisians, inhabited much of present day Holland. In the 5th century, one of the Frisian chieftains, Finn, established a coastal village named Finnsburgh, but was betrayed by the Angle warlord Hengist. Hengist and his retinue were enjoying Finn’s hospitality when they barred the door to the great hall and set fire to it, murdering the entire population of Finnsburgh.
The spirits of Finn and his people have not found rest in the 15 centuries that have since passed since the act of treachery.
Flagellant: Flagellants are a type of reanimant raised by blood mages through dark magic. Far more powerful and intelligent than most zombies, flagellants are created with a single purpose in mind—to drive the German soldier to perform his duty, regardless of the obstacles before him and heedless of the personal cost. In many respects, they are akin to Russian Commissars in the duties they perform. Flagellants have all perished from grievous wounds to their stomachs, the type of wound that left the medic nothing to do but hold the entrails in until the soldier succumbed to loss of blood. Reanimated from their graves, the flagellants now make no attempt to hold back their entrails, allowing them to spew out and trail behind, almost proud that they had suffered such grievous wounds in service of the Reich.
Gangrene: One of the most disgusting and putrid forms of undead in existence; gangrenes are the evil animated remains of those who died from infection. Like a virus themselves, their only purpose is to spread and propagate by attacking the living and infecting them with their disease.
Any humanoid
killed by a gangrene rises as one itself in 1d4 days. The only way to prevent the transformation is to cast protection from evil followed by remove disease on the corpse before the end of that time.
Ghost of the Red Baron: As the war progressed, it became clear that the newly-trained German pilots did not have the same dogfighting capabilities as the Allied pilots. This inability allow the Allied bombers to penetrate farther and farther into Nazi territory. The blood mages had an idea that they believed would “enhance” the air combat abilities of the German pilots. They located the body of Manfred von Richthofen, the late Red Baron. The blood mages sought to create talismans from the Baron’s bones that would transfer some of his piloting skill to the bearer of the talisman. Almost every pilot who bore a talisman was shot down and killed. The project was a complete failure.
Or was it? One pilot, Gregor Itlistien, still possessed his talisman. Itlistien was transferred back to German soil and was promptly shot down by a daring Allied raid. As his FW 190A-8 burned, the distinctive red and black plane of the Red Baron emerged and eradicated the all the Allied planes remaining. The Germans were ecstatic. They had a devastating new weapon.
H.M.S. Sapphire The Dreadnaught: In 1909, an arms race on the ocean led the world’s greatest sea powers to mindlessly produce the immense Dreadnoughts. England secretly sought to advance in the race by covertly producing several ships outside her ports. While the ports of Bristol and Newcastle-on-Tyne were setting the HMS Hercules, Orion, and the Princess Royal to sea, a secret port in South Africa was home to the HMS Sapphire. Her maiden voyage was to England itself so that she and her crew of 160 could join with the rest of the Royal fleet, but her voyage was cut short. On her way to a scheduled stopover in Gibraltar, the hull began to mysteriously creak and buckle. Within seconds, the steam engines that powered the ship shrieked and exploded sending her crew into the dark waters wounded, burned, and near death. As the steam cloud built up around the wailing sailors, the ship and her crew vanished into the Atlantic. Because of her secret nature, the Sapphire and her crew were left to rot in the sea by her nation.
With the Atlantic now saturated with the dead of war, the Sapphire has returned to the waves to claim the lost souls of her countrymen.
Kamikaze Spirit: The ghostly kamikaze spirit has been created by the Kuromaku quite by accident. In the rituals of preparing a living soul of a kamikaze pilot for one final dark-magic enhanced battle against the United States’ fleets, sometimes the soul desires to remain.
The Japanese kamikaze spirit rises from the burning sinking wreckage of the now-deceased kamikaze’s aircraft to seek another plane to crash into those who oppose the Empire of the Sun.
Kill-Roy: Kill-Roy began its existence when Private Roy Sharpes was killed at Pearl Harbor. His spirit longed for vengeance no matter what the cost, and he got it.
Kon-Nichiwa Samurai: The Kuromaku has committed its greatest perversion with the creation of the kon-nichiwa samurai. To prepare for the creation, the Onmyaji take dead bodies and place them in samurai armor. Calling on dark arcane powers and using the mystic Books of Shan, the Onmyaji bring forth spirits of fallen samurai. They then bind these spirits to the empty armored vessels.
Pak Mule: As the war drags on, Germany finds itself faced with a number of challenges as its armed forces are ground down by years of total warfare. The PaK mule is an effort by the Nazi blood mages to address two of these concerns: attrition in the technical combat arms, especially tank and artillery gunners, and the gross obsolescence of the PaK 35/36 antitank gun, a weapon still in widespread use throughout the army.
The PaK 35/36 is an easy to operate and easily transportable gun (so light, in fact, most vehicles could pull it) that has seen wide use in the Spanish Civil War and throughout World War Two. It was originally designed for use against light armor, but even as early as 1940, tank technology was moving forward at such a pace that it was outstripping the capabilities of the gun. There was never enough of the newer antitank weapons, so the Pak 35/36 soldiered on in vast numbers; by 1942, it was derisively known as the “door knocker,” since all it could do was knock on the sides of the Russian tanks it faced.
An attempt to improve effectiveness saw a hollow charge stick bomb (known as HEAT by the US Army) developed specifically for the gun. This new round could penetrate 6 inches of armor, but could only be used at a suicidally short range of 150 meters because it is propelled by what amounts to a blank charge—giving it a low velocity.
Not wishing to see this promising technology wasted, but equally unwilling to risk valuable trained gun crews to operate such a suicidal weapon, Hitler ordered his blood mages to find a solution. Reanimates proved unsatisfactory in the role of gunners, so the PaK Mule was devised.
Essentially, the blood mages married the heads and nervous systems of dead and crippled gun crews recovered from the battlefield, with body parts from other deceased soldiers. The result is an automaton with a gunners’ eye, intuition, and training in a powerfully built and nigh unstoppable package designed to manhandle the PaK 35/36 as a personal weapon into combat.
Panzerschrek: Panzerschrek’s (literally “tank fear”) are spirits of deceased tank crews conjured by blood mages to serve as expendable antitank killers.
The spirits have no ability to speak and no personality to speak off; they are simply tools to be manipulated by blood mages for the sole purpose of stopping enemy tanks. A temporary expedient that was never envisioned for greater utility, the blood mages put little effort into their creation; they are therefore inherently unstable.
To provide a modicum of stability and material cohesion, the blood mages have etched runes into the antitank weapons the panzerschreks have been conjured to wield, effectively binding them to the weapon. Should they become separated from their weapon, the spirit’s material form harmlessly disperses, to reform several days later.
Russian Risers: In Russian graveyards and battlefields sleep its undead protectors. Drawing upon supernatural energy and fierce patriotism, these restless spirits of fallen soldiers wait to again defend the Motherland. Areas where a desperate defense has been erected against an invading force draw the spirits.
The spirits seek out these places and then inhabit the dead husks of former heroes and protectors that have been buried. The spirits usually inhabit the bodies of soldiers who have died on the current front but some have whispered that they have seen rotted corpses in tattered, rotting uniforms used by Russia soldiers who fought against Napoleon Bonaparte.
Upturned: The activity on the Western Front has awakened more than just hatred and monsters. The restless souls of the battlefield dead from prior wars have also taken to the earth so they may quiet it again and regain their eternal slumber.
In areas where shelling and entrenching has been prevalent, soldiers from all sides have upturned bodies from the unmarked graves of the First World War. In most instances these areas have been long abandoned out of respect or fear. However, in cases where the battle now rages on, the dead have awakened. Clawing their way though the thin earth, the mangled, burned, and decayed bodies of the upturned seek to kill the living that disturb their resting ground with the plagues that defeated them.
The upturned are always historically recent dead, as they need their bodies to carry out vengeance on the living for disturbing their sleep. Strung together with rotten sinews and still wearing the uniforms, weapons, and gas masks of their German, French, English, and Russian countrymen, they shamble in small hordes toward their victims, breathing out mustard gas through the holes in their own protective gear and prodding the living with rusted and dulled bayonets atop outdated carbines.
War Geist: War geists are manifestations of spiritual energy that take the form of battlefield noises and visions. In certain cases those who die on the battlefield, paralyzed by extreme shell shock, have never let go of their fear. These formless spirits now wander the earth in search of fear to quench their thirst.
Reanimant: ?


Fading Suns d20
Fading Suns d20
Husks: Husks are clinically dead but animated creatures who quickly become host to all manner of carrion.
A “zombie plague” first erupts among those on the verge of death — soldiers dying of sword wounds, terminally ill patients in Church hospices, or peasants dying of malnutrition. These near-dead suddenly discover a new hunger for life. Possessed by an unnatural strength and bloodlust, they can carve their way through a rural population in no time. Each person they kill also becomes a husk.

Fading Suns d20 Lord Erbian's Stellar Bestiary
Malignatian Husk: Reanimated cadavers have been recorded on all worlds throughout history; the most virulent plague of shambling husks is presently occurring on the Decados planet Malignatius, where Church legions have been attempting to besiege the stronghold of a known necromancer. This sorceror has been calling up local corpses to serve in the ranks of his defending forces, deploying them on the vast blizzard-swept arctic plains that surround his fortress. The husks created in this freezing environment can be especially tough, one Kalinthi officer reports, because even heavily deteriorated tissue is highly resistant to damage when it is frozen hard as ice.

Fantasy Craft
Fantasy Craft Second Printing
Ghoul: Ghouls are said to be folk cursed for great transgressions against life — massacre of the innocent, cannibalism, murdering the holy and benign, and worse. Their acts have damned them with endless, unnatural hunger for decaying flesh.
Mummy: Sometimes the dead can’t let go of life. Case in point: mummies, which are the remains of powerful mortals — emperors, high priests, nobles and others of station — risen to reclaim what they possessed before the grave. Mummies retain their former bodies, rotted or desiccated by time or the unholy ceremonies that allowed for their return.
Wight: Wights are age-old victims of pagan sacrifices, animated by the bitter spirits still trapped in their flesh. Their flesh is stretched taut by peat and time, and they return imbued with the chill of death itself. Their mere touch fills a man with bone-chilling dead, enough to bring a stout warrior to his knees or kill a lesser man outright. Victims of this grisly assault become the wight’s eternal companions, driven by the same dark impulses.
A character killed by a wight rises again 1d6 rounds later as a wight.
Ancient Ghoul: An ancient ghoul is a corpulent, withered king, bloated by great feasts on the dead and many years of relative comfort.
Ghostly: Some who die linger, unable or willing to embrace their afterlife. They remain fettered to the physical realm as terrifying apparitions, manifesting to destroy the spirits from unsuspecting adventurers…
Ghostly Hell Hound: ?
Ghostly Goblin Strumpet: A lonesome victim of a horrible hate crime, this angry ghost jerks through the air like a deranged mutant rag doll.
Lich: Liches are the immortal remains of sorcerers or magical creatures that have traded their souls for eternal “life,” and like most unholy bargainers they’ve paid a terrible price.
Lich Necromancer: ?
Lich Royal Dragon: As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever.
Risen: As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever.
Risen Peasant: The walking dead are a common sight in lands infested with necromancers and dread lords, usually as the unfortunate victims of a biological or magical plague.
Risen Watcher in the Dark: Evil overlords must sometimes hunt Watchers when conquering dungeons. The savvy ones reanimate them, gaining access to their mighty abilities without the pesky independence.
Skeletal: Magically animated skeletons are comprised solely of bone with no connecting tissue.
Animate Dead I spell.
Skeletal Man-at-Arms: ?
Skeletal Triceratops: Magically animated skeletons are comprised solely of bone with no connecting tissue.
Vampiric: A character killed by a vampiric creature rises again 1d6 rounds later as a vampiric creature.
A character killed by a vampiric elf nobleman rises again 1d6 rounds later as a vampiric creature.
A character killed by a vampiric chaos beast rises again 1d6 rounds later as a vampiric creature.
Vampiric Elf Nobleman: Centuries ago, this nobleman blasphemed against the gods. They damned him to a life of animalistic bloodlust, which he sates on the front lines of wars he arranges.
Vampiric Chaos Beast: ?
Skeleton I: Animate Dead I spell.
Animate Dead II spell.
Animate Dead III spell.
Animate Dead IV spell.
Animate Dead V spell.
Zombie I: Animate Dead I spell.
Animate Dead II spell.
Animate Dead III spell.
Animate Dead IV spell.
Animate Dead V spell.
Skeleton II: Animate Dead II spell.
Animate Dead III spell.
Animate Dead IV spell.
Animate Dead V spell.
Zombie II: Animate Dead II spell.
Animate Dead III spell.
Animate Dead IV spell.
Animate Dead V spell.
Skeleton III: Animate Dead III spell.
Animate Dead IV spell.
Animate Dead V spell.
Zombie III: Animate Dead III spell.
Animate Dead IV spell.
Animate Dead V spell.
Skeleton IV: Animate Dead IV spell.
Animate Dead V spell.
Zombie IV: Animate Dead IV spell.
Animate Dead V spell.
Skeleton V: Animate Dead V spell.
Zombie V: Animate Dead V spell.
A character killed by a zombie V rises again 1d6 rounds later as a zombie V.
Undead: A supernatural force clothed in the physical or spiritual remains of a once-living creature.

