Undead Origins

Voadam

Legend
Pathfinder Unchained

Pathfinder Unchained
Pathfinder 1e
Ghost Graft: A soul unable to rest becomes a spectral undead creature.
Graveknight Graft: ?
Lich Graft: This spellcaster retained its magical powers after it died and rose again in undeath.
Skeleton Graft: The animated bones of the dead attack as a skeleton—a mindless soldier in an army of the dead.
Vampire Graft: ?
Zombie Graft: A reanimated corpse can become a sluggish and unthinking zombie.
Zombie Minotaur: ?
Vampire Cleric: ?

Undead: Undead are once-living creatures that have been reanimated by spiritual or supernatural forces.
Ghoul: ?
 
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Voadam

Legend
Starfinder Core Rulebook

Starfinder Core Rulebook
Pathfinder 1e
Urgathoa: Urgathoa was once a mortal with a hunger for life so tremendous that she rebelled against the notion of being judged by Pharasma when she died, instead tearing herself away from the Lady of Graves’s endless line of souls and returning from the Great Beyond as the universe’s first undead creature.

Undead, Undead Creature: The Positive Energy Plane and its dark twin, the Negative Energy Plane, exist to create and destroy life, respectively. While the Negative Energy Plane drains life and creates strange mockeries of it (and is responsible for animating undead creatures), the Positive Energy Plane is no safer, as its pure vitality overwhelms and consumes mortal bodies.
Animate Deadspell.
Skeleton: ?
Zombie: ?
Shadow: Urgathoa’s existence is a corruption of the natural order; some say her first divine footprints upon the soil of the Material Plane birthed plague and infection and that the first undead shadows and wraiths were born of her breath.
Wraith: Urgathoa’s existence is a corruption of the natural order; some say her first divine footprints upon the soil of the Material Plane birthed plague and infection and that the first undead shadows and wraiths were born of her breath.
ANIMATE DEAD 4 4
School necromancy
Casting Time 1 standard action
Range touch
Targets one or more corpses
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can’t be animated again.
You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth 1,000 credits × the total CR of the undead created; these materials are consumed as part of casting the spell.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your 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. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create.
The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy.
 
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Voadam

Legend
Ultimate Intrigue

Ultimate Intrigue
Pathfinder 1e
Ghost: The PCs have killed their nemesis, but his obsession causes him to rise from death as a ghost with the unfinished business of defeating the PCs. His spirit rises 1d4 days after his death, and his ghost is tied to his possessions from life.
Revenant: The PCs kill a fanatic follower of the nemesis, who returns from death as a revenant.
Witchfire: Long ago, a powerful hag led a wicked coven that sought to destroy the kingdom of Gaheris. Seeking to turn enemies into allies, the king of Gaheris convinced the two weaker sisters to break their coven and betray their leader. In exchange, he used magic to reincarnate them into humans and married them to two of his most powerful dukes. The hags sealed their elder sister in her shack and burned her alive, only to see her to rise as a powerful witchfire.
Draugr: ?
Dullahan: ?
Ghoul: ?
Ghul: ?
Huecuva: ?
Skeletal Champion: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
 
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Voadam

Legend
Villain Codex

Villain Codex
Pathfinder 1e
The Eminent Spellqueen, Human Lich Sorcerer 12: ?
Plague Zombie: When a pallid vector dies, it rises as a plague zombie 1 round later. Instead of zombie rot, it spreads pallid gift. Sprinkling holy water on the body (a standard action) before it rises prevents this. A humanoid pallid vector that kills itself ritualistically or dies within a desecrate effect or other area that promotes undeath rises as a more powerful undead instead, as if it had died from pallid gift.
A nonhumanoid pallid gift-infected creature that dies rises as a plague zombie in 2d6 hours, and spreads pallid curse instead of zombie rot.
A humanoid pallid gift-infected creature with 1-3 HD that dies rises as a plague zombie.
Fevered Ravener, Ghast Slayer 4: ?
Undead Apostle, Dwarf Graveknight Fighter 8: Before his death and rise as a graveknight, the undead apostle belonged to the adventuring company that slew the Reaper. In the final assault on her stronghold, the apostle became separated from his companions and the cult defeated him, hoping to learn who had sent the adventurers or else to turn him against his former allies and send him out to undermine and dishearten them. The cult initially kept him alive, but he ultimately burned to death in the fire his allies set to destroy the Reaper. Believing their comrade dead, they left him behind. He rose from the ashes with the fire still alive in his soul, burning with hatred for those who had left him to die.
“You, of all people, have the gall to ask me ‘why?’ After everything we went through, after all the times we fought side by side, you left me there. You left me surrounded by walking corpses and murderers. You left me to die in darkness and disease, and you made damn sure I did when you burned it all down around me just to save your own skin. You didn’t even have the kindness to dispatch me quickly—you didn’t even bother to see if whether was possible to save me. Oh no, you were all too ready to let me suffer before I died. Yet I suppose I should thank you, in the end, because it opened my eyes to the truth of this wretched existence. After the ashes cooled and I arose, I realized that life is the real plague, old friend, and the Reaper and her undead followers are the cure. Now it is time for me to return the favor and help you embrace real power.”
—The undead apostle, in a last conversation with an old companion
The newest addition to the cult’s leadership, the undead apostle, is a dwarven graveknight who perished and rose again when he and his adventuring company attempted—successfully—to slay the Reaper.
The Reaper, Human Ghost Cleric 9:
Ghost Captain, Human Ghost Psychic 8: ?
Juju Zombie Pirate Thug: ?

