Undead Origins

Voadam

Legend
OSR A-K

OSR A-K
Adventurer Conqueror King System
Adventurer Conqueror King System
Undead: These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again as undead horrors.
Chaotic spellcasters who reach 11th level or higher may transform creatures into intelligent undead through the black arts of necromancy. The undead must not have HD greater than the spellcaster’s class level, and may not have more than one special ability plus one special ability per point of the spellcaster’s ability score bonus from Intelligence. EXAMPLE: Quintus, an 11th level mage with 16 INT, can transform creatures into undead with up to 11 HD with 3 special abilities each.
It requires 2,000gp per Hit Die plus an additional 5,000gp per special ability to grant unlife. The process takes one day per 1,000gp of cost. The creature to be transformed must be dead when the ritual is completed, but it can only have been dead for 1 day per HD, so it is often best if preparations are begun before the creature is killed. A spellcaster may transform himself into an intelligent undead using necromancy if desired, by killing himself at the conclusion of the ritual.
Granting unlife requires a magic research throw. If the creature is willing, the target value for this throw is increased by +1 for every 5,000gp of necromancy costs. If the creature is unwilling, the target value for the throw is increased by +2 for every 5,000gp. Using precious materials can affect chances of success of granting unlife, as above. The success or failure of the necromancy will not be known until the creature is dead.
To perform necromancy, a necromancer must have access to a private mortuary and embalming chamber at least equal in value to the cost of the necromancy. For every 10,000gp of value above the minimum required for the necromancy, the spellcaster receives a +1 bonus on his magic research throw. By using precious materials, the spellcaster can gain a bonus on his magic research throw, as described above.
Transforming a creature into an undead monster also requires special components. Components are usually organs or blood from one or more monsters with a total XP value equal to the cost of the research. If the undead has special abilities the creature providing the components must have at least as many special abilities. The Judge will determine the specific components based on the necromancy involved. If the undead has particular needs (a phylactery, coffin, etc.) these must also be provided. If a character doesn’t know the components at the outset of the necromancy, he learns them when the necromancy is 50% complete.
Corpses in shadowed sinkholes have a 10% chance to return as undead in 1d12 months unless their bodies are burned.
Corpses in blighted sinkholes have a 20% chance to return as undead in 1d4 days unless their bodies are burned.
Corpses in forsaken areas have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned.
Ghoul: Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living.
All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies.
Mummy: Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom.
Skeleton: Mummies are preserved undead corpses animated by the dark arts of Zahar, and commonly guard the old tombs and lost ruins of that fell kingdom.
Animate Dead spell.
Spectre: Should a character be slain by a spectre, he will become a spectre 24 hours after his death.
Vampire: Vampires create others of their kind by draining humans or other humanoids of all life energy. A character slain by a vampire will return from death as a vampire after 3 days.
Wight: Wights are undead creatures who were formerly humans or demi-humans in life.
Any human or demi-human slain by a wight becomes a wight in 1d4 days.
Wraith: Wraiths are incorporeal undead creatures born of evil and darkness.
Characters slain by a wraith become a wraith in 24 hours.
Zombie: Zombies are undead corpses reanimated through dark and sinister magic.
Animate Dead spell.

Animate Dead Range: touch Arcane 5 Duration: special
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The caster may animate a number of Hit Dice of undead equal to twice his caster level each time he casts this spell. Animated skeletons have Hit Dice equal to the number the monster had in life; for skeletons of humans or demi-humans, this means one Hit Die, regardless of the character level of the deceased. Zombies have one more Hit Die than the monster had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. Animate dead normally lasts for just one day, but the spellcaster can make the spell permanent by sprinkling 1 vial of unholy water per Hit Die on each zombie or skeleton. If this is done, the undead remain animated until they are destroyed or dispelled.

Lairs and Encounters
Blood Hound: Created from a lithe human corpse, skin stripped to ease movement and entrails removed to reduce weight, a blood hound is no hound at all, but a necromantic attack beast. The joints of the arms and legs are twisted and re-set, permitting the blood hound to crawl swift and low to the ground. The tongue is set with a hollow tip of sharp bone, and reattached with its base inside the mouth rather than down the throat; this, gives the blood hound a piercing tongue attack that it can use in close quarters. The tongue is also used to drain a victim’s blood, replenishing the blood hound’s necrotic flesh and permitting it to retain its flexibility.
Death Chargers: Undead cavalry, death chargers are created by necromantically bonding and stitching the upper body of a zombie-like humanoid to the back of a re-animated warhorse.
The death chargers were created from the burned corpses of soldiers and mounts that died in the fire, and are truly hideous to behold.
Desert Ghoul: Like other ghouls, desert ghouls attack with claws and bite. Their attacks do not paralyze their victims, but any humanoid creature that suffers the loss of 50% or more of its total hit points to a desert ghoul is infected with ghoul fever and will become a desert ghoul in 2d6 days. This transformation can be prevented with the cleric spell cure disease if cast before the disease has taken full hold.
Draugr: ?
Flay Fiends: Eight diagonal crosses have been erected in a 30' diameter ring. From each of the eight diagonal crosses hangs a corpse, crucified upside down and painstakingly flayed from head to toe, exposing its muscles, ligaments, and blubber. Below each flayed body lies a pile of flesh, the skin of the body, red and sticky with gore. The torturous executions that took place here generated necromantic energies that transformed the ring of crucifixion into a shadowed sinkhole of evil and the skins of the deceased into eight flay fiends.
Haugbui: Risen from those slain by a draugr in its barrow, haugbui are silent, decaying corpses that largely resemble zombies and may be mistaken for them at first glance with disastrous results.
Anyone slain by a draugr within its barrow will rise after 24 hours as a haugbui in thrall to the draugr.
Hoarflesh: The hoarflesh, the frozen dead, are born of those unfortunate souls who perish in the frozen wilds of Jutland and Rorn. Some of those who die as the ice creeps into their bones and veins animate as these frozen undead, perfectly preserved as they were at the moment of death.
Anyone slain by a hoarflesh rises in 24 hours as a hoarflesh themselves.
The frozen dead were once Jutland warriors, slain in battle during a snow storm. Their comrades could neither bury the fallen in the frozen soil, nor burn the corpses in the wintry precipitation, so they commemorated them with a crude runestone and abandoned them to the cold. Now the hoarflesh seek revenge on any who still have warmth.
Mummy Lord: Mummy lords are long-dead kings, high lords and sorcerers transformed by necromantic arts into powerful undead.
The evil rituals used to create mummy lords imbue the monsters with the ability to bestow curse (the reverse of remove curse) and charm person at will.
Nathaghol: A frightful fate awaited those caught trespassing in the tombs of the Zaharans – transformation into a nathaghol.
Necropede: A necropede is a terrible abomination, the necromantic fusion of multiple humanoid torsos, stitched in-line, the creation’s many arms serving as legs, propelling the foul thing swiftly across all manner of terrain, and even up walls and cliffs. Most necropedes are constructed using six torsos, but they may be made with more or less.
Venous Sentinel: The necromantically-animated heart and veins of a humanoid, a venous sentinel is a terrible, alien thing, a pulsing heart set at the center of a mass of writhing, sharp-tipped arteries and veins. Sometimes created during the mummification process when the heart and arteries and carefully removed, venous sentinels can be found set as guardians in Zaharan tombs, as well as secured in canopic jars, ready to attack when inadvertently released.