ANIMATE DEAD I
Level: 1 Necromancy
Casting Time: 1 round
Distance: Close
Duration: 1 minute per Casting Level (dismissible, enduring)
Effect: You animate the remains of 1 dead character as a standard NPC with a Threat Level equal to your Casting Level.
• Skeleton: A skeleton may be created from mostly intact bones, whether flesh remains or not.
• Zombie: A zombie may only be created from a mostly intact corpse (including muscle).
With GM approval, you may modify your choice, apply the Skeletal or Risen template template to an NPC from the Rogues Gallery (see page 244), or build a new NPC, so long as it has the Undead Type and a maximum XP value of 40.
An animated skeleton or zombie cannot animate or summon other characters and becomes inert when killed or when this spell ends (whichever comes first). Certain spells and other effects can render animated dead inert earlier.
The skeleton or zombie may not act during the round it appears. Thereafter it follows your commands to the best of its ability. In the absence of instructions the skeleton or zombie falls under the GM’s control, though it continues to serve you as best it perceives it can (e.g. attacking whatever seems to be your enemy, bringing you things it thinks will help you, etc.).
Skeleton I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk II; Def III; Res IV; Health II; Comp I; Skills: Acrobatics II, Notice III; Qualities: Damage defiance (edged), damage immunity (bows), ferocity
Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20) or Bite I (dmg 1d8 lethal; threat 18–20), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 40)
Zombie I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk III; Def III; Res IV; Health II; Comp I; Skills: Athletics IV, Blend III, Notice IV, Survival III; Qualities: Devour, lumbering, monstrous defense I, shambling
Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20; qualities: grab) or Bite I (dmg 1d8 lethal; threat 18–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 40)

ANIMATE DEAD II
Level: 3 Necromancy
Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 60 XP) or 2 skeletons or zombies (max. 40 XP each).
Skeleton II (Medium Undead Walker — 56 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def IV; Res VI; Health IV; Comp I; Skills: Acrobatics II, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend
Attacks/Weapons: Claw II (dmg 1d6+1 lethal; threat 19–20; qualities: finesse) or Bite II (dmg 1d8+1 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 60)
Zombie II (Medium Undead Walker — 56 XP): Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res VI; Health IV; Comp I; Skills: Athletics V, Blend IV, Notice IV, Survival IV; Qualities: Devour, monstrous defense I, shambling
Attacks/Weapons: Claw II (dmg 1d6+1 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite II (dmg 1d8+1 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 60)

ANIMATE DEAD III
Level: 5 Necromancy
Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 80 XP), 2 skeletons or zombies (max. 60 XP each), or 4 skeletons or zombies (max. 40 XP each).
Skeleton III (Medium Undead Walker — 76 XP): Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def V; Res VII; Health VI; Comp II; Skills: Acrobatics IV, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend, tough I
Attacks/Weapons: Claw III (dmg 2d6+2 lethal; threat 19–20; qualities: finesse) or Bite III (dmg 2d8+2 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 80)
Zombie III (Medium Undead Walker — 76 XP): Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def V; Res VII; Health VI; Comp II; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Devour, monstrous defense I, shambling, tough I
Attacks/Weapons: Claw III (dmg 2d6+2 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite III (dmg 2d8+2 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 80)

ANIMATE DEAD IV
Level: 7 Necromancy
Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 100 XP), 2 skeletons or zombies (max. 80 XP each), 4 skeletons or zombies (max. 60 XP each), or 8 skeletons or zombies (max. 40 XP each).
Skeleton IV (Medium Undead Walker — 96 XP): Str 10, Dex 16, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res VIII; Health VII; Comp III; Skills: Acrobatics IV, Notice IV; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I
Attacks/Weapons: Claw III (dmg 2d6+3 lethal; threat 19–20; qualities: finesse) and Bite III (dmg 2d8+3 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 100)
Zombie IV (Medium Undead Walker — 96 XP): Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res VIII; Health VII; Comp III; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Class ability (Sage: assistance I), devour, monstrous defense I, shambling, tough I
Attacks/Weapons: Claw III (dmg 2d6+3 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite III (dmg 2d8+3 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 100)

ANIMATE DEAD V
Level: 9 Necromancy
Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 120 XP), 2 skeletons or zombies (max. 100 XP each), 4 skeletons or zombies (max. 80 XP each), 8 skeletons or zombies (max. 60 XP each), or 16 skeletons or zombies (max. 40 XP each).
Skeleton V (Medium Undead Walker — 116 XP): Str 10, Dex 18, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res VIII; Health VIII; Comp IV; Skills: Acrobatics V, Notice V; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I, treacherous
Attacks/Weapons: Claw IV (dmg 2d6+4 lethal; threat 19–20; qualities: finesse) and Bite IV (dmg 2d8+4 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 120)
Zombie V (Medium Undead Walker — 116 XP): Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk VI; Def VI; Res VIII; Health VIII; Comp IV; Skills: Athletics VI, Blend V, Notice V, Survival V; Qualities: Class ability (Sage: assistance I), devour, killing conversion, monstrous defense I, shambling, tough I
Attacks/Weapons: Claw IV (dmg 2d6+4 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite IV (dmg 2d8+4 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 120)

Laboratory of the Forsaken
Lunalia's Ghost: Lunalia’s horror at these affairs led Magnus to once again confine her, vowing to brew a potion that would “make her love him again.” Unable to escape and unwilling to face whatever Magnus had in store for her, she drew a bath, slid into the warm water, and slit her wrists. She expected this would finally put an end to her suffering, but once again Magnus had other ideas. Upon discovering her still-warm corpse, the doctor extracted her brain and reanimated her as a flesh golem. This final outrage was enough to anchor her soul to the manor as a ghost, with a lone driving need to destroy the abomination made from her remains.

Heroes Against Darkness
Heroes Against Darkness
Ghoul: ?
Death Claw Ghoul: ?
Shrieking Ghoul: ?
Lich: Lich-dom is the final goal of necromancers who seek to defy the gods of death to live forever.
As they prepare for their rebirth, necromancers create a safe location for their soul, called a phylactery. If their lich-body is destroyed, then the soul returns to the container and a new body forms in one to two weeks.
Skeleton: Skeletons are the undying vestiges of ancient warriors. These undead creatures have been imbued with necrotic magic to animate their bones and then they have been given simple directions from their master, such as to guard a location or to attack intruders.
Animate Skeleton spell.
Dry Bone Skeleton: ?
Skeleton Archer: ?
Skeleton Warrior: Skeleton warriors are long-dead warriors who've been bought back from the afterlife to fight again.
Skeleton Lord: ?
Zombie: Zombies are human corpses that have been given a second shot at life by a necromancer or whose endless sleep has been interrupted by remnants of ancient magic.
Animate Zombie spell.
Dirt-Born Zombie: These newly-risen zombies are relatively weak, but in numbers they can overwhelm foolhardy adventurers.
Zombie Shambler: Shamblers are zombies whose reanimated bodies have strengthened and hardened as they've matured.
Zombie Flesh-Thrower: ?
Zombie Corruptor: ?
Ghost: Animate Ghost spell.

Animate Zombie (2 Anima) Spell Effect
You animate a zombie, creating an undead creature. You control the zombie's actions (major, move, minor). Zombie's level equal to your ½ Level bonus. Zombie can use Simple Weapons and Armor. You can release your animated undead as move action.
Target
Single dead body
Duration
1 rnd + 1 rnd per level
Range
Touch

Animate Skeleton (4 Anima) Spell Effect
You animate a skeleton, creating an undead creature. You control the skeleton's actions (major, move, minor). Skeleton's level equal to your ½ Level bonus. Skeleton can use simple weapons and armor. You can release your animated undead as move action.
Target
Single set of bones
Duration
1 rnd + 1 rnd per level
Range
Touch

Animate Ghost (6 Anima) Spell Effect
You animate a ghost, creating an undead creature. You control the ghost's actions (major, move, minor). Ghost's level equal to your ½ Level bonus. The ghost is insubstantial (damage taken from attacks against target's AD and ED is halved, can move through solid objects at half speed). You can release your animated undead as move action.

Iron Heroes
Iron Heroes
Skeleton: Necromancy Method Animate Dead.
Zombie: Necromancy Method Animate Dead.

NECROMANCY METHOD: ANIMATE DEAD
Mastery: 1–10
Descriptor: Negative energy
Mana: 4 mana/undead HD
Casting Time: One minute
Range: Medium (100 feet + 10 feet/necromancy mastery level)
Target: One or more dead creatures
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You reach into a corpse and find the failed flame of life within it. Using your necromantic magic, you reignite that fire with negative energy, allowing the dead to walk once more—as your servant. Using this method, you can animate a creature with Hit Dice equal to up to twice your mastery rating. At any given time you can control a number of undead with total Hit Dice equal to five times your necromancy mastery rating. If you attempt to control more than that, the undead you control with the most Hit Dice becomes independent. It might flee or attack you and your allies, based on the DM’s judgment.
The undead obey your mental commands to the best of their ability. If you lose line of effect to an undead servant, it obeys your last commands as well as it can. Commanding an undead servant is a free action.
When you animate a corpse, it becomes either a skeleton or a zombie. Use the monster templates given below in the “Creating a Skeleton” and “Creating a Zombie” sections for your newly animated undead. Either apply the template to the existing stats of a creature you wish to animate or use the generic creature statistics in the table above for each size creature from Small to Huge—you don’t need many stats, such as base attack or Intelligence, because the templates determine them. You can select almost any creature type to become undead, as animating a creature makes it lose most of its type-specific abilities.
Moderate Disaster: The mote of energy you create to sustain the creature runs rampant and drains your life force. You suffer damage equal to the mana spent to cast animate dead.
Major Disaster: The undead creature animates as normal, but a minor error introduced into the process causes it to attack you immediately and in preference to all other creatures. It tracks you unerringly.

Iron Heroes Bestiary
Dire Gloom: The dire gloom arises in areas where the stuff of the Negative Energy Plane spills over into the mortal realm. Intelligent creatures slain by the influx of energy become dire glooms, chunks of negative energy given intelligence as the dying creature’s soul becomes enmeshed within the stuff of the negative plane.
Hunting Spirit: A hunting spirit is a relentless hunter, the undead essence of a creature that died while pursuing a victim. Even as the creature’s body dies, its spirit continues onward in search of its prey. The hatred, anger, or hunger that drove it forward pushes its spirit on after death.
Necrophage: Necrophages spawn in areas with a high concentration of necromantic energy. They arise spontaneously, the raw energy of death given physical form, in areas such as morgues, the site of an executioner’s block or a gallows pole, and so forth.
Plague Giant: A plague giant is the decaying husk of a monstrously large humanoid creature animated as an undead being.

Iron Heroes Player's Companion
Skeleton: Rite of the Grave spell.
Zombie: Rite of the Grave spell.

RITE OF THE GRAVE
School: Necromancy
Saving Throw: None
Spell Resistance: No
EFFECT TYPES
Contacting the spirits with this ritual allows the Spiritualist to control undead creatures she encounters and to animate the corpses of deceased creatures as her minions.
Command Undead: The magical power of the spirits gives the Spiritualist the ability to command undead creatures she encounters.
Animate Dead: The Spiritualist can create undead minions, either as skeletons or zombies. Refer to pages 242–43 of the Iron Heroes rulebook for details of these creature types. These undead are completely under the control of the Spiritualist. The creatures rise to their feet as part of the spell, but get no other action in the round they are created.
EFFECT SEVERITY
The more tokens spent on Command Undead, the greater the chance of successfully controlling the creatures encountered.
The more tokens spent on Animate Dead, the more Hit Dice of undead that can be created.
RITE OF THE GRAVE EFFECT SEVERITY
Tokens Spent Command Undead Animate Dead
0 Command check +0 2 HD
1 Command check +2 4 HD
2 Command check +4 6 HD
3 Command check +6 8 HD
4 Command check +8 10 HD
5 Command check +10 12 HD
6 Command check +15 16 HD
7 Command check +20 20 HD
Command Check: The Spiritualist makes a single command check against each undead creature to be affected. The DC of the check is 10 + the target’s Hit Dice + the target’s turn resistance (if any).
The formula for the command check is 1d20 + the modifier listed on the table + the Spiritualist‘s Charisma modifier. Compare the results of the check to the table below:
COMMAND UNDEAD CHECK RESULTS
Check vs. DC Result
Check fails Creature is unaffected.
Check succeeds by 0-9 points Creature takes no action for duration of spell.
Check succeeds by 10 or more Creature is under complete control of Spiritualist for duration of spell.