Undead: Followers of Urgathoa revere all sicknesses as worldly expressions of her divine will, but none more so than the pallid gift, which opens its victims’ fevered minds to the glory of the Pallid Princess. Creatures that die while afflicted with the disease rise as undead, but some creatures form a symbiotic bond with it and become pallid vectors.
Ghast: A humanoid pallid gift-infected creature with 4-5 HD that dies rises as a ghast.
Wight: A humanoid pallid gift-infected creature with 6-7 HD that dies rises as a wight.
Vampire: A humanoid pallid gift-infected creature with 8+ HD that dies rises as a vampire.
Draugr: ?

Pallid Gift: melee attacks; save Fort DC = 10 + 1/2 the pallid vector’s Hit Dice + its Con modifier; onset immediate; frequency 1/day; effect 1d6 Constitution damage and 1d6 Wisdom damage, the infected creature is fatigued, the ability damage can’t be healed, and the fatigue can’t be removed while the creature is infected; cure 2 consecutive saves. A nonhumanoid infected creature that dies rises as a plague zombie in 2d6 hours, and spreads pallid curse instead of zombie rot. A humanoid infected creature that dies rises as an undead according to its HD.
Hit Dice Monster
1–3 Plague zombie
4–5 Ghast
6–7 Wight
8+ Vampire
 