Undead: The entirety of Nirgal’s temple is a shadowed sinkhole of evil. Corpses in it have a 10% chance to return as undead in 1d12 months unless their bodies are burned.
Due to terrible black magic worked in its creation, the calendar stone is a vortex to the Nether Darkness, and radiates a forsaken sinkhole of evil in a 12' radius from its perimeter. Corpses in the sinkhole have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned.
Ghoul: ?
Mummy: ?
Skeleton: ?
Spectre: ?
Wight: ?
Wraith: ?
Zombie: ?

Player's Companion
Skeleton: Undead Legion spell.
Zombie: Undead Legion spell.

Undead Legion Range: touch
Arcane Ritual 9 Duration: permanent
This ritual can only be cast in a place of death (such as a cemetery, catacomb, or battleground). When it is complete, the spellcaster raises an undead legion under his command from the corpses and skeletons residing therein. The undead legion will include a number of Hit Dice of skeletons or zombies equal to 200 times the caster’s level, subject to the maximum number of dead in his area. Whether the undead legion consists of skeletons or zombies will depend on the state of the corpses in the surrounding area. Animated skeletons have Hit Dice equal to the number the monster had in life, excluding class levels; for skeletons of humans or demi-humans, this means one Hit Die regardless of the class level of the deceased. Zombies have one more Hit Die than the monster had in life. The undead legion normally lasts for just one week, but the spellcaster can make the spell permanent by sprinkling 1 vial of unholy water per Hit Die on each zombie or skeleton. If this is done, the undead remain animated until they are destroyed or dispelled.
EXAMPLE: Sebek, a 14th level mage, travels to the catacombs of Old Zahar, in order to perform the undead legion ritual. After 9 weeks, his Magic Research throw succeeds, so he animates 2,800 Hit Dice of undead. Since the Old Zaharans mummfied the dead, the corpses are relatively intact and become zombies. Sebek’s undead legion consists of 1,400 2 HD human zombies. Sebek then sprinkles his army with unholy water so that it will remain animated indefinitely. The ritual has taken 9 weeks to complete, at a cost of 74,500gp (4,500gp for the ritual and 70,000gp for unholy water). Compared to the cost of training and equipping 1,400 heavy infantry (177,800gp), Sebek considers his ritual a wise investment.
Note that if undead legion is cast in a sinkhole of evil, the spellcaster will calculate the spell effects as if he were one or more class levels higher than his actual level of experience. See Sinkholes of Evil in Chapter 10 of ACKS for more information on sinkholes and places of death.

Dwimmermount
Barrow Wight: Living creatures struck by a barrow wight lose one level or hit die. Should a character lose all levels, he dies and will become a barrow wight himself in 1d4 rounds, under the control of the barrow wight that created him.
Crypt Thing: ?
Ghast: ?
Grave Risen: They arise in places where the blood from slain spellcasters has permeated the ground; the latent arcane energies in the blood seep into the corpses of those who die nearby and animate them as grave risen.
Lich: A lich is a mage of 11th level or higher who has used necromancy to transform himself into a terrible form of undead.
Termaxian Mummy: The Termaxian mummy is a rare form of undead created by the cult of Turms Termax in order to punish a member who betrayed the cult in some fashion. Through a magical ritual, the betrayer is granted imperishable existence dedicated to a singular task, such as the protection of a cult site against interlopers.
Undead Ooze: ?
Zombie Brute: Zombie brutes are large, hulking undead creatures reanimated through dark magical rituals.
Zombie Juju: ?
Zombie Lord: To date only one zombie lord is known to exist,
but other creatures that die with unfulfilled obligations
or duties might, if slain in environments
rich with ambient azoth, rise in a similar manner.

Skeleton: Creatures that die while engulfed by the undead ooze can be re-animated as skeletons under its control one round later.

Arrows of Indra
Arrows of Indra
Ghost Aleya: This is the spirit of the dead who died alone and unloved in wild places, and were not given funerary rites. They died terrible deaths, and were full of desire to cling to life; as such they have reincarnated as incorporeal phantoms that feed on the life energy of the living.
Ghost Bhuta: These are incorporeal ghosts, the spirits of the dead who were so attached to something from their life that they reincarnated as a spirit, a hollow imitation of who they were in their previous human incarnation.
Living Dead: The living dead can be created either intentionally by dark magical powers, or due to the failure to perform proper funerary rites; people who were unholy, or died full of great unful+lled desires or desperation can be reborn in the realm of Ghosts. If the proper rites were not performed, these living dead can be reborn in the material world itself, rather than in the underworld.
At any time during the duration of a Siddhi's use of the advanced skill of Infernal Calling of the Yama Kings, the Siddhi may touch the corpse of any once-living creature who has been dead for less than 3 days, and bring the corpse to life as one of the living dead.
Living Dead Preta: The Preta are dangerous living dead, more powerful and slightly more intelligent than the norm, who are trapped in the rotting bodies of their former lives; they were generally people who committed acts of Unholiness in life, and who were not given the proper funerary rites when they died.
Living Dead Skeleton: The lowest form of the living dead, these creatures are
the reincarnation of beings who were not given proper funerary rites, and/or who were filled with extreme and base desires in life (gluttons, misers, addicts, etc).
Living Dead Vetala: Anyone slain by a Vetala will become a Vetala.