There is no limit to the number or Hit Dice of undead creatures the Spiritualist can control through this effect, other than the Spiritualist‘s ability to keep restoring her contro
by casting this spell.
Hit Dice: This is the maximum number of Hit Dice of creatures that the Spiritualist can animate as part of this spell. The listed Hit Die value applies to the creatures’ Hit Dice after they become undead. These Hit Dice can be spread over as many or as few creatures as the Spiritualist wishes to animate. The maximum value of animated minions the Spiritualist can have at any one time is 5 Hit Dice per Spiritualist class level. This limit applies without regard to the duration for which the undead creatures have been created.
RANGE
The Rite of the Grave uses the standard attack spell ranges.
AREA OF EFFECT
Both Rite of the Grave effect type uses the following areas.
RITE OF THE GRAVE AREAS OF EFFECT
Tokens Spent Area of Effect
0 –
1 1 creature
2 2 creatures
3 3 creatures
4 4 creatures
5 5 creatures
6 6 creatures
7 10 creatures
DURATION
The duration of Command Undead and Animate Dead effects vary as listed below:
RITE OF THE GRAVE DURATION
Tokens Spent Command Undead Animate Dead
0 Concentration (max. 5 rounds) Concentration
1 Concentration 10 rounds
2 Concentration + 5 rounds –
3 10 minutes Permanent
4 30 minutes –
5 1 day Instantaneous
6 1 week –
7 – –
RITE OF THE GRAVE EXAMPLE
Ashandra and her companions are engaged in a pitched battle with a large number of enemy soldiers. Wanting to sow some confusion in the enemy ranks, she conducts a pact with a 3rd-Order spirit. A full-round action and a lucky roll allow her to gather 10 tokens.
• Effect Type: Ashandra chooses Animate Dead as her effect type (there are several enemy corpses nearby that she can use). This costs 3 tokens.
• Effect Severity: Animating the human bodies as skeletons will only require 1 Hit Die per body. That’s probably best, especially as her enemies are mainly using slashing weapons. She spends 1 token to get a limit of 4 HD.
• Range: Two tokens are enough to get a 30-foot range, which is plenty to cover the three bodies she can animate.
• Area of Effect: This was Ashandra’s biggest limiting factor: A 3rd-Order pact limits her to three skeletons, at a cost of 3 tokens.
• Duration: Ashandra spends her last token on duration: The skeletons will remain animated for 10 rounds.
Summary of Effects: Three skeletons rise to their feet. In the next round, they will attack Ashandra’s enemies.
CHOOSING THE RIGHT RITE
Using Rite of the Grave in the manner described in the example on this page is not the most effective use of that ritual. Had Ashandra been casting the spell in a non-combat situation, she could have stood next to the bodies she wished to animate. This would have saved the 2 tokens she spent on extending the spell’s range, allowing her to increase her expenditure on duration to 3 tokens. As a result, the skeletons would have been permanently animated (until dispelled or destroyed) rather than merely lasting 10 rounds. The Rite of Summoning would be a better choice in a combat situation, assuming Ashandra could use it. See page 89 for an example of what Ashandra could have done if she had used that ritual in this situation.

Judge Dredd d20
The Rookie's Guide to Psi-Talent
Zombie: These creatures can be created by psykers using the undeath power, or may arise naturally in areas of great psychic disturbance.

Undeath
Level: 1
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse/level
Duration: 1 hour/level
Saving Throw: None
Power Resistance: No
Power Points: 1
This power allows a character to imbue a corpse with a shadow of its former soul, allowing it to once more walk the Earth as a zombie, a shambling creature utterly under the control of the manifester’s will. Up to one corpse per level of the manifester may be turned into a zombie with each use of this power, though the manifester may never have a total of more zombies under his control than his level, regardless of how many times undeath is used. The zombies will follow the manifester or follow simple orders, as is desired. The corpse must be mostly intact for a zombie to be created and must be of medium size or smaller.

The Rookie's Guide to the Undercity
Arlington Zombie: The world almost ended in 2114, when the time-travelling Necromagus Sabbat arrived in the Radlands of Ji, the psi-saturated radioactive wasteland near to Hondo City. A powerful sorcerer of unprecedented proportions, Sabbat made use of a psi-enhancing lodestone and raised untold millions of corpses from their graves to serve as his personal army of zombies.
for some unknown reason the undead that clawed their way out of their graves in the enormous Arlington National Cemetery in the Washington Undercity remained animated after Sabbat’s defeat.
Thinking Dead: Rare variations of the Arlington zombie, the beings known as ‘thinking dead’ are sentient undead creatures created during the Zombie War. Most of Sabbat’s zombie hordes were mindless automata, but it has since been found that some of the animated cadavers - about one in every ten thousand - had somehow retained fragments of their original personalities. Usually, the individual had been particularly forceful or single-minded while alive, or had died without fulfilling some important obligation. Others had been ghosts or discarnate spirits who took the opportunity to re-inhabit their former bodies.

Modern20
Soldiers and Spellfighters20
Skeleton Soldier Speedfreak 4: These stats represent a skeleton warrior that might be created and controlled with necromancy.
Necromancy Spellbinding
Ye Fashan's Necromantic Spellbinding.
Zombie Soldier Tank 1: These stats represent a sample zombie that could be created an controlled with Necromancy.
Necromancy Spellbinding.
Ye Fashan's Necromantic Spellbinding.
Restore to Life incantation failure.
Revenant: Restore to Life incantation.

Restore to Life
Conjuration (Healing)
Magic Ranks Required: 14; Components: V, S, F; Casting Time: 120 minutes (minimum); Range: Touch.; Target: Dead creature touched; Duration: Instantaneous; Saving Throw: None
The restore to life incantation was purchased by members the German Imperial Army’s Sorcery Corps (Zaubereikorps) at the Bavarian Forest portal in 1918. It was hoped that the incantation could be used to resurrect particularly competent and experienced officers and thus negate somewhat the devastating effects of trench warfare on the quality of the army – especially in the infantry branch.
This incantation was purported to restore life to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be returned to life, but the portion receiving the incantation must have been part of the creature’s body at the time of death.
Unfortunately, the best wizards in the Kaiser’s Sorcery Corps (Zaubereikorps) could never successfully perform this incantation. This led to much speculation that the incantation was a either a deliberate fraud or that this particular magic could not work properly in our world.
Unlike zombies or skeletons, the creature is restored to full hit points and retains its personality, allegiances and all skills and abilities it had before death - but it is undeniably undead (it has the Undead Physiology feat).
The deployment of revenant soldiers to the front had a disastrous effect on the morale of living troops but it helped prolong the battles of Verdun and Somme and thus forestalled the invasion of Germany.
Note: In game terms – revenants are the same characters they were before death – except they have gained the Undead Physiology feat. (See Appendix III for full details on this feat.) In a nutshell, their Constitution is reduced to 0 but they suffer no penalty to hit points from this. They do not heal naturally except through the use of spells or special abilities. They gain 2 Damage Reduction per level but this damage reduction has a weakness to a certain substance – in this case - silver.
Secondary Casters: Two required (not including primary caster).
Failure: The target is returned to life as a zombie and immediately attacks the casters. The target loses all skills and abilities and uses the zombie stats from the Creature section.

Mutants and Masterminds
Mutants and Masterminds 3e
Mutants & Masterminds Third Edition Hero's Handbook
Construct Undead Revenant: ?
Zombie: ?