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Voadam

Legend
Pathfinder 2e Playtest Bestiary

Pathfinder 2e Playtest Bestiary
Pathfinder 2e Playtest
Banshee: Risen from the grave due to strong feelings of betrayal, this undead apparition was once a living elven woman. Undying grief drives banshees to seek out vengeance upon the living.
Ghost: When some mortals die through tragic circumstances or without closure on something emotionally important to them, their spirits are unable to fully pass over into the River of Souls, and they remain behind. These anguished souls haunt the places of their death, constantly trying to right their perceived wrongs.
Ghost Commoner: ?
Ghost Soldier: ?
Ghost Mage: ?
Ghoul: Ghoul Fever.
Ghast: Ghast Fever.
Grim Reaper: The personification of violent death, the grim reaper is more akin to a force of nature than an individual being.
Lich: A lich is a powerful spellcaster that has pursued immortality by subjecting itself to undeath. Most liches undergo this transformation so that they can continue their esoteric research or complete some sadistic, long-term plan.
A lich’s phylactery allows it to rise from the dead.
Demilich: The floating skull called a demilich forms from the degenerate remains of a lich. This happens after a lich’s phylactery has been destroyed or has failed in some other way, but the lich is too complacent after vast centuries of undeath to create a new one. Without the phylactery to sustain it, the lich wastes away in body and mind. As the lich loses its autonomy, its magic items become part of it and its knowledge of spells twists. The curse of undeath overwhelms all the former lich’s higher ideals. Over time, negative energy is drawn to the powerful undead, crystallizing into black gemstones of blight quartz that form its teeth.
Mummy: Often wrapped in linen from head to toe, these undead beings are created through a lengthy and precise process so that they can continue to guard tombs.
Mummy Guard: ?
Mummy Retainer: ?
Mummy Pharaoh: ?
Poltergeist: Sometimes when a person dies, their spirit is unable to leave the site of their death, resulting in an angry and unquiet presence.
Saxra: These undead spirits of bones and wind make their homes high atop remote mountains.
Shadow: A shadow can snatch away its victim’s own shadow, weakening the target and allowing the shadow to create more of its kind.
When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn’t have Steal Shadow, and is perpetually and incurably enervated 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full, autonomous shadow. A creature separated from its shadow recovers from Steal Shadow’s enfeeblement half as quickly. If it recovers entirely, its shadow returns to it and the shadow spawn is extinguished.
Shadow Spawn: When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn’t have Steal Shadow, and is perpetually and incurably enervated 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full, autonomous shadow. A creature separated from its shadow recovers from Steal Shadow’s enfeeblement half as quickly. If it recovers entirely, its shadow returns to it and the shadow spawn is extinguished.
Greater Shadow: ?
Skeleton: This undead is made from a dead creature’s animated skeleton.
Skeleton Guard: ?
Skeletal Champion: Whenever a creature dies within 60 feet of a saxra, the saxra draws a small fragment of the creature’s bones into its aura. The creature must succeed at a DC 36 Will save or rise as a skeletal champion in 1d4 rounds.
Vampire Moroi: ?
Vampire Master: If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire spawn or vampire master by pouring some of its own blood into the victim and burying the victim’s coffin in earth for three nights.
Vampire Spawn: If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire spawn or vampire master by pouring some of its own blood into the victim and burying the victim’s coffin in earth for three nights.
Vampire Count: ?
Vampire Spawn Rogue: ?
Vampire Wizard: ?
Warsworn: The animate masses of armed and armored corpses known as warsworns are enormous undead amalgams formed by gods and goddesses of undeath or war. These creatures exist to spread the ravages of war and carnage of battle.
Wight: Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality.
A living humanoid slain by a wight becomes a wight itself after 1d4 rounds. When it rises, it is under the command of the wight that created it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the servant wight becomes a full wight. It regains its free will, loses its enervated condition, and gains create spawn.
Wight Spawn: A living humanoid slain by a wight becomes a wight itself after 1d4 rounds. When it rises, it is under the command of the wight that created it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the servant wight becomes a full wight. It regains its free will, loses its enervated condition, and gains create spawn.
Wraith: Wraiths are undead creatures born of evil and darkness. They loathe the light and living things, as they have lost much of their connection to their former lives.
A living humanoid slain by a wraith’s touch rises as a wraith after 1d4 rounds. It’s under the command of the wraith that killed it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the wraithspawn becomes a full wraith. It regains its free will, loses its enervated condition, and gains create spawn.
Wraithspawn: A living humanoid slain by a wraith’s touch rises as a wraith after 1d4 rounds. It’s under the command of the wraith that killed it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the wraithspawn becomes a full wraith. It regains its free will, loses its enervated condition, and gains create spawn.
A living humanoid slain by a dread wraith’s touch rises as a wraith after 1d4 rounds.
Dread Wraith: ?
Zombie: ?
Zombie Shambler: ?
Zombie Plague: Zombie Rot.
Zombie Brute: ?
Haunt: A hazard with this trait is a spiritual echo, often of someone with a tragic death.
Undead: Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic.

Ghoul Fever (disease) Elves are immune. Saving Throw Fortitude DC 13; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 damage and regains half as many Hit Points from all healing (1 day); Stage 3 as step 2 (1 day); Stage 4 2d6 damage and gains no benefit from healing (1 day); Stage 5 as step 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.

Ghast Fever (disease) Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 damage and regains half as many Hit Points from all healing (1 day); Stage 3 as step 2 (1 day); Stage 4 3d8 damage and gains no benefit from healing (1 day); Stage 5 as step 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.

Zombie Rot (disease, necromancy) An infected creature can’t heal damage it takes from zombie rot. Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 damage (1 day); Stage 3 1d6 damage (1 day); Stage 4 1d6 damage (1 day); Stage 5 dead, and rises as a plague zombie immediately.

LICH’S PHYLACTERY UNCOMMON ITEM
Arcane
Necromancy
Negative
12
Price 1,500 gp
Method of Use held, 1 hand; Bulk —
This item is crafted by a spellcaster who wishes to become a lich, and serves to return the lich to unlife if the lich is slain. When a lich’s soul flees to its phylactery, the phylactery rebuilds the lich’s undead body over the course of 1d10 days. Then, the lich returns fully healed in its new body (but lacking any gear it had on its old body). If the body is destroyed, the phylactery just starts the process anew. The phylactery must be destroyed to prevent a lich from returning.
A typical phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. This box has a hardness of at least 30, but some liches devise even more impregnable or unattainable phylacteries. A lich may also craft its phylactery from a ring, amulet, or similar item.
 