Astonishing Swordsmen & Sorcerers of Hyperborea
Astonishing Swordsmen & Sorcerers of Hyperborea
Ghast: Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.
Animate Dead II spell, 12th caster level.
Ghost: Cursed with undeath.
Banshee Benevolent: ?
Banshee Malevolent:
Ghoul: Slain victims of ghouls later become ghouls.
Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.
Animate Dead II spell.
Ghoul Lacedon: ?
Lich: A lich is the mummy of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities.
Mummy: A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul; these oft require the use of sacred mystery tomes. Some mummies are born of a pact agreed upon by the would-be mummy (whilst mortal) and a dæmon or other netherworldly agent.
Shadow: Any creature drained to 0 str becomes a shadow in thrall to the one that transformed him, and likewise do they become utterly hateful of all corporeal creatures.
Skeleton: Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the skeletons of men or humanoids.
Animate Dead spell.
Dance Macabre spell.
Skeleton Large: Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, and minotaurs.
Animate Dead spell.
Skeleton Giant: Giant skeletons are the animated forms of fomorians and other giant species.
Animate Dead spell.
Skeleton Animal: These are the risen skeletons of carrion, raised to serve the vile purposes of some wicked necromancer.
Skeleton Animal Small: Animate Carrion spell.
Skeleton Animal Medium: Animate Carrion II spell.
Skeleton Animal Large: Animate Carrion III spell.
Spectre: If a man is drained to 0th level, one day later he becomes a spectre serving the one who drained him.
Vampire: Once per victim per day, a vampire can ensorcel a man with its gaze; must make sorcery save at −2 penalty or acquiesce to vampire’s will. Vampire can then bite victim’s neck to drain blood for 1 point of con per round. Those drained to 1 or 2 con become vampire thralls; those drained to 0 con are slain. Survivors regain lost con at 1 point per day of complete bed rest.
Wight: This dreadful creature is formed when a negative energy spirit inhabits a cadaver.
Wraith: A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him.
Zombie: These undead humanoids, sometimes referred to as the walking dead, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission.
A zombie's bite infects victim with the zombiism disease, no saving throw allowed. Infection manifests 1 turn after bite and begins with an intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; then, 1d6 turns later, he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death.
Animate Dead spell.
Dance Macabre spell.
Skeleton Servant: Skeleton Servant spell.

Animate Carrion
Level: nec 1; Range: 10 feet; Duration: permanent
Skeletons are animated from the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The animated animals obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain up to 1 HD of animals per CA level. Even if desiccated flesh remains on their bones, the undead animals have statistics as noted in VOL.IV, BEASTS and MONSTERS: S, skeleton, animal. Animated carrion loses any special abilities possessed in life; e.g., flight, musk, venom. N.B.: For purposes of turning, consider Small undead animals Undead Type 0.

Animate Carrion II
Level: nec 3; Range: 10 feet; Duration: permanent
As animate carrion, but effecting undead animals of up to Medium size. The caster can animate and maintain up to 2 HD of animals per CA level. N.B.: For purposes of turning, consider Medium undead animals Undead Type 1.

Animate Carrion III
Level: nec 5; Range: 10 feet; Duration: permanent
As animate carrion, but effecting undead animals of up to Large size. The caster can animate and maintain up to 3 HD of animals per CA level. N.B.: For purposes of turning, consider Large undead animals Undead Type 2.

Animate Dead
Level: mag 5, clr 3, nec 4, wch 5; Range: 10 feet; Duration: permanent
From the bones or cadavers of dead men or humanoids are the undead animated—skeletons or zombies (Undead Types 1 and 2; see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels (see VOL.IV, BEASTS and MONSTERS: S, skeleton, large and skeleton, giant), though zombies may only be created from the whole corpses of men (or cave-men).

Animate Dead II
Level: nec 6; Range: 10 feet; Duration: permanent
From the fresh graves of men, ghouls (Undead Type 3; see VOL.IV, BEASTS and MONSTERS: G, ghoul) are raised by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 ghoul for every two CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst raising another, the 6th may emerge as a ghast (Undead Type 6; see VOL.IV, BEASTS and MONSTERS: G, ghast) on a 2-in-6 chance.

Danse Macabre
Level: nec 2; Range: 180 feet; Duration: 1 turn per CA level
The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or zombie (see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature crumples to the ground. Either form can be turned as Undead Type 1 (see VOL.III, COMBAT ACTIONS, turn undead).

Skeleton Servant
Level: nec 1; Range: 240 feet; Duration: 6 turns (1 hour)
This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeleton servant attends the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: Undead Type 0; AL CE, MV 30, AC 7, HD ½, #A 0, D —, SV 17, Special: Immune to sleep, charm, and cold magic; edged and piercing weapons inflict ½ damage.

Basic Fantasy
Basic Fantasy
Ghast: Humanoids bitten by ghasts may be infected with ghoul fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of a ghast's ghoul fever rises as a ghast at the next midnight.
Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
Ghoul: Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
Mummy: Mummies are undead monsters, linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are mindless undead created by an evil Magic-User or Cleric, generally to guard a tomb or treasure hoard, or to act as guards for their creator.
Animate Dead spell.
Spectre: ?
Vampire: The vampire's bite inflicts 1d3 damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. If the victim dies from the energy drain, he or she will arise as a vampire at the next sunset (but not less than 12 hours later). Vampires spawned in this way are under the permanent control of the vampire who created them.
Wight: Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later).
Wraith: ?
Zombie: Animate Dead spell.

Animate Dead Range: touch
Cleric 4, Magic-User 5 Duration: special
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice his or her caster level, and no more. Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast.