Atlas of Earth Prime
Zombie: Duval is not averse to creating zombies, but he finds them distasteful. Baron Samedi also has various magical powers. He can animate the dead, exert some control over the minds of the living, command reptiles, and create clouds of smoke or pitch darkness. These are innate abilities for him, not just mortal sorcery. He’s never without some zombie henchmen at hand, and is always creating more.
La Cathédrale de la Douleur, The Cathedral of Pain: Throughout Quebec, particularly in times of struggle and strife, a ghostly cathedral has appeared on a hill outside various communities. Its melancholy bell strikes a note of doom, drawing visitors against their better judgment, and many who enter its beautiful stained glass doors do not return. This is la Cathédrale de la Douleur, “the Cathedral of Pain”, built in the 18th century in Quebec City. Originally just a beautiful church, it became infamous as a center of cruelty by the infamous Soeur Madeleine in the early 19th century, who used it as the center of a brutal cult. Destroyed by champions in the service of the Church in 1808, Soeur Madeleine vowed that even death would not halt her campaign to purify Upper Canada (the former name for the southern portion of what is now Ontario) of its sins, and she’s made good on that vow ever since.
La Llorona: The legend of the Weeping Woman has many versions throughout Mexico and even extending into the Latino communities in the United States. The basics of the legend speak of a woman who killed her own children, sometimes to protect them, other times out of jealousy, eventually killing herself to then haunt the streets of whatever city the tale is told, crying out for her dead children.
In Ciudad Juarez, the urban legend came true. One week after the body of Lydia Vasquez, a local factory worker, was found next to the bodies of her two young daughters, an American tourist was also found dead together with a couple of local thugs. The coroner declared that the three of them had died of cardiac arrest and severe tissue damage resembling frostbite. The rumors of La Llorona’s return spread quickly, as well as sightings and the terrifying echoes of her cry of “Ay, mis hijos!”(translation, “Oh, my children!”)
La Llorona is the ghost of Lydia Vasquez and is a very, very angry spirit. She is attracted to sites where innocents have been murdered and seeks retribution.
Count Karol Duval, Vampire: ?
Vampire Thrall: ?
Tepalcatli: A few years ago, an aging shaman went to the ruins, seeking a way to protect Palo Santo from the encroaching forces that threatened to engulf it. The rite he enacted was supposed to bring forth a champion, but he made a mistake during the ritual, and instead what he brought was a new age of darkness.
The shaman brought back from death a lowly member of one of the warring cartels as an undead creature. With one foot in the land of the living and the other on the road to Mictlan, the Nahua underworld, this man had an uncanny understanding of the power of Death.
Once named Mauricio Villa, this small time crook was accidentally brought back to life with the knowledge and power of Death magic.
Undead: It is very possible the Santa Muerte cult could create powerful undead minions or sorcerers at some point.
Chiloé seems to also be the focal point of the Caleuche, a ghost ship who sails the nearby waters and is crewed by the souls of the drowned.
Captain Blood: Jonathan “Bloody Jack” Carter was one of the most infamous pirates of the 17th century Caribbean, crossing swords with the legendary Crimson Corsair himself. The success of “Captain Blood” came to an end when he crossed a Voodoo priestess, who cursed him to know darkness, death, servitude, and to never know rest. It wasn’t long thereafter that the Black Plunder went down with all hands on board to a dark and watery grave.
It didn’t remain so, however. Baron Samedi, seeking to plague his foe Siren, used the power of the curse upon Captain Blood and his ship to raise both the vessel and its crew from the briny depths. Now a ghost ship with a ghostly crew, the Plunder was initially bound to Baron Samedi’s service, but Captain Blood eventually wormed his way free with Siren’s less-than-willing aid.
Zombie Master: Unlike his immortal foe, however, Maitre Carrefour has begun to feel the effects of his age. Although he remains healthy, time has taken its toll: his hair has gone white, his once-tall form bent. Some of the sorcerer’s more recent schemes have concerned ways to restore his lost youth or, perhaps, if left with no other means to stave off death, how to become a true “zombie master” by joining the ranks of the undead.
Ghost Pirate: Jonathan “Bloody Jack” Carter was one of the most infamous pirates of the 17th century Caribbean, crossing swords with the legendary Crimson Corsair himself. The success of “Captain Blood” came to an end when he crossed a Voodoo priestess, who cursed him to know darkness, death, servitude, and to never know rest. It wasn’t long thereafter that the Black Plunder went down with all hands on board to a dark and watery grave.
It didn’t remain so, however. Baron Samedi, seeking to plague his foe Siren, used the power of the curse upon Captain Blood and his ship to raise both the vessel and its crew from the briny depths. Now a ghost ship with a ghostly crew, the Plunder was initially bound to Baron Samedi’s service, but Captain Blood eventually wormed his way free with Siren’s less-than-willing aid.
Ernesto Che Guevara, Ghost: Three years later, Ernesto “Che” Guevara, one of the two major figures in the Cuban revolution, who had gone to Bolivia to mount a guerrilla movement, was killed with help from America’s C.I.A. It’s said his ghost still wanders the place where he was executed, and time-traveling heroes identify his death as a focal point in history from which many alternate timelines branch away.
Ghost: In the windswept wastes of Iceland stands the Helka Volcano, active since the 1100s and even as recently as 2000, it is again on the verge of eruption. If the fear of this imminent disaster wasn’t already enough for the people of Iceland to contemplate, folklore has long said that the volcano is guarded by a coven of witches and somewhere in its fiery depths lies a gateway to hell. The tales refer to an original group of witches, long since dead, that guarded the volcano and its gateway for fear of what was on the other side. All of them had been brought to the volcano by visions that had plagued their dreams for years before. They lived in that desolate wasteland until old age and illness took them. With every eruption, they feared the arrival of something dark and evil, but it never came to pass while they lived.
After they passed, the site lay unguarded for centuries, it’s hidden dangers long forgotten, but recently the secret of the volcano was finally rediscovered by cultists of the Eightfold Web and they’ve moved to Helka. The portal wasn’t a gateway to hell, it took travellers anywhere they wished if they knew the way. The cultists used it to open a way to Verecia, the parallel Earth containing Freedoms Reach so they could unite two aspects of the spider god, Raknis, from Earth, and Rakna, from Verecia). With its mind on both sides of the dimensional divide working towards the same goal it was easy for spider god to send agents to Helka volcano and Hell’s Forge in anticipation of the next eruption—which is when the link between the two worlds was weakest. That time is imminent and Raknis’ scheme to swarm first Earth-prime with his monstrous followers, and then Freedom Reach with technologically superior ones is on the verge of fruition. Unfortunately for Raknis, something it didn’t prepare for may disrupt the plan. Ghostly apparitions have been spotted in the area, described by all who have seen them to be the witches of legend, each one calling for help to combat a foe they can no longer overcome in their weakened state.
Near the meeting of the Tsavo and Athi Rivers in western Kenya, there is a site in the Tsavo region the history of which is drenched in blood. Once along the old slave trade pathways, it eventually became the site of British efforts to build a railroad across Africa. In 1898, a pair of man-eating lions attacked and killed over a hundred workers and other victims in the region before they were killed by Col. John Paterson, the Irish engineer tasked with building a bridge for the railroad. Some locals believed these two lions, unmated males who hunted in pairs and often didn’t even bother to eat their kills, were evil spirits or demons. Paterson and his fellow Europeans laughed off these claims. They really should have listened too the legends.
The Tsavo man-eaters were physically lions, but the beasts were spirits driven to madness and murder. They were instilled with a love of endless slaughter by the violence and suffering of the people suffering due to slavery, imperialism, inter-tribal conflicts, and other tragedies. Whether the spirits were once ghosts of mortals, animal, nature spirits, or something else entirely, is unknown. However, by the time they began their reign of terror in 19th century Kenya, they were powerful and relentlessly malevolent ghosts.
New Knight of Malta: In truth, the Knight is not any one person, but a kind of supernatural energy or presence that occupies different Maltese citizens as hosts, granting them particular powers and an innate sense of what needs to be done with them. Thus far, the Knight has always chosen well (assuming it is a choice at all): Everyone who has wielded its power has proven worthy, and it has been a lifechanging experience for many of them.
Esmeralda: An intelligent robot created by Lemurian science and powered by alchemical magic,
Crimson Mask, Vampire: Eventually Báthory was betrayed and killed by Alexandru Movila, a minor sorcerer who served Báthory. Dracula rewarded Movila as a traitor deserves, but using his mystical powers and sheer willpower, Movila managed to stave off death, and now roams the world as a vile magician called Crimson Mask.
Dracula, Vampire Lord: Dracula was transformed not by a mere Romani, but by an Urma (a “gypsy fairy,” one obsessed with power and night). Vlad, betrayed by his own brother and corrupt Hungarians, willingly rejected all that is good and holy for dominion over blood and darkness. He became not just a vampire, but a vampire lord.
Nosferatu: ?
Hansel, Hannes Hendrik, Vampire: In retaliation, the vampire turned Hendrik’s young siblings Hannes and Gerda into the undead monsters later known as Hansel and Gretel of the Fable Gang.
Gretel, Gerda Hendrik, Vampire: In retaliation, the vampire turned Hendrik’s young siblings Hannes and Gerda into the undead monsters later known as Hansel and Gretel of the Fable Gang.
Erszebet Báthory: Dracula was later impressed by the sadism and cruelty of young Erszebet Báthory, eventually transforming her into a vampiric queen.
Lenore, Raven's Flame, Vampire: ?
Aswang: ?
Tlaciques: ?
Upir: An upir is a regular person who wasn’t properly buried (or couldn’t have been—suicides, heretics, murderers, unbaptized children, for example), and as such was a good target for demonic possession. A dark spirit replaced the weak and frayed soul of the possessed, and it came back to life hungering for blood.
Nosferatu, literally “plague carrier,” are creepy, deformed monstrosities. They retain most of their human intellect, but few ambitions beside survival. Apart from a Weakening attack they have also an Affliction that spreads contagious disease. Some of a nosferatu’s victims might become upirs or nosferatu even without being bitten.
Ghul: An upir is a regular person who wasn’t properly buried (or couldn’t have been—suicides, heretics, murderers, unbaptized children, for example), and as such was a good target for demonic possession. A dark spirit replaced the weak and frayed soul of the possessed, and it came back to life hungering for blood. In the Middle East they’re called ghuls.
Lilim: Lilims are supposedly descendants of Lilith, the queen of demons.
Nosferatu: Nosferatu, literally “plague carrier,” are creepy, deformed monstrosities. They retain most of their human intellect, but few ambitions beside survival. Apart from a Weakening attack they have also an Affliction that spreads contagious disease. Some of a nosferatu’s victims might become upirs or nosferatu even without being bitten.
Vampire: A mortal infused with vampiric blood or a dark curse can also become a dhampir—or even a full-fledged vampire!
Hellscreamer: Murdered by a rival, death-metal musician Kgosi “King Screamer” Bamalete was offered a second chance at life by agreeing to become an agent of supernatural retribution, punishing the wicked for their crimes.
The identity of the entity that resurrected Hellscreamer and gave him superhuman abilities is currently a mystery. It could be a demon, forgotten god, or powerful mystical hero or villain.
Light Ghost: One of the mystics that owed their knowledge to Emperor Rudolf’s curiosity was Honza (John) Krisov, professor at the University of Prague, student of the occult, one of the last members of ancient Order of Light, and a minor talent in his own right. When the Nazis rose to power in Germany, Honza was visiting his close friend Helmut Shaal to inquire about the unusual talents of his children. And on the fateful Kristallnacht, the Nazi’s attacked him and his family. Their powers weren’t enough to protect them, but he gave his life in a ritual that awakened the powers of the Light-bearers within his family. Krisov still exists… in a way. Sophie sometimes claimed that she heard his wise advice. In fact, Krisov was transformed into some kind of “light ghost.” He still exists, but he needs a strong purpose to latch onto in order to grant his host powers.
Tsavo: Near the meeting of the Tsavo and Athi Rivers in western Kenya, there is a site in the Tsavo region the history of which is drenched in blood. Once along the old slave trade pathways, it eventually became the site of British efforts to build a railroad across Africa. In 1898, a pair of man-eating lions attacked and killed over a hundred workers and other victims in the region before they were killed by Col. John Paterson, the Irish engineer tasked with building a bridge for the railroad. Some locals believed these two lions, unmated males who hunted in pairs and often didn’t even bother to eat their kills, were evil spirits or demons. Paterson and his fellow Europeans laughed off these claims. They really should have listened too the legends.
The Tsavo man-eaters were physically lions, but the beasts were spirits driven to madness and murder. They were instilled with a love of endless slaughter by the violence and suffering of the people suffering due to slavery, imperialism, inter-tribal conflicts, and other tragedies. Whether the spirits were once ghosts of mortals, animal, nature spirits, or something else entirely, is unknown. However, by the time they began their reign of terror in 19th century Kenya, they were powerful and relentlessly malevolent ghosts.
When Paterson killed the lions the spirits bound to them were dispersed, but not destroyed. At times over the next century, the spirits returned to possess the living in various places, each time taking over humans whose souls were weakened by madness, greed, sin, or evil. The spirits grow in power with each possession; all the blood they spill on their rampages makes them ever stronger and shortens the time needed before they can once again possess the living. As they’ve become more powerful, they’ve learned to twist, warp, and transform their hosts into a terrifying mix of man and beast. These monsters are now known simply as the Tsavo, which means “slaughter” in the Kamba language. They don’t always appear in Kenya, or even Africa, but they are tied to the place of their “birth,” and it is likely they cannot be truly destroyed unless someone can discover a way to purify the part of the region where they first began their murderous existence.
Pizrak Smekh: ?
Maemd Hiw: The spirit known as Maemd Hiw used to live life as a teenaged girl, but she was murdered by human traffickers and her soul remained on Earth–Prime.
Aquatic Skeleton: ?
Aquatic Zombie: ?

DC Adventures Hero's Handbook
Construct Undead Revenant: ?
Zombie: ?
Solomon Grundy: Many years ago, vain and wealthy merchant Cyrus Gold was murdered, his body dumped into Slaughter Swamp near Go-tham City. Mystical forces in the swamp attempted to trans-form Gold into a new incarnation of Earth’s plant elemental, but because Gold did not die by fire as required, the process was only partially successful. Decades later, a massive, shambling figure rose from the swamp, killing a pair of escaped convicts and stealing their clothes. He adopted the name Solomon Grundy from the children’s rhyme (“Solomon Grundy, born on a Monday...”) and embarked on a series of crimes in Gotham.

DC Adventures Heros and Villains II
Looker: Emily “Lia” Briggs was a timid librarian who was, unbeknownst to her, the last royal descendant of Abyssia, an underground kingdom that her ancestor founded after he gained mental powers from a crashed meteor in 2000 b.c.e. The Abyssians kidnapped and exposed Lia to the meteor fragment, which gave her incredible beauty and mental powers. Katana, a bookseller who happened to know Lia, got the Outsiders to rescue her. Lia, as Looker, joins the team.
Looker’s powers and association with the Outsiders unfortunately puts a strain on her marriage and she separates from, and eventually divorces, her husband. Looker pursues a modeling career when the Outsiders move to Los Angeles and has a brief affair with Geo-Force.
The opposition leader in Abyssia, Tamira, returns to power and engages Looker in a Rite of Challenge during which Looker loses most of her powers. Lia retires and leaves the Outsiders but later returns to Markovia. She regains her powers during a battle with the vampire Roderick but is also transformed into a vampire.
Zombie: Zombies are typically animated human corpses given a semblance of life through magic or scientific means (exposure to a disease or toxic waste, for example).
Zombie Flesh Eater: ?
Zombie Contagious: Their condition is contagious, either to anyone killed by them, or even anyone scratched or bitten (suffering at least an injured result from damage).
Skeleton: Skeletons are essentially fleshless zombies, faster and more agile because of it, and even more resistant to various forms of harm. The kind of skeletons that show up to fight heroes are often those of ancient warriors, and so may be equipped with appropriate armor and weapons, improving their damage and Toughness by +2 each and increasing their power level by 1 (although minion rank remains the same).

DC Adventures Universe
Undead: Lady Styx can raise all intelligent living beings slain by her followers as undead worshippers.
Darkstar Envoy: Once the hope for peace and justice in the universe, the Darkstars are now undead agents of Lady Styx, raised to pseudo-life in her service.
Earth 43 Batman: This is a world with a higher quotient of supernatural involvement than normal, where Batman was ultimately turned into a vampire and must control his own darker urges in order to continue his war on darkness.