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Voadam

Legend
Pathfinder 2e Playetest Doomsday Dawn

Pathfinder 2e Playetest Doomsday Dawn
Pathfinder 2e Playtest
Skeleton Guard: Drakus’s presence in the complex has corrupted this once-sacred chamber, which used to house bodies until they could be properly cleansed and buried. The six bodies that were allowed to linger here unattended to have risen from death as skeletons.
Mummy Guard: ?
Vampire:
Zombie: ?
Ghast: ?
Vampire Spawn Rogue: ?
Elite Wight: ?
Poltergeist: Two wights have burst through the dining room’s picture window to attack. Two rounds later, another crash echoes from the salon (area D12), as two more wights have invaded that room. After they arrive, the wights in D4 sense a presence and perform a short chant. Two rounds later, the dormant spirit of a dead manor resident stirs back to unlife as a poltergeist.
Greater Shadow: ?
Zombie Shambler: ?
Hidimbi, Mummy Pharaoh: ?
Mummy Retainer: ?
Undead 62: The gravestones here are ancient, as no one has been buried here in several hundred years. The names on the headstones are nearly all eroded away, and most of the stones are broken, toppled, or missing. This area is desecrated, granting all undead in the graveyard a +1 conditional bonus on all checks and DCs. Living creatures take a –1 conditional penalty on checks and DCs while in the graveyard. Worse still, this place has become suffused with angry spirits furious over the desecration of this holy place (which leads them to later animate powerful undead and attack the living).
Dread Wraith: ?
Lich: ?
Ghost Mage: ?
Risen Corpse, Mummy Retainer: ?
Demilich: ?
Banshee: ?
 
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Voadam

Legend
Pathfinder Society 2e Playtest Scenario 1 The Rose Street Revenge

Pathfinder Society 2e Playtest Scenario 1 The Rose Street Revenge
Pathfinder 2e Playtest
Wennel Ardonay, The Rose Street Killer: One of these independent agents was Wennel Ardonay (CG male half-elf cleric of Milani), who had spent years rallying political support to revoke the Flesh Tax. After the siege, Wennel dedicated himself to helping the freed slaves find jobs, homes, and the means to live comfortably in Absalom. The slave traders had never liked Wennel, and when their inventory suddenly became free citizens, they utterly loathed the half-elf. It didn’t help that Wennel was on the cusp of uncovering one of these secret slaver cells. In the end, the slavers cornered and killed the cleric, throwing his body into the sewer.
Wennel’s corpse spent the better part of a week being picked over by looters and scavengers as it flowed downstream. His gnawed bones at last settled toward the bottom of a sewer canal where they animated as a restless undead creature. What remained of Wennel’s memory was spotty.
Once a half-elven cleric of Milani, Wennel has transformed into a skeletal champion who now draws his divine power from Urgathoa, goddess of disease, gluttony, and undeath.
Undead Marines: ?
Remna, Crawling Skeleton: While the PCs attempt to escape from the mud, the reanimated body of Remna, one of Wennel’s first victims, crawls out from under the steps and attacks.
Zombie Shambler: Once a half-elven cleric of Milani, Wennel has transformed into a skeletal champion who now draws his divine power from Urgathoa, goddess of disease, gluttony, and undeath. Using unholy rituals, he has created several zombies to assist him.
Undead: Nelfurhin doesn’t have any information about the slavers’ identities or how Wennel was reanimated, though a PC who succeeds at a DC 12 Religion check to Recall Knowledge knows that those who perish from treachery, with unfinished business, or after great suffering can sometimes rise as undead spontaneously—a process that twists even that person’s best intentions into hate.
 
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Voadam

Legend
Pathfinder Society 2e Playtest Scenario 2 Raiders of Shrieking Peak

Pathfinder Society 2e Playtest Scenario 2 Raiders of Shrieking Peak
Pathfinder 2e Playtest
Ghast: Ghast Fever.
Elite Ghoul: ?
Ghoul: Ghoul Fever.

Ghast Fever (disease) Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 damage and regains half as many Hit Points from all healing (1 day); Stage 3 As stage 2 (1 day); Stage 4 3d8 damage and gains no benefit from healing (1 day); Stage 5 As stage 4 (1 day); Stage 6 dead, rises as a ghoul the next midnight.

Ghoul Fever (disease) elves are immune; Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 damage and regains half as many Hit Points from all healing (1 day); Stage 3 As stage 2 (1 day); Stage 4 2d6 damage and gains no benefit from healing (1 day); Stage 5 As stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
 
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