The Basic Fantasy Field Guide of Creatures Malevolent and Benign
Allip: An Allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.
Banshee: Banshees are to the fey what ghosts, wraiths, and spectres are to humans.
Blade Spirit: Blade Spirits are restless souls of warriors fallen on the battlefield. The body of a blade spirit appears as a rotting or desiccated form or sometimes seems to be assembled from various corpses, always carrying a distinctive melee weapon. The weapon itself is possessed with the undead spirit which animates the form in order to continue its battles.
Greater Blade Spirit: ?
Bone Horror: Bone Horrors are large, vaguely humanoid creatures constructed from bones and parts from a handful of different creatures, animated to serve its master.
Greater Bone Horror: ?
Cadaver: The conditions that create Cadavers are uncertain, but it's rumored they arise in areas of dungeons or ruins that have been rich in undead for long periods of time.
Giant Ghoul Cockroach: Animated through the use of foul magics, Giant Ghoul Cockroaches are ravenous monsters, seeking to devour all flesh.
Crypt Dweller: Crypt Dwellers are undead creatures improperly buried or placed into graves that have been desecrated or defiled.
Death Dragon: Death Dragons are the skeletal remains of magically powerful dragons that have chosen to become undead for reasons inscrutable to mortals.
Draugr: Draugr are the undead remains of ancient kings, generally found only in their ancient crypts.
Headless Horseman: ?
Heucova: Heucova are clerics who have been cursed to undeath for their faithlessness.
Zombie: Those struck by the
heucova's claws must save vs poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die and rise as a zombie on the following day under the control of the heucova. A Cure Disease spell must be used to prevent death.
Lich: A Lich is a former magic-user or cleric (of at least 10th level with all spells and powers intact) who used dark magic to prolong their life into a state of undeath.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar heinous villains.
Necrotic Ooze: The GM should keep track of who is struck by a necrotic ooze; after a fight is over, each stricken victim must save versus poison. If failed the victim will suffer a rotting disease that deals 1d4 points of damage per day unless cured by Cure Disease or better (normal healing has no effect). If slain by the rotting disease, the victim will turn into a necrotic ooze.
Odeum: They are formed from the souls of the murderously insane and will force others to perform similarly heinous acts.
Plague Hound: Plague Hounds are undead canines infected with an infliction similar to ghouls or ghasts.
The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul. Any dog or wolf will return as a plague hound.
Ghoul: The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul.
Rot Vulture: ?
Skeleton Leaded: Leaded Skeletons are an altered form of a standard Skeleton with a coat of lead over their bones, making them slower but much tougher.
Skelton Crimson Bones: Crimson Bones are a special type of undead created through a combination of alchemy and necromancy.
Haunted Bones: Haunted Bones are the undead skeletal remains of fallen warriors possessed by malicious spirits.
Skeleton Pitch: ?
Vampire Spawn: Vampire Spawn are undead creatures that are created when Vampires slay mortals.
Zombie Flesh Eater: Those who are bitten by a flesh eater zombie and survive have a 5% chance per point of damage of contracting a fatal disease, causing death in 2d4 turns. Those who die from this disease rise in 2d4 rounds as flesh eaters. Cure Disease will prevent death, or if cast on the corpse after death will prevent the corpse from rising.
Zombie Leper: Humanoids bitten by leper zombies may be infected with zombie leprosy. Each time a humanoid is bitten or clawed, there is a 10% (cumulative per bite and blow) chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies in 3 days. An afflicted humanoid who dies of zombie leprosy rises as a leper zombie at the next midnight.
Equipment, arms and armor of one slain by a leper zombie (or used to destroy a leper zombie) carries a 5% chance of transmitting the disease each day. The infection can be removed from gear by washing in holy water, heating with fire or casting Bless on each item.
Zombraire: ?
Skeletaire: A Skeletaire is the final form of a zombraire which has rotted away completely.

AA1 Adventure Anthology One
Insect Zombie: Animate Vermin spell.

Animate Vermin Range: touch
Cleric 1, Magic-User 1 Duration: special This spell turns bodies of dead insects into insect zombies that follow the caster’s spoken commands. They remain animated until they are destroyed. The caster may animate a number of hit dice of undead equal to twice his or her caster level, and no more. The animated vermin have 1 hit dice. An animated vermin can be created only from a mostly intact insect. The caster must touch the remains to be animated. No character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast.

BF1 Morgansfort
Starisel Zelinth, Zombie Necromancer: Deep inside the dungeon is the Altar of Darkness, a powerful evil magic item. A frustrated low-level necromancer named Starisel Zelinth learned of the Altar, and traveled to the caverns to obtain it.
The Altar has the power to animate the dead as zombies. Unfortunately for Starisel, the Altar is too large to move, so he has had to learn about its powers “on location.”
Starisel was a sickly individual, and staying in the cold, damp dungeon and handling the dead made his condition progressively worse. He finally convinced himself that the Altar could make him a lich (a powerful undead wizard) if he poisoned himself while lying on it.
For several days he gave himself small doses of arsenic, until he felt quite sick. Then he laid down on the Altar and drank a large dose of the same poison mixed with a narcotic, and soon he died. The Altar did its work, animating him as a zombie; but as he was also the person controlling the Altar, he was animated in a self-willed form.

Necromancers
Skeleton: Animate Dead spell.
Corpse Servant spell.
Zombie: Animate Dead spell.
Corpse Servant spell.
Headless Horseman: Call Horseman spell.
Ghoul: Ghoulish Hands spell.
Undead spell.
Mummy: Mummify spell.
Ghast: Undead spell.
Spectre: Undead spell.
Vampire: Undead spell.
Wight: Undead spell.
Wraith: Undead spell.
Ghost: Undead spell.

Animate Dead Range: touch
Necromancer 4 Duration: special
Virtually identical to the Cleric or standard Magic-User version, this spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. They remain animated until they are destroyed. The Necromancer may animate a number of hit dice of undead equal to three times his or her caster level, and no more (other casters can only animate twice their level in hit dice). Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated. Normally, no character may normally control more hit dice of undead than 4 times his or her level, regardless of how many times this spell is cast, but for the Necromancer the limit is 6 times his or her level.

Call Horseman Range: 20'
Necromancer 7 Duration: special
This spell calls forth a Headless Horseman which is subsequently given a task to accomplish such as the slaying of one individual. The skull of an appropriately leveled warrior (of the mounted variety) is required to complete the summoning. The maximum level of the summoned Headless Horseman is equal to the caster's level or the actual level of the horseman at the time of his death (whichever is lowest). Thus the aspiring summoner usually works to get the most powerful warrior available, often by arranging the death of the warrior.
Each Horseman is an individual and usually appears in knightly garb similar to that they wore in life only darker and more grim (albeit all non-magical). Of course, as their name indicates, they are headless, but may appear with jack-o-lanterns in lieu of their actual head, ghost-like vestiges, vacant helmets and hoods, or other variations on this theme. The mount of the horseman is always summoned alongside its master. See the Headless Horseman monster entry for additional details and statistics.
The summoner must have possession of the actual skull of the Horseman in order to maintain control over him. If possession of the skull is lost, the horseman will attempt to gain possession of the skull with all the same fervor of his appointed task. If successful, the Horseman may become free-willed or simply vanish (GM's discretion). The spell can only be cast during the night (even if summoned underground), and the Horseman (and mount) remains until the task is complete or the sun rises. The spell must be recast the following night if the task was left unfinished or the Horseman is slain while on task.
The GM might allow other classes access to this spell. The spell remains seventh level, but the maximum level of the horseman is half the level of the caster (instead of equal to the Necromancer's level).