Freedom City (Third Edition)
Lantern Jack: There were tales of Lantern Jack, who haunted the nighttime streets of Lantern Hill carrying a ghostly, glowing lamp with him. The stories said he was the ghost of a patriot hanged by the British, his lantern shining with the light of vengeance and liberty. Others claimed he was a traitor to the Revolution, cursed to wander the Earth.
Fortunately, Lantern Hill also has a guardian in the form of the ghostly avenger known as Lantern Jack, who has haunted its streets for more than two centuries, paying for his sins by serving as an instrument of justice and, on occasion, righteous vengeance.
The ghostly guardian of Lantern Hill dates back to the Revolutionary War in Freedom City. Stories claim Lantern Jack is the restless spirit of a colonial patriot slain by a British officer when he attempted to warn the people of the city of an attack.
The truth is John Halloran betrayed the rebels secretly meeting in the Emerald Dragon tavern to the British. He regretted his actions when he found they planned to murder, not imprison, the rebels and anyone else in the tavern. John tried to warn them and stop the redcoats, but was killed for his trouble. The fate of his soul hanging in the balance, John Halloran’s final good deed did not outweigh his sins. Given a chance to redeem himself and prove himself worthy, John accepted the charge of meting out vengeance, justice, and truth against the evils of the world.
Jack-a-Knives: The being known as Jack-a-Knives is a Murder Spirit, the soul of a vicious killer from the ancient world pledged to Hades, Lord of the Underworld. Upon the killer’s death, Hades stripped the spirit of its memories and personality, leaving behind nothing except the desire to kill and the knowledge of how to do it. Some believe Jack is actually an amalgamation or distillation of such dark spirits, gathered over the centuries and fused together in the fires of Tartarus into a single malevolent entity.
Dracula, Vampire Lord: ?
Zombie: Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets.
The morgue increased on-site security after an incident in which followers of Baron Samedi caused a series of deaths using “zombie powder,” which caused the victims to rise as walking corpses three days later.
Anyone who dies on zombie powder rises that night as a zombie under Baron Samedi’s control.
Siren didn’t have long to wait before the Baron struck with his first ploy, transforming the criminals she captured into his zombie minions and sending them against her.
Ghost: Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets.
Potential adventures include vengeful ghosts of Happanuk natives; executed witches or suspected witches; or British or Colonial soldiers or sympathizers from the Revolutionary War; any of which might be disturbed by things like archeological digs, reenactments, or just the right conjunction of mystical forces at a particular time—say, Halloween or All Souls’ Day, for example. Malador: 78 ?
Vampire: ?
Burning Ghost: ?
Ghost of Mary James: ?
Skeleton: Dark magic threats on Lantern Hill can include raising the kinds of ghosts talked about in Ghosts of the Past or bringing skeletons or zombies forth from Colonial-era graveyards to run rampant through the streets.
Ghost of Wilhelmina Phillips: Mina can be an active presence in stories set in and around the asylum, as well. Unable to rest, her spirit may have become a ghost. Depending on the circumstances of her demise, she may be vengeful, or still filled with despair and inflicting it upon anyone sensitive to her presence—including some patients of the asylum!
Undead: ?
Conqueror Worm, Michael Reeves: Stunned by the revelation the homicidal Reeves knew of his secret love for Jasmine Sin, Duncan Summers unintentionally caused the Conqueror Worm to fall to his death. Reeves’ soul remained in well-earned torment for 40 earthly years.
Then, as part of a malefic scheme, Malador the Mystic sought a spirit as evil and corrupting as his own, and Michael Reeves’ shone out even in the darkest realms. Using his great and ancient sorcery, Malador restored Reeves to undead life and imbued him with power over the mystic forces of death itself.
Knightfire: As an adult, Dan ended up working in Freedom City as a security guard for a department store until his boss fired him for rousting and threatening a black patron. Dan proceeded to go out and get drunk, ignorant of what was going on around him. It was clear to him that Freedom City was just like everywhere else—run by the mongrel races and with no place for a real man. That’s when the stranger approached Dan and offered him his card. He had an offer, one Dan didn’t believe, so why refuse? He said Daniel Foreman could become the true hero he’d always wanted, if he really wanted it. Dan isn’t sure what happened, only that he found his way home and passed out.
He woke up to find his bedroom in flames! He panicked for a moment, but realized the fire didn’t hurt him or the new clothes he was wearing; in fact, the flames made him feel stronger—purer—than ever. He realized the vision he had was real. He had the power, and then he knew: the purifying fire of God had touched him, and made him into the hero the world needed. He was the chosen one who would purify the Earth with fire—the White Knight!
The White Knight became infamous in Freedom City as a hate-monger and a vicious terrorist, unswayable from his mission to purify the world. The more he fought—and lost—the hotter the flames of his hatred grew, until, one day, they consumed him. While fighting members of the Freedom League, White Knight set an office building in Southside ablaze. The heroes managed to save the innocent people trapped inside, but couldn’t get White Knight out before the entire building caved in on him. His body was later recovered from the burned-out rubble. But that was not the end of him. Daniel Foreman made a deal, and the terms of that deal delivered his soul into realms beyond mortal ken. Torment distilled his essence—until only the purest hate remained— before the spirit that was once Daniel Foreman was dispatched back into the world, no longer the White Knight, but the infernal being calling itself “Knightfire”.
Ghost of Stefan Bathory: Fifteenth Century Eastern European occultist Alexandru Movilâ made many enemies in his day, not the least of whom was Stefan Báthory, the lord of Transylvania, whom Alexandru betrayed to the Turks. For his treachery, he was cursed, haunted by Stefan’s ghost and unable to die, but most certainly able to suffer.
The Silver Scream, Lauren Hammond: Faced with the end of her career and obscurity, Lauren gave what she considered her final performance when she overdosed on medication. Her landlady found her body, and the curtain fell on Hammond’s life.
She would have been relegated to historical retrospectives on the horror film industry and “Whatever happened to...?” documentaries, but Lauren Hammond’s spirit would not rest. The despair that claimed her life also gnawed at her soul, keeping her from whatever afterlife awaited. Instead, Lauren Hammond returned as a vengeful ghost in the 1950s to haunt the theatres she associated with her downfall, striking back against the producers, directors, and actors who spurned her.
The Silver Scream is a ghost, the spiritual and emotional essence of the woman who was once Lauren Hammond, if not her actual soul.

ZOMBIE POWDER
Enhanced Fortitude 5 (Limited to Resisting Fatigue and Pain), Enhanced Will 5.
While the drug’s effects last, users have Will 0 against magical forms of mind control. Make a Fortitude check (DC 10) when a character ingests zombie powder. Failure means the user falls into a coma and must make another Fortitude check (DC 15) to avoid immediate death. The DC increases by +1 with each additional dose (+4 with each additional dose in the same 24 hour period), ensuring the eventual death of an addict. Anyone who dies on zombie powder rises that night as a zombie under Baron Samedi’s control. Use the Zombie stat block in Chapter 7 of the Hero’s Handbook.

Hero High (Revised Edition)
Jack-a-Knives: ?
Ghost Pirate: ?
Undead Pimp: ?
Ghost of Murdered Camper: ?
Ghost of the Bard: ?
Ghost: ?
Burning Ghost: The Burning Ghost is the soul of someone whose thirst for vengeance twisted and completely blinded them. The vengeance spirit gave this power to Strype and, later, to William Warner.
Governor Strype's Ghost: ?

Mutants & Masterminds The Super Villain Handbook Deluxe Edition Conversion Pack
Dracula: ?

Rogues Gallery
Lantern Jack: ?
Mummy: ?
Kathryn the Red, Kathryn van Houten, Dullahan: Kathryn van Houten lived in Mystery, New Hampshire (see The United States of America in Atlas of Earth-Prime) in the days leading up to the American Revolution. Her husband, Rudolf van Houten, was a tax collector for King George III. Rudolf’s job afforded a life of domestic bliss for the pair. They moved into a large manor house in the hills overlooking Mystery, threw lavish parties, and mingled with local high society. Their wealth only grew as the English crown tightened its grip on the colonies.
Rudolf’s work kept him away from home for months at a time, leaving Kathryn to entertain herself. She was fascinated with her German heritage, particularly the stories of Hessian mercenaries. Kathryn used her considerable leisure time to practice swordplay, horseback riding, and marksmanship. Her interest even led her to have a specially-fitted suit of armor made. She was a popular woman about town and hosted banquets whenever she could. She would demonstrate her martial prowess to the delight of her guests, and word of her peculiar interests spread across the New Hampshire colony.
Unfortunately, Kathryn’s world came crashing down as the New World buckled beneath the weight of the Old. When war broke out between England and the colonies, an angry mob of revolutionaries attacked her husband. They tarred and feathered Rudolf, before parading him through the streets of Mystery and hanging him as a traitor. The trauma broke Kathryn and she abandoned the manor, taking only her equipment and horse with her. She met a group of Hessian mercenaries and demanded to join their company. The men were skeptical at first, but agreed to let her fight with them after hearing of her husband’s fate.
Kathryn earned the nickname “the Red” during the opening battles of the war due to her savagery. She led cavalry charges on the ranks of rebel riflemen, scattering her enemies before her. Her ferocity became a thing of legend and minutemen huddled around their fires prayed not to run into Kathryn the Red and her screaming Hessian butchers. Kathryn’s luck eventually ran out; before the close of the war she was captured and beheaded by rebels.
That wasn’t the end of Kathryn’s story, however. In the moments before her death, she vowed revenge on all who had wronged her. A crack of thunder split the
air as her head left her shoulders and Kathryn’s spirit departed this realm, her soul taken before the court of the Unseelie Fey. Kathryn’s shade was given a choice: bury her rage and pass on in peace, or haunt the Earth as a dullahan, collecting spirits for the Unseelie and punishing those who’d wronged her. Kathryn chose the latter and returned to the land of the living as one of the Unseelie’s headless riders. Kathryn the Red has plagued Mystery ever since.
Indomitable: Indomitable was Kathryn van Houten’s mount during the Revolutionary War, and even then he was a massive, ill-tempered beast. Now Indomitable is a terrifying spectral horse that serves as Kathryn’s loyal steed
Kid Grimm, Bo Carlson: Bo Carlson was never a particularly successful outlaw. His crimes never made the newspapers, and his profits were barely enough to keep him in whiskey. As the Civil War raged across the States, Carlson began to make his way north in an attempt to avoid the conflict. He began to hear tales about Fort Emerald, a burgeoning town where he decided he may be able to make a name for himself.
A new start needed a new name, and after half a bottle mulling it over, he finally settled on Kid Grimm.
For days he travelled across the wilderness before stopping off at White Peaks, a small town on the other side of the Atlas Mountains from Fort Emerald. As he slowly rode towards town, a small wagon with a man and woman huddled against the cold passed by. Initially, he dismissed them as just another poor family making their way west, but for some reason he glanced back as it rolled by. Through the open back he saw two children playing with what appeared to be gold coins—more money than Grimm had seen in a long while. Grimm knew he couldn’t pass up such easy pickings.
He drew a pistol from his belt, pulled his scarf across his face, rode up, and threatened the weather-worn, elderly driver. Grimm demanded he turn over the coins the children were playing with in the back. Frightened, the driver pulled back on the reins and the wagon slowed. Then Grimm noticed the woman sitting next to the driver had pulled a shotgun from beneath her blankets and pointed it towards him. She fired the gun, narrowly missing Grimm, and he responded with a blast from his own pistol, which caught the woman in the chest. Screams came from inside the wagon, but Grimm wasn’t done. He sent a second shot into the man and then three more through the covering of the wagon until everything was quiet. Then he reached into the wagon and gathered his spoils, thirteen gold coins larger and brighter than any he had seen before. As he admired them in the morning light, he heard a murmur from the driver’s seat. The woman was still alive and her eyes were fixed upon him as she said something in a language Grimm couldn’t understand. As she finished, the winds kicked up and he felt ... something become part of him—almost like it had invaded his soul. Then the woman was dead, so Grimm shrugged, and rode off.
He continued on to White Peaks, the strange words echoing in his mind. Little did he know that a marshal heading to White Peaks stumbled across the wagon and discovered the children inside were still alive. With their description, the marshal found and arrested Grimm as he sat, drunk, in a White Peaks bar. Shortly thereafter, he was sentenced to die by hanging. As the trapdoor opened beneath his feet, the words of the woman thundered through his mind, and this time he understood their meaning. “The cost of our lives was thirteen coins; you shall not rest until the coins are returned.”
Grimm’s body was buried unmarked outside of town, but thirteen nights later his spirit returned, his black heart reforged into two obsidian black six-guns.
Brimstone, Ghostly Steed: ?
Mother Moonlight, Anna-Marie Delgado: Her children’s deaths finally opened Anna-Marie’s eyes to the truth: that the so-called superheroes had once again killed those most important to her, stealing her hope and joy for their moment of careless glory. Consumed with anger and despair, she wandered into the Chihuahua desert alone on a moonless night and screamed to the old gods she had abandoned so long ago, cursing them for their powerlessness and begging them for her children’s souls. Anna-Marie opened her veins while chanting to Cihuacoatl, begging the fertility goddess to take her as a cihuateto—a sacred spirit-mother, pledging eternal service in return.
But she had been faithless for too long, and not died honorably in birth as was Cihuacoatl’s will. Only Coatlicue—the ancient, two-headed mother of the gods, insatiable mistress of death and rebirth—answered Anna’s bloody call. The Devouring Mother again wanted a presence in the world, challenging Anna-Marie that if she felt the gods of old were so useless, then it would be her burden to make them relevant once more. And so rose up an unliving servant: Mother Moonlight. Anna-Marie returned not as an elegant night-warrior but an abomination, with serpents and mud in her veins and a cold, reptilian hunger to remake the world, beginning with the “children” of those who had wronged her.
Mother Moonlight is maternal grief twisted into hatred, self-loathing, and gross purpose. She blames all costumed champions for her children’s deaths, and by extension the wrongs of society, and they are the lens through which she will remake a just world for the old gods of Central America to rule once more.
Vampire: ?
Spirit of Achilles, Ghost: ?
Zombie: The Orphean’s newfound knowledge of black magic also allows his songs to raise scores of mindless undead minions.
Pandemic, Dr. Josh Harrington, Plague-Ridden Zombie: Dr. Josh Harrington was an Emerald City research pathologist tasked with eliminating the threat posed to humanity by super bugs. Dr. Harrington believed that a disease-free future could be found by studying extraterrestrial DNA harvested from super-powered volunteers. Confident that he was on the verge of a breakthrough and threatened with the closure of his project, he injected an array of dangerous bacteria into alien cells and the results were catastrophic. The bacteria absorbed the alien DNA and began to replicate itself at an astonishing rate. Dr. Harrington’s protective gear was overwhelmed by the microbes, and before he could decontaminate himself, he succumbed to the disease. Unfortunately, that wasn’t the end for Dr. Harrington. The alien DNA granted a malevolent sentience to the bacteria; the augmented cells latched onto his nervous system, reanimating the doctor’s body and dragging it out of the research facility.
Using the doctor’s corpse, the bacteria escaped into the city and entered the sewers where it explored and learned about its environment and existence. It warped Dr. Harrington’s body, bloating and scarring it beyond recognition to create a home for itself. The bacteria reproduced at an unprecedented rate, filling its new home to the brim with all manner of contaminants. In a matter of days, the creature that would become known as Pandemic was ready to spread its pathogens.
Lodi Hare-Foot, Ghost: ?

