Undead Origins

Voadam

Legend
8-Bit Adventures - The Legend of Heroes

8-Bit Adventures - The Legend of Heroes
Pathfinder 1e
Burning Skull: Burning skulls are floating skulls or severed heads whose bodies have long since abandoned them, either in the moment of death or long after. Reanimated via dark magic, these horrors are usually created as mindless sentinels for dungeons or lairs.
 
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Voadam

Legend
Game Mastery Guide

Game Mastery Guide
Pathfinder 1e
Haunt: The distinction between a trap and an undead creature blurs when you introduce a haunt—a hazardous region created by unquiet spirits that react violently to the presence of the living. The exact conditions that cause a haunt to manifest vary from case to case—but haunts always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Often, undead inhabit regions infested with haunts—it’s even possible for a person who dies to rise as a ghost (or other undead) and trigger the creation of numerous haunts. A haunt infuses a specific area, and often multiple haunted areas exist within a single structure.
Bleeding Walls: ?

Undead: Whether from an ancient curse or fell necromancy, one of the most terrifying of all supernatural disasters is the undead uprising—the dead emerging from their graves to claim the living. This disaster can strike any area where the dead have been laid to rest, not just towns and cities. More than one blood-soaked battlefield has given rise to a legion of desiccated undead warriors.
Heroes who perished in the battle against the uprising return as fearsome undead generals.
Zombie: On the first nights of an undead uprising, the bodies of the recently dead rise as zombies. Those interred in consecrated ground remain at rest, but bodies left unburied or in mass graves lurch out into the streets, wreaking havoc.
Skeleton: As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk.
Skeletal Champion: As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk. The undead remain mindless, but the magical power behind the incursion gives them the efficiency and tactical acumen of a living army. The skeletons seek out weapons and armor to gird themselves for battle. Elite skeletal champions lead the troops, wielding magic items scavenged from abandoned graves.
Ghoul: ?
Wight: ?
Ghost: As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.
Shadow: As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.
Wraith: As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.
Spectre: As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living.
Lich: ?
Dread Wraith: ?
Vampire: ?
Mummy: ?
Greater Shadow: ?
Mohrg: ?
Ghast: ?
Vampire Spawn: ?
 
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Voadam

Legend
Alternate Dungeons: Haunted House

Alternate Dungeons: Haunted House
Pathfinder 1e
Anguish: ?
Dancing Decor: ?
Slamming Door: ?

Undead: Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self‐loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder.
Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic.
Ghost: Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Ghosts are created from the residual psychic energy of creatures unable or unwilling to depart to the outer planes to receive judgment. Ghosts often haunt the places where they died or the homes they once lived in.
Spectre: Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Spectres are specifically created from the anguished souls of murdered mortals. Violent and vengeful, a spectre’s anger prevents it from moving onto the afterlife; trapping it in the mortal plane where it haunts the place it died.
Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises.
Wraith: Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Born of evil and darkness, wraiths come to haunt dwellings created when evil mortals perish in the midst of performing atrocious acts. A wraith’s malevolent and sinful desires often keep it in the afterlife to haunt a home or manor.
Poltergeist: When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Of all the denizens of haunted houses, poltergeists are by far the most common. Driven by rage, a poltergeist is confined to the site of its death by its anguish over an incomplete task or because its gravesite has been desecrated. Where or what a poltergeist haunts typically corresponds to its place of death or the resting place of its mortal remains.
Shadow: Shadows are formed when mortal creatures have their very souls drained by other shadows.
Vampire: ?
Witchfire: Witchfires are usually created when a powerful witch is slain with some malicious plot left incomplete or as the result of a dreadful curse she placed upon a settlement’s inhabitants at the time of her death.
Haunt: Haunts are hazardous areas created by unquiet spirits that react violently towards intruders. In many ways, haunts function like traps but they arise from anguished spirits.
Bleeding Walls: This haunt occurs when a victim is murdered and their corpse is boarded up within the walls of the haunted house.
 
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Voadam

Legend
Book of Lost Spells

Book of Lost Spells
Pathfinder 1e
Skeleton: Animate Skeleton spell.
Crew with the Dead spell.
Zombie: Animate Zombie spell.
Zombify Self spell.
Shadow: Devouring Darkness spell.
Umbral Touch spell.
Umbral Weapon spell.
Undead: Obliterate Soul spell.
Ghoul: Transform Zombie spell.

Animate Skeleton
School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1
Casting Time 1 standard action
Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less.
The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again.
The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. 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 Zombie
School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1
Casting Time 1 standard action
Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell functions like the animate skeleton spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Crew with the Dead
School necromancy; Level bard 5, sorcerer/wizard 6
Casting Time 10 minutes
Components V, S, M (the bones or remains of at least 5 drowning victims)
Range close (25 ft. + 5 ft./2 levels)
Target one ship
Duration 1 hour/level, concentration discharge (D)
Saving Throw none; Spell Resistance no
This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew through encouraging singing of sea shanties.
Up to 5 undead crewmembers may be summoned per caster level. The crew is treated as Medium skeletons with the additional ability of Profession (sailor) +5.
The crew does not fight or otherwise engage an enemy in combat, though they can operate ballistae or catapults, firing such machinery as 1st-level warriors.

Devouring Darkness
School evocation; Level cleric/oracle 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft. radius
Duration instantaneous (see text)
Saving Throw Reflex half (see text); Spell Resistance yes
You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects.
Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures.