Corpse Servant Range: touch
Necromancer 1 Duration: one hour/level
This spell allows the caster temporarily animate skeletons or zombies. A number of hit dice equal to the caster's level may be animated for up to one hour per caster level. These non-permanent undead do not count towards the Animate Dead spell limitations, but they otherwise conform to the permanent undead created by that spell. Only one instance of this spell may be active at a time for any particular caster.
Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demihumans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated.

Ghoulish Hands Range: touch or self
Necromancer 2 Duration: one round/level
This spell causes the hands of one living creature to become like the horrible claws of ghouls. The bearer of these ghoulish hands may make two clawing attacks that cause 1d4 points of damage each. If the recipient of this spell already had better claw attacks, then they gain a +2 damage bonus to their damage rolls while this spell is in effect. In addition to the damage, those struck by the hands must Save vs. Paralysis or be paralyzed for 2d8 turns (elves immune), exactly like the attacks of a ghoul.
Recipients of this spell must be true living creatures; other creatures such as undead, constructs, elementals, and the like would only waste the spell and they would not receive the effects. There is a 1% non-cumulative chance that on any particular casting of this spell that the recipient is actually infected with Ghoul Fever (per the monster description), which if proper curative steps are not taken, may ultimately result in the recipient's death and rising as an actual ghoul.

Mummify Range: touch
Necromancer 5 Duration: permanent
After careful ceremonial preparations lasting five days, and the application of many rare and expensive unguents, the caster is able to call back the spirit of the dead to reanimate its corpse as a mummy. Mummies so created are of the standard sort (see monster entry). Mummies do not count against the normal limits of controllable undead (per Animate Dead spell), but the caster can maintain control over as many Hit Dice of Mummies as his own level.
Mummies do not travel well, being slow and quickly wear down taking damage on long journeys. They make better guardians for the animator's lair. Preparations for mummification cost 100gp per hit die (500gp per Mummy). A separate casting of the spell is necessary for each Mummy created. It might be possible to create a mummy from a large humanoid such as a giant, however the costs associated with preparation increase dramatically to 5000gp per Hit Die of the final product. More powerful mummies, such as those with intact class-based powers, are generally created through the use of the Undeath spell.
Mummification is generally in the realm of the Necromancer, but occasionally Clerics of certain cults might have access as well.

Undeath Range: touch
Necromancer 6 Duration: instantaneous
As a vile necromantic alternative to the reincarnation spell, this spell can be used to bring back individuals to the world of the living. Upon casting this spell, the caster brings back a dead character (or creature) in an undead state, whether as some sort of reanimated body or as spiritual or ghost-like form. Wicked, cruel, murderous, or so called evil beings will often want to continue their predations in undeath, but for most beings the subject's soul is not willing to return in such a state. Most normal individuals roll a saving throw vs. magic to avoid coming back (rolled as if they were still alive and well), and if successful the spell fails completely as the soul cannot be compelled to return.
Roll on the following table to determine what sort of undead creature the character becomes. Entries marked with (ms) indicate creatures from the Monster Supplement. If that supplement is not available or another result seems more appropriate then the GM may alter the result accordingly.
d% Undead Form
01-25 Ghoul
26–40 Ghast (ms)
41-50 Mummy
51-55 Spectre
56-60 Vampire
61-75 Wight
81-90 Wraith
85-90 Ghost (ms)
91-00 Other (GM's choice)
Since the dead character is returning in a state of undeath, all physical ills and afflictions are generally irrelevant. The condition of the remains is not really a factor so long as the body is largely intact. The magic of the spell repairs or otherwise accommodates any changes necessary to conform to the new undead state, the process taking one hour to complete. When the spell is finished, the new undead being becomes aware and active. The caster has absolutely no special control over the newly 'risen' being. Of course, subsequent spells may be cast, having completely normal effects upon the new undead.
The newly undead character recalls the majority of its former life and form. Its class is unchanged, as are the character's Intelligence, Wisdom, and Charisma (but see below). The physical abilities of Strength, Dexterity, and Constitution should be rerolled or determined by the parameters of the new form. The subject’s level (or Hit Dice) is reduced by 1; this is a real reduction, not a negative level, and is not subject to magical restoration. The subject of this spell takes on all the abilities, hindrances, and disadvantages of the new undead state, having either the undead creature's normal hit dice or will have hit points according to the character's reduced level, whichever is higher. In either case, the character's class abilities are available to the newly risen form excepting any obviously contradicting situations. For instance, climbing is probably of little importance to a ghost-like form. The spell can thus create generally superior undead beings who often go on to lead others of their kind. The undead creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but also must confront any special tendencies of the new state. For instance, a newly risen ghoul hungers voraciously for fetid flesh, and a new vampire thirsts for blood. The compulsions of the undead is very strong, and the behaviors will soon overcome any previous relationships with living beings, although it may experience remorse over killing its former friends. For undead such as ghouls, ghasts, wights, and similar beings, the urges to kill and feed are so strong that they can become effectively mindless (-6 to Intelligence and Wisdom scores) until the urges are temporarily satisfied. Vampires have a bit more conscious control over their hunger and they do not have this penalty. For other types of undead not listed here the GM may assign relevant behaviors that must be followed.
Constructs, elementals, and similar creatures cannot become undead. The creature must have originally been a living corporeal being with some semblance of intelligence. The GM has the final say whether a being rises from the use of this spell. Likewise the GM decides any special situations or special manifestations that may occur from the use of this spell. Generally, any character who becomes an undead immediately becomes an npc under the control of the GM unless he has made special accommodations to allow for undead player characters.
Note: this spell is intended only for Necromancers, as the other spell casting classes have access to similar types of spell (reincarnation and raise dead).