Super Powered Bestiary
Devourer: The origins of the devourers are shrouded in mystery. Some claim that devourers are the undead forms of fiendish creatures, such as demons and devils. Others say they are the result of ancient, giant necromancers from a bygone era; or perhaps even another dimension.
Allip: Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity.
Bodak: This foul creature is the result of a humanoid being utterly destroyed by necromantic energy. The surge of negative energy combined with the pain and anguish of the victim sometimes reform into a fearsome undead monstrosity.
Anyone slain by a bodak’s Death Gaze is doomed to return as a bodak themselves.
Bodak's Create Spawn ability.
Ghost Banshee: A banshee is the ghost of an evil fey creature.
Ghoul: People rightfully fear ghouls and their corpse-eating ways. The bite of a ghoul inflicts a terrible disease. Any who die from the illness arises as a ghoul soon afterward.
Diseased Bite power.
Ghost: Ghosts are the undead spirits of creatures that cannot pass on into the afterlife. Their malevolence keeps them attached to the mortal world until some deed is done; this often results in the ghost returning into existence even if it has been destroyed over and over again.
Ghast: ?
Lacedon: ?
Lich: Liches are spellcasters that use their magical ability to extend their existence after they should have naturally died. This results in a powerful necromantic transformation that turns the once-living mage into a monstrous undead creature. The process allows that spellcaster to retain his intelligence and magical powers, while gaining a large number of new necromantic powers.
To become a lich, the spellcaster must place a portion of their life force into a specially-prepared object – a phylactery.
The Broken King: ?
Mohrg: Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes.
Mummy: The creation of a mummy is a long and gruesome process, involving separating the internal organs of the prepared body. The body is then wrapped in expensive linens and anointed with sacred oils. When the tomb is finally sealed, the mummy awakens in an undead state.
Shadow: Any living creature slain by a shadow rises as a shadow soon afterwards.
Skeleton: Skeletons are the animated bones of once-living creatures. Their forms are kept together and ambulatory by means of necromantic energy – often a spell or some other outside magical source.
Vampire: ?
Vampire Spawn: ?
Fast Vampire: ?
Flying Vampire: ?
Wight: The wight is kept in its undead state through sheer willpower driven by violence and hatred. The decaying soul of the creature remains within its body, seeking to sustain its existence by feeding off the life force of living creatures. Those slain by a wight will soon afterwards arise as a wight themselves.
Wraith: This monstrosity feeds on the life force of living creatures, draining their very souls and transforming those slain by its touch into other hate-filled wraiths.
Zombie: A zombie is a mindless animated corpse that continues to move through necromantic energy. Most zombies are animated constructs created by a necromancer to serve as basic guards or soldiers.
Those slain by a Mohrg arise soon afterwards as a zombie.
Mohrg's Zombie Plague power.
Plague Zombie: These creatures, like normal zombies, travel in large packs and seek to eat the flesh of living creatures. Worse yet, their bite transfers a deadly necromantic infection that transforms anyone affected into a plague zombie when they die.
Plague Zombie's Necromantic Infection power.

Create Spawn: Burst Area Affliction 5 (Dazed, Compelled, Transformed [corpse into bodak]); Resisted by Fortitude; Affects Objects (corpses only), Linked to Death Gaze, Reaction (when living being is slain by Death Gaze) – 25 points

Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued, Exhausted, Transformed [corpse slain by ghoul bite into ghoul]); Resisted and Overcome by Fortitude; Affects Objects Only, Progressive – 13 points

Create Spawn: Burst Area Affliction 5 (Dazed, Compelled, Transformed [corpse into bodak]); Resisted by Fortitude; Affects Objects (corpses only), Linked to Death Gaze, Reaction (when living being is slain by Death Gaze) – 25 points

Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued, Exhausted, Transformed [corpse slain by ghoul bite into ghoul]); Resisted and Overcome by Fortitude; Affects Objects Only, Progressive – 13 points

Zombie Plague: Transform Humanoid Corpse into Zombie 8 (Affects Objects Only, Limited to those slain by the mohrg, Permanent, Uncontrolled) – 4 points

Necromantic Infection: Affliction 5 (Fatigued, Exhausted, Transformed [into plague zombie]); Resisted and Overcome by Fortitude; Grab-Based, Incurable, Limited to one check per day, Progressive – 6 points

Super Powered Bestiary Aboleth to Cyclops
Allip: Allips are terrifying undead creatures that come into existence when a living creature dies while suffering a terrible form of insanity.
Bodak: This foul creature is the result of a humanoid being utterly destroyed by necromantic energy. The surge of negative energy combined with the pain and anguish of the victim sometimes reform into a fearsome undead monstrosity.
Anyone who locks eyes with a bodak will die instantly and himself return as a bodak within one day.
Anyone slain by a bodak’s Death Gaze is doomed to return as a bodak themselves. Normally this does not require game mechanics, as it is not a fate that should befall any Player Character; only NPCs should suffer from such a horrifying end. However, should a GM want to simulate this ability, they may use the following Power:
Create Spawn: Burst Area Affliction 5 (Dazed / Compelled / Transformed [corpse into bodak]; Resisted by Fortitude; Affects Objects [corpses only], Linked to Death Gaze, Reaction [when living being is slain by Death Gaze]) – 25 points

Super Powered Bestiary Eagle to Invisible Stalker
Ghost: Ghosts are the undead spirits that cannot pass on into the afterlife. Their malevolence keeps them attached to the mortal world until some deed is done.
Ghost Banshee: A banshee is the ghost of an evil fey creature.
Ghoul: The bite of a ghoul inflicts a terrible disease. Any who die from the illness arises as a ghoul soon afterward.
Diseased Bite: Strength-Based Damage 1; Linked to Weaken Abilities 2 (Resisted by Fortitude; Broad, Limited to Stamina and Agility, Limited to one check per day, Progressive, Simultaneous); Linked Affliction 2 (Fatigued / Exhausted / Transformed [corpse slain by ghoul bite into ghoul]; Resisted by Fortitude; Affects Objects Only, Progressive) – 13 points
Ghast: ?
Lacedon: ?

Super Powered Bestiary Kraken to Rust Monster
Lich: Liches are spellcasters that use their magical ability to extend their existence after they should have naturally died. This results in a powerful necromantic transformation that turns the once-living mage into a monstrous undead creature.
To become a lich, the spellcaster must place a portion of their life force into a specially-prepared object – a phylactery.
The Broken King: ?
Mohrg: Mohrgs are undead that are the risen forms of mass-murderers that died before they could atone for their crimes.
Zombie: Those slain by a Mohrg arise soon afterwards as a zombie.
Mohrg's zombie plague power.
Zombie Plague: Transform Humanoid Corpse into Zombie 8 (Affects Objects Only, Continuous, Limited to those slain by the mohrg, Uncontrolled) – 8 points
Mummy: The creation of a mummy is a long and gruesome process, involving separating the internal organs of the prepared body. The body is then wrapped in expensive linens and anointed with sacred oils. When the tomb is finally sealed, the mummy awakens in an undead state.

Super Powered Bestiary Sahuagin to Zombie
Shadow: Any living creature slain by a shadow rises as a shadow soon afterwards.
Skeleton: Skeletons are the animated bones of once-living creatures. Their forms are kept together and ambulatory by means of necromantic energy – often a spell or some other outside magical source.
Vampire: ?
Fast Vampire: ?
Flying Vampire: ?
Vampire Spawn: ?
Wight: The wight is kept in its undead state through sheer willpower driven by violence and hatred. The decaying soul of the creature remains within its body, seeking to sustain its existence by feeding off the life force of living creatures. Those slain by a wight will soon afterwards arise as a wight themselves.
Wraith: This monstrosity feeds on the life force of living creatures, draining their very souls and transforming those slain by its touch into other hate-filled wraiths.
Zombie: A zombie is a mindless animated corpse that continues to move through necromantic energy. Most zombies are animated constructs created by a necromancer to serve as basic guards or soldiers.
Plague Zombie: These creatures, like normal zombies, travel in large packs and seek to eat the flesh of living creatures. Worse yet, their bite transfers a deadly necromantic infection that transforms anyone affected into a plague zombie when they die.
Plague Zombie's necromantic infection power.

Necromantic Infection: Affliction 5 (Fatigued / Exhausted / Transformed [into plague zombie]; Resisted by Fortitude; Grab-Based, Incurable, Limited to one check per day, Progressive) – 6 points

Super Powered Legends Sourcebook
Dracula: 1460: After being wounded in battle with the Turks, Vlad is transformed into a vampire by Count Orlok.
The center of the dark storm is Castle Dracula. Once the home of Vlad Tepes – who was transformed into the vampire Dracula by Orlok – this castle is the seat of power of the King of Vampires.
In the year 1460, Vlad Tepes was fatally wounded in battle with the Turkish army. He fled from the battle, hiding in the Carpathian Mountains from Turkish patrols. Here, the Transylvanian nobleman encountered Orlok. At first, the monstrous vampire saw only a quick meal. But looking at Vlad, Orlok saw a younger version of himself. Orlok used his blood to transform Vlad into a vampire; renaming him “Dracula.”
Nachtoter, Jonathan Howlett, Vampire: 1913 Following clues from the Bram Stoker novel, British nobleman Jonathan Howlett travels to Romania in search of Castle Dracula. He discovers the vampire Count Orlok and Jonathan is transformed into a vampire.
1933, July: Lord Jonathan Howlett offers his services as a vampire to the Germans. He is magically altered by the Thule Society, given the code name “Nachtoter,” and tasked as a saboteur and assassin.
Orlok railed against the walls of Castle Dracula, once again thwarted by mere mortals. He sulked in the dungeons of the castle for several decades, until another British nobleman – Jonathan Howlett – came in search of clues left behind by Bram Stoker’s novel for Dracula’s hidden treasure. What Howlett found was Orlok! The vampire set upon Howlett and transformed him into a vampire.
Russian Ghost: 1969, April: Vladimir Ivanishin leads a team of trained chimpanzees to land on the moon. During the landing, the spacecraft’s radio and rockets are destroyed and the Soviet government believes Vladimir to be dead. In truth, Vladimir discovers the lunar city-state of the Ancient Thirteen. He uses Lunarian Blue to transform his chimpanzees into intelligent super-apes with powers. Before he can augment himself, succumbs to starvation and exposure. However, he returns as an undead wraith that will later come to be known as the Russian Ghost.
Vampire, Alexander Dodge: 1974, October: Alexander Dodge is transformed into a vampire.
Vampire, Sarra Matsoukas: 2001, October: After being transformed into a vampire, geneticist Sarra Matsoukas consumes an experimental formula, transforming into Daywalker.
Vampire, Glamour: 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.”
Vampire, Tempest: 2012, April: Count Orlok attempts to transform the Royal Lions and the Vindicators into super-powered vampires. Glamour and Tempest are transformed into Orlok’s “brides.”
In 2012, the vampire master, Count Orlock attempted to bring all of the scattered vampire clans under his rule. Through them, he sought to gain control of the Vindicators and their allies in Great Britain: the Royal Lions. Count Orlock himself transformed Tempest into his vampire bride.
Vampire: It is said that when a werewolf is slain, it transforms into a vampire. Whether this is true or not has never been officially tested by any modern occultists.
Both vampires and werewolves propagate their kind by biting; infecting mortals with their supernatural virus that transforms the mortal into a monster. Any bite from a werewolf can infect a human with lycanthropy. However, vampires must undergo a longer process. A simple bite or random feeding will not create a new vampire. To create a new vampire, a vampire must drink the blood of a human while exposed to the light of the moon over the course of three nights in a row.
Ghost: ?
Count Orlok: ?
Vampire Average: This build for an “average” vampire is a newly-created undead spawn.
Vampire Strigoi: ?
Vampire, Milady Pierce: When Dracula scoured the streets of London, he created a number of undead servants to do his bidding. Many of them were destroyed, but several remained hidden to grow in power and influence. One such vampire was Milady Pierce.
Skeleton: ?
Zombie: ?
Atmet: In Ancient Egypt, tomb robbers were the bane of the royalty who sought everlasting life in the comfort of their majestic tombs. Besides deadly traps and magical curses, these tombs were also guarded by living defenders who swore to protect their charges with their lives. Atmet was one such tomb guardian, protecting the tomb of Pharaoh Seti I.
On the night of the birth of his son, Atmet left his post to go to the side of his pregnant wife. While he was away, the tomb of Seti was infiltrated by robbers, and several sacred artifacts stolen. When Atmet returned to his post, he was arrested by the priests of Anubis and shown the damage done by the thieves. For his transgressions, Atmet was cursed and mummified; forced to serve as an undead tomb guardian for the rest of eternity.