Obliterate Soul
School necromancy [evil]; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a pinch of bone dust)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration Instantaneous
Saving Throw Fortitude partially negates; Spell Resistance yes
Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion).

Transform Zombie
School necromancy [evil]; Level sorcerer/wizard 6
Casting Time 1 full round
Components V, S, M (A bone from a ghoul and a black onyx gem worth at least l00 gp)
Range touch
Target one zombie
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.

Umbral Touch
School necromancy [evil]; Level cleric/oracle 3, sorcerer/ wizard 3
Casting Time 1 standard action
Components S
Range touch
Target one creature
Duration 1 minute/level
Saving Throw Fortitude halves; Spell Resistance yes
This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage.
If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum.

Umbral Weapon
School illusion (shadow); Level sorcerer/wizard 5
Casting Time 1 standard action
Components S
Range touch
Target Shadows touched
Duration 1 minute/level
Saving Throw none; Spell Resistance no
This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again.
An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2.
A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum.

Zombify Self
School necromancy; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (one handful of zombie flesh)
Range personal
Target you
Duration 1 minute/level
Saving Throw none; Spell Resistance no
This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you.
Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be is stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed.
 
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Voadam

Legend
Call to Arms: Decks of Cards

Call to Arms: Decks of Cards
Pathfinder 1e
Lich: Deck of Many Things Dark Fate card.
Grave Knight: Deck of Many Things Dark Fate card.
Vampire: Deck of Many Things Dark Fate card.

The Dark Fate (Ace of Clubs): An evil undead duplicate of the drawer is created. The exact nature of the undead is based on what class the drawer is; If the drawer is a spellcaster, the duplicate is a lich, if they are a martial class, the duplicate is a Grave Knight, if they are any other class, the duplicate is a vampire. The has the same attributes and class levels as the drawer, and copies of all their magical items (modified to evil equivalents where applicable). The duplicate is utterly dedicated to opposing the drawer’s every action and undoing everything they have ever achieved. In addition, the duplicate can only be destroyed by the drawer; if anyone else strikes the final blow, the duplicate will rejuvenate within 24 hours.
 
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Voadam

Legend
Call to Arms: Horses and Mules

Call to Arms: Horses and Mules
Pathfinder 1e
Ghost Horse, Combat Trained Heavy Horse: The ghost horse died in the throes of crippling terror.
This was a war-ready mount that died tragically with its master in bloody combat.
Nightmare Mount, Unhallowed Bloody Skeletal Champion Nightmare: The Nightmare Steed is an undead horse drawn back from the spirit world and commanded as a mount.
Skeleton Mount: Skeletal mounts are normal skeletons made from combat-trained heavy horses.
 
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Voadam

Legend
Campaign Backdrops: Caves and Caverns
Pathfinder 1e
Last Nail: Last Nail was born again as a vampire after a vampiric drider slew him.
Vampiric Drider: ?
Mistress Amelya Van Fersker, Human Vampire Enchanter 10: Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can.
Urshak'xhul: Members of the priest caste conducted profane rites on selected members, transforming them into the blasphemous Urshak’xhul (Holy Guardians).

Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Shadow: A humanoid creature slain (when its Strength damage equals or exceeds its Strength score) by a shadow’s Strength damage becomes a shadow under the control of the killer in 1d4 rounds.
Wraith: A humanoid slain by a wraith becomes a wraith in 1d4 rounds.
Ghost: ?
Vampire Spawn: A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days.
Last Nail can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is an aberration. The victim rises from death as a vampire in 1d4 days.
Allip: ?
Banshee: ?
Crawling Hand: ?
Crypt Thing: ?
Devourer: ?
Dullahan: ?
Giant Crawling Hand: ?
Greater Shadow: ?
Huecuva: ?
Juju Zombie: ?
Lich: ?
Mohrg: ?
Mummy: ?
Necrophidius: ?
Poltergeist: ?
Red Wyrm Ravener: ?
Revenant: ?
Shadow: ?
Skaveling: ?
Skeletal Champion: ?
Skeleton: ?
Spectre: ?
Totenmaske: ?
Vampire: ?
Vargouille: ?
Wight: ?
Winterwight: ?
Zombie: ?
 
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Voadam

Legend
Campaign Backdrops: Forests & Woodlands

Campaign Backdrops: Forests & Woodlands
Pathfinder 1e
Garilax, Ghoul Barbarian 1: ?
Valentin Pannanen, Human Ghost Wizard 5: Sadly for the PCs, the spirit of a dead mage, killed when the bridge collapsed during a storm, haunts the waters beneath the shattered arch.
Naillae Aralivar, Ghost Elf Druid 6: ?
Rideth Cyelrae, Ghost Elf Druid 13, Ghost Half-Elf Druid 3/Sorcerer 8: ?
Tahlys Vonothvar, Ghost Elf Druid 7: ?

Ghoul: A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight.
Ghast: A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight.
 
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Voadam

Legend
Campaign Backdrops: Hills & Mountains

Campaign Backdrops: Hills & Mountains
Pathfinder 1e
Cairn Wight: ?
Skeletal Champion, Human Skeletal Champion Warrior 1: ?
Wight: The grave robbers, risen as undead.
Humanoids the cairn wight slays become wights themselves in 1d4 rounds.
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
A small adventuring party once got trapped within and starved to death. Risen as ghouls, the undead lurk in the crypt creeping forth when released by the hermit to dine up on his guests.
Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Poltergeist: The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life and death could not wholly claim them.
A few days after their death these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since.
 
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