Beyond the Wall
Beyond the Wall
Banshee: ?
Creature of Fear and Flame: ?
Ghoul: Undead flesh-eaters, ghouls are brought back from the dead by a ghoul fever, which reanimates corpses, filling them with a hunger for the flesh of the living if they can get it, and the flesh of the dead if they must. Ghouls are found in either the halls of the dead, or the lair of a necromancer. Their touch is a great peril, and if their opponent dies from his wounds, he will return as a ghoul himself.
Lich Lord: Once a mighty wizard with a true heart, fear of death drove this ancient creature to seek out dangerous, forbidden magic and twist his own form and soul into a mockery of the living.
Phantom: A phantom is a minor ghost, the spirit of someone who was not ready to depart our world.
Skeleton: Long dead corpses brought to a simulacrum of life by dark magic, skeletons are mindless automata which follow the commands of a necromancer.
Someone in the village has turned to necromancy and committed a grave sin. The village graveyard has been defiled, and the characters’ ancestors now walk as wicked skeletons.
Raise Undead Horde ritual.
Sluagh: ?
Spectre: They are often those who were wrongfully murdered.
Vampire: It is unclear how this wicked noble from a long-forgotten empire became an undead creature. Some stories say that she was cursed by the gods for an unspeakable crime, others that she is but one in a long line of such horrors.
Wight: It is unclear how this wicked noble from a long-forgotten empire became an undead creature. Some stories say that she was cursed by the gods for an unspeakable crime, others that she is but one in a long line of such horrors.
Wraith: ?
Zombie: These pitiful creatures are most often the product of some necromancer’s experimentations, but there are also stories about plagues sent to men which cause them to move after death and seek the flesh of their former neighbors.
Raise Undead Horde ritual.

Level 8 Ritual
Raise Undead Horde (Intelligence)
Range: Near
Duration: Permanent
Save: no
The mightiest necromancers can command whole legions of the dead, and mortals rightly fear such dark magic. This ritual transforms all corpses within range of the caster into appropriate undead creatures, either skeletons or zombies. These creatures are assumed to be under the control of the caster so long as they are animated in this way.
Such dark magic requires the foulest of all components: a human sacrifice. The victim must be bound for the duration of the ritual and then slain with a dagger of iron. Hopefully the heroes can stop the ritual in time!

The Black Hack
The Black Hack
Ghoul: ?
Wight: ?
Mummy: ?
Banshee: ?
Spectre: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Animate Dead : Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.

Bladimir Bartholomew's Binder of Bestial Beasties
Dark Walker: Dark Walkers are men who have been turned undead by sorcerous means.
Dark Walkers are dark hooded and robed men turned undead by the most vile of wizards.
Doom Singers: Undead Fairies.
Naught: Naughts are undead creatures constructed by a Necromancer out of skin, dust, bone, and other remnants of previously living things. Some naughts have wings and can fly. Others walk around on whatever appendages have been sewn to their bodies. They are usually devoid of faces or hair.
Zuvvembi: Zuvvembi are the result of failed attempts at making Dark Walkers. They are the empty walking husks of what once were men.

Sharp Swords & Sinister Spells
Fire Skeleton: ?
Rotting Zombie: ?

The Basic Hack
Ghoul: ?
Skeleton: ?
Zombie: ?

The Beast Hack
Death Knight: Some who are well on their way to become a Lich take on the role of Death Knights.
Demilon: Appearing like weeping women, often soaking wet, Demilons are the cursed souls of females wrongfully-murdered.
Hollow Reaper: Soulless shells that were once human, Hollow Reapers are Unmade that have been particularly terrible in their past life.
Lich: ?
Skeleton: ?
Tomb Guardian: A particularly powerful skeleton, Tomb Guardians are often blessed by a necromancer to achieve their level of power.
Unmade: Some who do particularly terrible deeds have their souls removed by the gods, making them wandering monsters in search of their essence.
Vampire: ?
Vampire Spawn: When the vampire kills someone, that character can be raised as a Vampire Spawn in one moment if the Vampire so chooses.
Weeping Queen: A ruler over Demilons, Weeping Queens are vengeful females who ultimately want to share their sorrow with others no matter what it takes.
Zombie: ?

The Beast Hack 2: Monster Madness
Dracolich: A dragon raised from the dead, Dracoliches are horrible monsters given new life.
Wraith: Any creature killed by a Wraith turns into one in 1d6 minutes.

The Beast Hack 3
Creeping Hand Swarm: ?
Drowned Soldier: These skeletal creatures are the remnants of sailors who have drowned.
Floating Weapon: These possessed swords contain the spirit of a long-dead warrior.
Ghost: The souls of the dead often haunt graves or in some cases, the living. Ghosts are notorious for their corporeal form and many believe that they cannot pass onto the next life because they are bound by a necromancer, or because a problem in their life remains unresolved.
Skeletal Champion: Usually the remains of formidable fighters, Skeletal Champions are a cut above the other undead minions.
Vampire Lord: ?
Zombie Lord: ?

Vampire: When the Vampire Lord kills someone, that character can be raised as a Vampire in one moment if the Vampire Lord so chooses.

The Quack Hack
Count Dukula: ?
Ghost Duck: ?
Waddling Dead: ?

The Zero Edition Hack
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Banshee: ?
Vampire: Human killed by vampire becomes a vampire under master's control.
Spectre: A person killed by a spectre will become a spectre in 1d6 turns.
Lich: ?

Animate Dead: Create 2d4 Skeletons/Zombies with HD/level from nearby bodies.

Blood & Treasure
Blood & Treasure 2nd Edtion Monsters
Undead: The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world.
Allip: Allips are the undead remains of people driven to suicide by madness.
Bodak: Bodaks are the remnants of humanoids that died in the netherworld.
A bodak has a death gaze with a range of 30′. Those who meet the monster’s gaze must pass a saving throw or die. These victims rise as bodaks 24 hours later.
Caller in Darkness: A caller in darkness is composed of the minds of dozens of people that died together in terror.
Crawling Claw: Crawling claws are animated hands created by ancient rituals.
Devourer: ?
Draug: Draugs are the vengeful spirits of sea captains who died at sea.
Ghast: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghoul: ?
Lacedon: ?
Groaning Spirit, Banshee: The groaning spirit, or banshee, is the vengeful spirit of a female elf.
Lich: A lich is an undead magic-user or sorcerer who has used its magical powers to unnaturally extend its life.
Lich Demi: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.
Mohrg: Mohrgs are the animated corpses of mass murderers who died without atoning for their crimes.
Mummy: Mummies are corpses animated through the auspices of dark desert gods best forgotten.
Mummy Jade: They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).
Nightshade: Nightshades are powerful undead composed of equal parts darkness and entropy. They are natives of the Negative Energy Plane, perhaps pieces of that plane given sentience and animation, for night-shades, whatever their form, have never known life.
Nightshade: ?
Nightwalker: ?
Nightwing: ?
Shadow: A creature reduced to 0 strength by a shadow dies and rises as a shadow under its killer’s control in 1d4 rounds.
Shadow Greater: ?
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.
Skeleton: Skeletons are the animated bones of animals, humanoids or giants.
Skeleton Warrior: The skeleton warrior is a lich-like undead that was a warlord in life. Legend says that they were forced into their undead state by a demon prince who trapped each of their souls in a golden circlet.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Vampire: A humanoid or monster slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.
Wight: Any humanoid slain in this way by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness.
Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Zombie: Zombies are corpses reanimated with black magic.
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.
Spectral Dragon: ?