Vicious Villains II Mystical Monsters
Count Erich Grey: ?
Ghost Serpent: The assassin known throughout the criminal underworld as the Ghost Serpent was once a humble Palestinian housewife. Her home was hit by a stray rocket during one of the many border skirmishes in her homeland. She died covered in the blood of her two children. Her rage was so strong that her spirit remained behind, making her a ghost.

Mutants and Masterminds 2e
Mutants and Masterminds 2e
Vampire Lord: ?

The Book of Magic
Denizen of the Dead: ?
The Hungry Dead: ?
Shade: ?
Malador the Mystic: Malador is no longer a living being, having become more of an undead creature sustained by his powerful magic.

Misfits & Menaces Tricks & Treats
Dracula: Fatally wounded in battle against the Ottomans near Bucharest in 1476, Vlad’s dark soul cried out into the cosmic void and there its call was heard by an incomprehensible power of deepest evil. Perhaps seeing an opportunity or merely looking for a way to amuse itself, this power infused Vlad with some of its dark essence, transforming the warrior prince into one of the undead.
Graveside: A former Mafia foot soldier during Las Vegas’ heyday, Samuel was left out in the desert and buried alive after turning over information to the FBI. Unknown to the toughs that buried him, Sam’s grave was dug in a lost Paiute Native American burial ground and its spirits did not welcome the intruder. After he died of asphyxiation, Samuel’s body rotted rapidly due to the spirits’ anger while his own spirit was cast out to wander the Earth.
The Horseman: A Hessian hussar paid by the British to fight the rebels of the American Civil War, Reichart Hümmel was an especially brutal warrior who made a reputation amongst his enemies for taking the heads of his slain opponents as a means to spread terror amongst the revolutionaries. Ironically, he was slain at the battle of Chatterton Hill in 1776 when an American cannonball skipped across the field and decapitated him while still mounted upon his massive black charger.
Pumpkin Jack: Unfortunately for the serial killer, his first victim in New Orleans was actually a Creole voodoo priestess in the wrong place at the wrong time. With her last breath and using the only thing she had at hand, a straw voodoo doll, the priestess cursed Jack by dispossessing his spirit and casting it into the spiritual ether. Because of the curse’s connection to the voodoo doll catalyst the priestess used, Jack’s soul settled in the first similar straw icon it came across: a straw scarecrow.

Wild Cards
Crypt Keeper: He drifts through the 1980s, getting in trouble for more small-time stuff, but in 1987 kills a clerk in a liquor store robbery gone wrong. He snaps and takes a deer rifle and a .45 magnum to the top of a tower at the University of Texas in Austin, and spends an afternoon sniping at passers-by. He kills 26—27 if you count himself, as to avoid capture he blows away the side of his head and half his face with the pistol. But his career is only beginning.
Puckett wakes up in the potters’ field where he was buried, which had also been used as a toxic waste dump, and he realizes the Lord has given him a second chance to do right with his life.

The 6th Seal
Thomas Amber Elder Vampire: In his life, he was a wealthy and cultured Englishman who had the bad fortune to get bitten by a vampire while abroad in the miserable and backwards American colonies.

Godsend Agenda Superlink Conversion
Undead: Dr. Necropolis' animate undead power.

Another 13 Shades of Darkness
Mary Blood: The New York Chapter used Mary as bait, knowing that her youth and good looks would make her irresistible to their quarry. They sent her into a private club owned by an ancient Hungarian vampire named Count Zoltan, and used her to lure him to his doom. Mary was bitten during the course of the adventure, so her new friends in the Society prepared to have her killed. She had never trusted them, however, and ran away before they had a chance to pound a stake through her heart. By the time she arrived in the PCs’ campaign city, she could no longer walk by day.
Voracious Legion: Shortly before the cataclysm, M’aal’iss’ha–the Legion’s matriarch-priestess, slut-bride of the Eternal Eater–had a premonition of the impending disaster. She gathered the fiercest, most merciless warriors of the Legion to her side, bidding them to capture as many captives as they could along their journey and bring these unfortunates to her. She especially encouraged the Legionnaires to secure pregnant females and newly-hatched offspring. She then led them into the deep caverns that extended for miles under the surface of H’raath. There they performed an obscene ritual where that culminated in the sacrifice of their captives and their undying pledge to serve S’aar’ah’man beyond the end of their world, beyond death or damnation.
Longing Dead: Not all the soldiers, scientists, and technicians who succumbed to the unleashed Delirium were lucky enough to die. Some of the stronger-willed ones suffered a far worse fate; unwilling to relinquish the rage they felt at having their lives stolen away from them by the obscene entity that had crept out of the crawlspace between worlds, their hatred prevented their souls from wholly moving on from this plane of existence. Instead some remnant of them remained in their hollowed-out shells, seething with anger over all that had been stripped away from them.
Despite the fact that they gnash at their victims with their broken, jagged teeth, they do not consume flesh. Instead they try to grapple their targets and drag them to the ground, where they then try to steal away their essence, causing the poor unfortunates to rapidly weaken and age, while the Longing Dead gain strength. Those who survive this process regain their youth within a few minutes rest (though other injuries they sustained must heal normally) but any who perish join the Longing Dead.
:The Maiden She discovered the whereabouts of Soviet Science City Six and came here alone, looking for occult secrets. In Test Chamber Five, she found out more than she wanted. Now her angry ghost stalks the halls of Soviet Science City Six, something more and less than human.

Qalidar
Qalidar Supplement 2: Qritters
Tethered: The tethered are vectors that have been bound to a physical form of some sort. Humanoid corpses serve this purpose readily, but more ambitious karcists have been known to use the remains of other creatures or construct entirely artificial bodies.
The tethered, on the other hand, are vectors bound, possibly against their will, to a material form. This form is often, but not necessarily, a dead human body.
Coal Mite: These vicious little creatures are made entirely of smoldering char animated by destructive vectors.
Dross: Dross are vaguely humanoid lumps of shifting flesh, all that remains of the victims of corrosively alien vector.
Ghoul: Ghouls are human or humanoid creatures that have been twisted into cannibalistic parodies of their former selves.
Homunculus: The homunculus is a miniature servant created by binding a vector to an artificial body.
A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator's own blood. The materials cost $500. The work must be performed by a karcist, although the karcist can bond the homunculus to a client rather than himself. Creating the body requires a DC 12 Intelligence check. After the body is sculpted, it is animated through an extended ritual that requires a specially prepared laboratory or workroom, costing $5,000 to establish. If the master is personally constructing the creature's body, the building and ritual can be performed together. Cost to construct is at least $10,500. A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds $20,000 to the cost to create.
Mummy: Mummies are well-preserved corpses animated by particularly ambitious and devious vectors.
Skeleton: Skeletons are the animated bones of the dead, known primarily as the mindless pawns of karcists.
Wight: A wight is a shriveled corpse animated by hate and bitterness.
Zombie: Zombies are corpses reanimated by bound vectors.

Silver Age Sentinels d20
Silver Age Sentinels: d20 Edition
Undead: ?
Zombie: ?
Vampire: ?
Ghost: ?
Dracula: ?
Mummy: ?
Doc Cimitiere, Zombie: Doc Cimitière returned from dead as zombie.
The battle was furious, each hougan calling upon the loa for his own ends, but in the end the Baron triumphed. Duvalier was killed, and Marie-Michelle saved when the Baron asked loa Ghede to bring her back from death’s door. The Baron refused to release Duvalier’s spirit, however, animating Duvalier as a zombi in punishment.
Duvalier writhed in agony, yet his proximity to the spirit world taught him much. He learned to force certain loa to his will ... and broke his spiritual shackles. He escaped the Baron, plotting vengeance. Duvalier’s body was still dead, however, frozen in a permanent state of decay. Now known as Doc Cimitière, he continues to seek dominion over the spirit and physical world, and to take revenge on all who have opposed him.
Zombi: The Tonton Macoute had killed a guerilla during interrogation, and at a midnight mass, Papa Doc animated the corpse, turning him into a zombi in front of an astonished Duvalier.
The people feared “the White Doctor,” so called for his foreign education; it was said those who refused him in life were killed, and raised as subservient zombis.

Roll Call #1
Century, Dr. Zebediah Potter, Dr. Z, Vampire: His contempt for common morality and predatory attitude drew the attention of an ancient vampire, Zu Hsien-ku. She transformed him into a creature of power, but Dr. Z turned on Zu at his first opportunity; he extracted centuries of knowledge from her through deprivation and torture.
Zu Hsien-ku, Vampire: ?

Slaine d20
Slaine the Roleplaying Game of Celtic Heroes
Ghoul: ?
Half-Dead: ?

The Invulnerable King
Sokkvabek Folk: These people all gain their undead existences because they desperately want to be alive, and the stone is still trying to give them what they desire, using Earth Power from the island and surrounding area to augment its own.
Every one of the crewmen died in battle, hoping for Valhalla. The stone could not send them there, because it had lost a huge amount of magic in turning Anders into a kelpie. But it could grant them life in undeath, and the dream, the illusion, of Valhalla. The undead warriors came back in revenge and slaughtered the entire village, the members of which desperately wanted to cling to life. Again, this was beyond the stone’s power; but it could bring them back as undead, to live their lives over and over again. The raiders of Valhalla and the villagers live on because the stone has given their dreams power. Should they ever admit to themselves that they are, in fact, utterly dead, they would become so, and fall to the ground, inert.

The Ragnarok Book
Ghoul: ?
Ghost: ?
Shadow: ?
Wraith Sorcerer: ?
Naescu Shadow Druid 9: ?

True20
True20 Adventure Roleplaying Revised Edition
Undead: Undead are once-living creatures animated by spiritual or supernatural forces, such as the Imbue Unlife power.
Crypt Wight: Crypt wights are corpses of the ancient dead animated by malevolent spirits from another plane.
Ghost: Ghosts are the undead spirits of intelligent beings who, for one reason or another, cannot move on from their living existence to their next life.
Imbue Unlife spell.
Skeleton: Skeletons are the bones of the dead turned into supernaturally animated, mindless automatons obeying the commands of their creators.
Imbue Unlife spell.
Vampire:
If a vampire kills a victim with blood drain, the victim returns as a vampire in three days.
Imbue Unlife spell.
Zombie: Zombies are corpses animated by supernatural forces.
Imbue Unlife spell.

Imbue Unlife
Fatiguing
You can lend animation to the dead, creating a mockery of life. Imbue Unlife may create two kinds of undead: mindless or intelligent.
Mindless: You turn the bones or bodies of dead creatures into undead skeletons or zombies, which obey your spoken commands (see Chapter Eight). They remain animated until destroyed. A destroyed undead creature can’t be imbued with unlife again.
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 from the bones when it is created. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Regardless of the type you create, you can’t make more mindless undead than twice your adept level with a single use of Imbue Unlife.
The skeletons or zombies you create remain under your control indefinitely. No matter how many times you use this power, however, you can control only four times your adept level in levels of mindless undead. If you exceed this, all newly created creatures fall under your control, and any excess from previous castings become uncontrolled. You choose which creatures are released from your control.
Intelligent: You transform a corpse into an intelligent undead creature. Unlike the mindless undead, this creature is not under your control; although, you can use other means, including other powers, to command it. You can create a ghost or vampire using this power (see Chapter Eight). Creating an intelligent undead creature has a Difficulty of 18.

Imperial Age True20
Mummy: Mummies are preserved corpses animated through the auspices of forgotten Egyptian gods.
Apparition: Apparitions are the spectral remnants of intelligent beings that, for one reason or another, cannot remain at rest.
Ghost Apparition: ?