Blood & Treasure Complete
Undead: The undead category includes corpses re‐animated by dark magic and the spirits of deceased creatures that still haunt the world.
Allip: Allips are the spectral remains of people driven to suicide by madness.
Bodak: Bodaks are the undead remnants of humanoids that have been destroyed by the touch of absolute evil.
A bodak has a death gaze with a range of 30 feet. Those who meet the monster’s gaze must pass a Fortitude saving throw or die. Such victims rise as bodaks 24 hours later.
Demilich: A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.
Devourer: Create Greater Undead spell, 20th caster level or higher.
Draug: Draugs are the vengeful spirits of sea captains who died at sea.
Ghast: Create Undead spell, 12th to 14th caster level.
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
Ghoul: Create Undead spell, 11th or lower caster level.
Groaning Spirit Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lich: A lich is an undead magic‐user or sorcerer who has used its magical powers to unnaturally extend its life.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Create Undead spell, 20th caster level or higher.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Create Undead spell, 18th to 19th caster level.
Mummy Jade: Jade mummies are found in cultures inspired by China. They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).
Nightshade: Nightshades are powerful undead composed of equal parts darkness and absolute, palpable evil.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: Shadows are the animated souls of wicked people.
A creature reduced to strength 0 by a shadow dies and rises as a shadow under its killer’s control within 1d4 rounds.
Create Greater Undead spell, 15th or lower caster level.
Shadow Greater: ?
Shape of Fire: A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.
Skeleton: Skeletons are the animated bones of animals, humanoids or giants.
Almost any creature can be turned into a “skeleton”.
Animate Dead spell.
Skeleton Warrior: The skeleton warrior is a lich‐like undead that was once a powerful warrior of at least 9th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Create Greater Undead spell, 18th to 19th caster level.
Vampire: A humanoid or monstrous humanoid slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.
Wight: Any humanoid slain by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Create Greater Undead spell, 16th to 17th caster level.
Zombie: Zombies are corpses reanimated through black magic.
Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.
Almost any flesh and blood creature can be turned into a “zombie”.
Animate Dead spell.

ANIMATE DEAD
Level: Cleric 3 (Chaotic), Magic‐User 4
Range: Touch
Duration: Instantaneous
This spell creates 1d6 skeletons (from bones) or zombies (from corpses) under the command of the spell caster. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again. No matter how many times you use the spell you can control only 4 HD worth of undead per caster level. If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit.

CREATE UNDEAD
Level: Cleric 6 (Chaotic), Magic‐User 6
Range: Close (30 ft.)
Duration: Instantaneous
Material Components: See text
A more potent spell than animate dead, this evil spell allows you to create more powerful undead: Ghouls, ghasts, mummies, and mohrgs. The types of undead you can create is based on your caster level, as shown on the table below.
CASTER LEVEL UNDEAD CREATED
11th or lower Ghoul
12th–14th Ghast
18th–19th Mummy
20th or higher Mohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night. It requires a clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

CREATE GREATER UNDEAD
Level: Cleric 8 (Chaotic), Magic‐User 8
Range: Close (30 ft.)
Duration: Instantaneous
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: Shadows, wraiths, spectres and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
CASTER LEVEL UNDEAD CREATED
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer

Castles and Crusades
Monsters & Treasures 4th Printing
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are forme when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.

Monsters and Treasures 3rd Printing
Undead: Undead are once–living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight spawn, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.

Monsters & Treasures 2nd Printing
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.
Banshee: The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.
Bodak: A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Lich: A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.
Vampire Spawn: A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.

Classic Monsters & Treasures 2nd Printing
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Animal Skeleton: Animal carcasses that are the target of animate dead are raised
as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell animate dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Coffer Corpse: ?
Crypt Thing: Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.
Death Knight: Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world.
Demilich: Once a lich (Monsters & Treasure) has outlived its physical form (which takes many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. The undead can only walk the earth during the night, and must rest during the day. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Evil Oculus of Ice and Fire: ?
Haunt: The haunt is an undead tied to the spot of its death.
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Huecuva: ?
Penanggalan: They are always female, but can appear of any age.
When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.
Poltergist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shelt Lu: It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.
Sons of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
It will also attack with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the Son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, an ogre zombie would do 1d6 slam + 4 for its strength ).
Hand of Glory: ?

Classic Monsters
Undead: Undead are once–living creatures animated by spiritual or supernatural forces.
Animal Skeleton: Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Coffer Corpse: ?
Crypt Thing: Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.
Death Knight: Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. Thankfully, very few of these creatures are known to exists
Demilich: Once a Lich (Monsters & Treasure tome, page 54) has outlived its physical form (which is many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.
Draugr: The draugr is a type of undead, so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr.
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Evil Oculus of Ice and Fire: ?
Haunt: The haunt is an undead tied to the spot of its death.
In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Huecuva: ?
Penanggalan: When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.
Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constituion, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shelt Lu: It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.
Sons of Rhealth: The sons of rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
It will also ‘attack’ with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.
Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a Cure Disease spell will negate this horrific disease.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of it past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, a ogre zombie would do 1d6 slam + 4 for its strength).

Monsters and Treasures of Aihrde
Undead: Undead are once–living creatures animated by spiritual or supernatural forces.
Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one.
Forsaken: The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them, and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and fled the Pits.
Mison Men: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
In later days, cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one. Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerluthut: The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies the beast devoured and whose souls were bound to it.
Soul Thief: These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.