Two Worlds Tabletop RPG
Two Worlds Tabletop RPG
Ghoul: ?
Skeleton: ?
Skeleton Archer: ?
 
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13th Age Glorantha

13th Age Glorantha
13th Age
Undead: Like other people, they’re mainly farmers and hunters, but life in the shadow of the Upland Marsh forces them to confront the undead horrors created by Delecti the Necromancer.
If the PCs earn the trust of the ducks, the ducks favor them with a special blessing. It will strengthen them for the coming apocalypse, when the universe turns upside down and the dead attack the living.
Most undead are created by ? Chaos, especially by the minions of the gods Thanatar and Vivamort.
The only oddity in the rune column is that undead have three different rune possibilities. In Glorantha, undead creatures come in many sorts. Regardless of their source, undead creatures earn the undying enmity of Humakt and his devotees.
Trolls, especially trolls connected to Zorak Zoran, create undead associated with o Darkness. These are reanimated, spiritless corpses, not ghouls or vampires. They are neither Chaotic nor, arguably, truly undead. They’re a bit more like constructs, since the soul of the dead creature is not trapped in the skeletal or zombie body. Troll-created undead appear with the o Darkness rune.
Finally, the Upland Marsh is haunted by bizarre undead constructs, stitched together and powered by the undying sorcerer Delecti. They are the products of blasphemy, not Chaos. Undead associated with Delecti have the u Unlife/ Undead rune. It’s possible that there might also be Chaotic versions of those undead, but not if they belong to Delecti.
Undead generally don’t have homelands. They can be found wherever Chaos violates the boundaries between Life and Death. And in Upland Marsh.
Zombie Minion: ?
Troll Skeleton: ?
Vampire: ?
Headless Skeleton: Acolyte of Than Compel the Dead ability.
Headless Zombie: Acolyte of Than Compel the Dead ability.
Zombie Cultist: By becoming zombies (heads intact), cultists achieve a sort of immortality and glory, or at least the total cessation of pain.
Acolyte of Than Compel the Dead ability.
Undead Head: Acolyte of Thanatari Create Magic Head ability.
Battered Headless Skeleton: Thanatari priests press fallen enemies into unholy service after they’re decapitated. These victims have been in a number of hard battles, and it shows.
Headless Archer: Weaker skeletons are given enchanted bows that grant the skeletons skill with it, even without eyes.
Headless Warrior: Stronger skeletons are armed for close combat, although sometimes it seems like the enchanted spear is doing the fighting.
Temple Guardian: An acolyte continues to protect their temple in this perverted form of “afterlife.”
Headless Harrier: Created from the corpses of mighty foes and reanimated in a ghastly ritual, these undead are the scariest headless skeletons that the party has ever seen. So far.
Headless Ghost: This powerful spirit is created out of betrayal. The priest who creates the headless ghost does so after decapitating an initiate, so either the initiate was a traitor or they’re the one being betrayed.
Zombie Initiate: ?
Superior Temple Guardian: Priests live on in this form, retaining little humanity other than bloodthirstiness.
Headless Destroyer: ?
Great Headless Ghost: A priest or doom master provides the spirit for this cursed guardian, the perpetrator or victim of betrayal.
Dark Troll Zombie: Zorak Zoran, the troll war god of Disorder and Death, raises dead trolls as powerful undead warriors. Unlike Chaotic undead, the spirits aren’t trapped in these creatures. The souls have moved on.
Vivamort: ?
Vampire Spawn: ?
Ghost: ?
Dark Troll Zombie Crisscrossed with Runes and Magical Symbols: ?
Dancer in the Dark, Vampire: ?
Zombie Giant: ?
Undead Killer Whale: ?
Hybrid Zombie: These zombies are creations of Delecti. His sorcery creates abominations without invoking Chaos.
Swine Monster: ?
Undead Arm: ?

Acolyte of Than t? Free-form ability—Compel the dead: With the right rituals and the right sacrifices, the acolyte can turn living people into headless skeletons, headless zombies, and zombie cultists. The rituals are elaborate, often including the sacrifice of animals. The chief sacrifice is always the victim that becomes undead. In practice, this means the acolyte of Than is almost always going to be accompanied by undead minions, unless it’s on a covert mission requiring finesse. In a battle in which an acolyte of Than is accompanied by undead, add another zombie or skeleton to the battle whenever Chaos steals the escalation die. The newly arrived undead could be a straggler, reinforcements, or a revivification of a previously dropped combatant.

Acolyte of Thanatari yt? Free-form ability—Create magic heads: Given a severed head, the acolyte can turn it into an undead head that grants certain knowledge to a Thanatari who attunes their spirit to it. The best heads are those harvested when creating headless undead.
 
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Inner Sea Races

Inner Sea Races
Pathfinder 1e
Undead: Alien in the truest sense of the word, androids are sophisticated constructs that blur the boundaries between living beings and machines. Though their bodies are synthetic, they have souls, they respond to healing and other spells as if they were organic creatures, and they can even become undead, though they are also susceptible to effects that affect constructs.
Ghoul: ?
Vampire: ?
Nosferatu: ?
Jiang-Shi: ?
Vetala: ?
Zombie: ?
Wight: ?
 
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Monster Codex

Monster Codex
Pathfinder 1e
Frightful Haunter: Occasionally, the desire to cause fear and misery survives even when a bugbear dies.
Ghoul Creeper, Ghoul Rogue 3: ?
Ghoul Stalker, Ghoul Rogue 6: ?
Ghoul Huntsmaster, Ghoul Ranger 6: ?
Corpse Cat: ?
Ghoul Commander, Ghoul Antipaladin 7: ?
Masked Murderer, Ghoul Bard 8: ?
Ancient Gravedigger, Ghoul Oracle 10: ?
Ghoul Monarch, Ghoul Sorcerer 12: ?
Sootwing Bat: ?
Ghoul Hound: ?
Grathkoll: ?
Vampire Seducer, Human Vampire Bard 5: ?
Vampire Warrior, Vishkanya Jiang-Shi Vampire Fighter 7: When this vishkanya was alive, she pursued the path of the samurai, but wasn’t allowed to join their honorable ranks. Her restless spirit remained trapped in her flesh after death, and eventually she animated her own rotting body and sought out those who had wronged her.
Vampire Savage, Half-Orc Barbarian 9: ?
Enlightened Vampire, Human Vampire Monk 11: ?
Vampire Lord, Half-Elf Vampire Magus 14: ?
Vampire Spawn Human Rogue 2: ?
Vampire Spawn Template: “Vampire spawn” is an acquired template that can be added to any living creature with 4 or more Hit Dice.

Ghoul: Always searching for the flesh of humanoids, ghouls thrive where people live, and their domains steadily expand as the creatures infect new victims with ghoul fever.
Potential victims have good reason to fear ghouls, as dying of ghoul fever is a horrifying fate. From the onset of the disease, an insatiable hunger overcomes the victim, yet her body begins to reject all normal food and drink. If denied food, the victim becomes increasingly desperate and violent as her hunger grows. Feeding the victim flesh from a corpse temporarily alleviates her cravings, but does not slow the onset of the disease. Eventually, the victim’s mortal body fails entirely. After the victim finally dies, she wakes up at the next stroke of midnight, obsessed with the hunger for flesh.
Vampire, Moroi: Beyond their mortal minions, vampires can drain the blood or life energy from a victim to create spawn enslaved to their will—either full-fledged vampires or weaker vampire spawn.
Haunt: A frightful haunter has so much rage and desire to create fear that it can actually create a haunt once per hour. Each haunt has a CR no greater than the frightful haunter’s CR – 2, and often takes a form either tied to the location the frightful haunter selects for it or inspired by the victims the frightful haunter hopes to frighten.
Occasionally, the desire to cause fear and misery survives even when a bugbear dies. Such a creature can detach part of its vile nature to create frightening spiritual traps in the form of haunts.
Ghast: ?
Lich: ?
Lacedon: ?
Undead: Corpse Companion feat.
Vampiric Companion feat.
Skaveling: ?
Ravener: ?
Vampire Spawn: Beyond their mortal minions, vampires can drain the blood or life energy from a victim to create spawn enslaved to their will—either full-fledged vampires or weaker vampire spawn.
Jiang-Shi: Created when a restless spirit does not leave its corpse at the time of death, a jiang-shi more closely resembles a rotting corpse than other vampires do.
Nosferatu: Nosferatu cannot create others of their kind, thus their numbers are dwindling.

Corpse Companion
You have an undead animal companion.
Prerequisites: Animal companion class feature, ghoul.
Benefit: Your animal companion’s type changes to undead, but its Hit Dice, base attack bonus, saving throws, skills, and tricks are retained from the base creature. The creature loses its Constitution score and its Charisma score becomes 12. If your companion is destroyed, your new companion is undead as well, using these same modifications.

Vampiric Companion
Just as your undead existence mocks nature, so too does your twisted companion reflect the vile nature of vampirism.
Prerequisites: Dhampir or vampire, nongood alignment, 10th level in a class that grants a familiar or animal companion.
Benefit: Your animal companion or familiar’s type changes to “undead.” The creature gains fast healing 5 as well as your vampire or dhampir weaknesses. If you are a vampire, the creature also gains the following abilities, depending on what type of vampire you are.
Jiang-Shi: While the creature is adjacent to or in your square, it gains the benefit of your prayer scroll ability. The creature crumbles into dust if destroyed ( just like a jiang-shi), but is not permanently destroyed unless measures are taken that would destroy a jiang-shi.
Moroi: If the creature is adjacent to or in your square when you assume gaseous form, it transforms with you and follows you; its transformation ends when yours does. If reduced to 0 hit points, it’s forced into gaseous form and must return to your coffin to reform (or the foot of your coffin if it cannot fit within it).
Nosferatu: If the creature is adjacent to or in your square when you assume swarm form, it transforms with you and follows you; its transformation ends when yours does. The creature can climb as if using the spider climb vampire ability, even if its anatomy is not suitable for climbing (such as a horse).
Special: If your animal companion or familiar is destroyed, dismissed, or lost, you can apply the effects of this feat to the replacement creature. If you are destroyed, the creature retains its undead type but loses all other special abilities from this feat. If you have more than one animal companion or familiar, choose one of them when you select this feat and apply its effects to that creature.
You can select this feat more than once. Each time you select the feat, it applies to a different animal companion or familiar.
 
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Mythic Adventures

Mythic Adventures
Pathfinder 1e
Mythic Lich Human Lich Cleric 13: ?
Mythic Lich: “Mythic lich” is an acquired template that can be added to any creature with the lich template.
Mythic Mummy: A mythic mummy is the preserved and animated remains of royalty—the honored dead a common mummy is compelled to protect.
Advanced Mummy: As a swift action, a mythic mummy can expend one use of mythic power to transform a slain opponent into a non-mythic mummy with the advanced simple template.
Mythic Human Skeleton: ?
Mythic Skeleton: A mythic skeleton is an animated corpse created with mythic magic such as mythic animate dead.
“Mythic skeleton” is an acquired template that can be added to any creature with the skeleton template.
Mythic Animate Dead spell.
Mythic Bloody Skeleton: ?
Mythic Burning Skeleton: ?
Mythic Skeletal Champion: ?
Mythic Vampire Human Vampire Fighter 7: ?
Mythic Vampire: A mythic vampire has ties to the earliest of its kind, being either one of the first vampires or the offspring of such ancient creatures.
“Mythic vampire” is an acquired template that can be added to any creature with the vampire template.
At 8th rank, a mythic vampire can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of 1d4 days. The mythic vampire can expend two uses of mythic power when using create spawn to create a mythic vampire instead of a vampire spawn or non-mythic vampire.
Mythic Agile Skeleton: Mythic Animate Dead spell.
Mythic Savage Skeleton: Mythic Animate Dead spell.
Mythic Agile Zombie: Mythic Animate Dead spell.
Mythic Savage Zombie: Mythic Animate Dead spell.

Ghoul: ?
Shadow: ?
Wraith: ?
Mohrg: ?
Vampire: ?
Vampire Spawn: ?

ANIMATE DEAD Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component cost. Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic template. This template lasts for a number of days equal to your tier. Alternatively, if you’re 8th tier and expend 10 uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.
 
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Occult Adventures

Occult Adventures
Pathfinder 1e
Human Skeleton: Occultist Necromancy Implement Necromantic Servant focus power.
Human Zombie: Occultist Necromancy Implement Necromantic Servant focus power.
Bloody Human Skeleton: Occultist Necromancy Implement Necromantic Servant focus power level 9.
Burning Human Skeleton: Occultist Necromancy Implement Necromantic Servant focus power level 9.
Fast Human Zombie: Occultist Necromancy Implement Necromantic Servant focus power level 9.

Haunt: ?
Ghost: ?

Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.
 
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