Of Gods & Monsters
Undead: Creatures killed and devoured by naerlulth are often cast into limbo and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead but have no shape or form until they assume one.
Naerluthut: The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies were devoured by the beast and whose souls were bound to it.
Civatateo: Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living
Shadow Rat: When unusually greedy dwarves die from combat, their spirits fly back to their last homes and haunt the edges of whatever metropolis they lived in last.
With every successful attack, the undead creature takes away a point of strength and then heals ten points with the power of the lost strength point. When a victim loses all of their strength, they become a shadow rat and can’t be raised back to life.
Gashadokuro: Gashadokuro are created from gathering bones from people who have died of starvation.

Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul
Tharghul: Through long experience and terrible rites, a mentally acute ghoul or ghast can rise in power and eventually attain the status of tharghûl; any such creature that retains eight or more levels when it rises again as undead rises as a tharghûl, and cannot be controlled by any master.

Ghast: If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice.
Ghoul: If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice.

Players Handbook 6th Printing
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.

ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D Permanent
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive.
The material component for this spell is a bag of bones.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
The material component for this spell is a corpse.

CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.
The material component for this spell is a corpse.

Player's Handbook 4th printing
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.

ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D n/a
SV none ST none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kind of undead if the cleric is of the appropriate level: ghouls (11), shadow (12), ghasts (13), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.

CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.

Player's Handbook 3rd Printing
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.

ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D n/a
SV none ST none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again.
Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.
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. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.
Preserve Dead This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.

CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp V, S, M
This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.

Black Libram of Naratus
Barrow Wight: A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
Bogeyman: Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Brykolakas: Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.
Cinder Ghoul: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.
Crypt Thing: Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.
Crypt Guardian: ?
Demilich: A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.
Draug: The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Dust Ghoul: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.
Fear Guard: Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.
Fire Phantom: When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire.
Hoarfrost Maiden: Believed to be the spirits of humanoid warrior-women that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.
Lantern Goat: Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills.
Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.
Mortuary Cyclone: A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).
Spectre: Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.
Slain creatures are deposited on the ground where they rise as undead “slaves” in command of the mortuary cyclone.
Mummy of the Deep: It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.
Shadow Lesser: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.
Shadow Rat: ?
Shadow Rat Swarm: ?
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?

Skeleton: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Skeleton Pull spell.
Vampire: Typically they began their career as thrall or spawn to another vampire of greater power who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire.
Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Zombie: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Shadow: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil.
A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Vampire Spawn: If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used.

SKELETON PULL, Level 6 Necromancer
CT, 1 action R, 30 ft. D, instantaneous
SV, wisdom negates SR, Yes Comp (V, S, M)
A necromancer’s connection to the dark powers of the abyss allows them to simply rip the skeleton from a humanoid body killing them instantly and creating an undead servant. Any humanoid creature within 30 ft. of the caster, and visible, can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore. This awe-inspiring power, and the gory scene it creates forces a wisdom save against fear for all enemies that witness it. Those that fail flee for 5 minutes. The skeleton created is a normal 1 HD skeleton under control of the necromancer. The prudent caster uses this spell but once per day for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the abyss. A successful wisdom save resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by a true resurrection, or a wish.
The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.

Tome of the Unclean
Devil Discarnate: The discarnate are the souls and spirits of those who died in hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.
Genitch Beetle: These beetles are found throughout all the lower planes. They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.

Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Zombie: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Shadow: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Wight: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith
Wraith: If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1-10 Zombie
11-15 Shadow
16-19 Wight
20 Wraith

Castle Keeper's Guide to the Haunted Highlands
Barrow Wight: A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
Blood Wight: Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground.
Bogeyman: Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
f an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Brykolakas: Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.
Coffer Corpse: A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.
Cinder Ghoul: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after they died.
Crypt Thing: Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.
Crypt Guardian: ?
Eldritch Head: These disembodied heads are the craftsmanship of fell necromancers.
Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults.
Demilich: A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.
Draug: The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Dust Ghoul: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead, flesh-eating creature composed of dust and earth.
Fear Guard: Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.
Fire Phantom: When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom: A humanoid creature composed of rotted and burnt flesh swathed in elemental fire.
Fye: Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place.
Hoarfrost Maiden: Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.
Lantern Goat: Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demi-humans often meet with a dire end while trekking alone in the hills.
Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.
Grave Risen: Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen.
These undead creatures are the cursed remainder of dwarves who were buried alive after the quake.
Mortuary Cyclone: A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).
Mummy of the Deep: It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into un-life and revive the soul as a mummy of the deep.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.
Shadow Lesser: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.
Shadow Rat: ?
Shadow Rat Swarm: ?
Skeleton Small Beast: These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.
Soul Reaper: ?
Spectral Hero: Spectral Heroes are the undead spirits of heroes who served well their deity in life.
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?
Zombie Hulk: Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur.
Zombie Plague: Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.
1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across.
Urthrasta The Greater Mummy: ?
Skeletal Cat: ?
Zombie Bat: ?
Orc Zombie: Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead.
Lluvandro the Black: ?
Y'Bras the Drinker Grave Knight Vampire: ?
Lucarne the Wight Knight: ?
Jelaquin: ?
Nulsrad the Mummy: ?
Grave Lords Vampire: ?
Grave Lords Pleasure Slave: ?
Ron Riccio Human Vampire Fighter 10: ?
Miss Charity Lady of Thirst: ?

Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Skeleton: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Zombie: A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Spectre: Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.
Rune of Undeath victim with more than 10 HD.
Shadow: According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil.
A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Rune of Undeath victim with less than 5 HD.
Vampire Spawn: If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn.
Vampire: Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure.
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Ghoul: This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned.
As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls.
Ghast: ?
Wight: This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.
The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death.
Wraith: Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood.
Rune of Undeath victim with more than 5 HD.
The wraiths were dwarves killed in the great quake.
Ghost: While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin.
Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.

RUNE OF UNDEATH: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.

Players Guide to the Haunted Highlands
Ghoul: Rise as the Undead spell.
Ghast: Rise as the Undead spell.
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.
Rise as the Undead spell.
Skeleton: Skeleton Pull spell.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.

RISE AS THE UNDEAD, Level 5 necromancer
CT 1 action R 50 feet+10 feet/level D permanent
SV wisdom negates SR yes Comp V, S, M
This horrible curse has an effect unknown to the victim until he has been slain, at which time he rises as a blood thirsty ghoul (1-4 HD), ghast (4-6 HD), or vampire (7+ HD) under the command of the caster. The spell, if detected, may be removed with a remove curse spell. The material spell component for rise as the undead is a piece of flesh from a destroyed undead being such as a ghast, ghoul, or zombie.

SKELETON PULL, Level 6 necromancer
CT 1 action R 30 feet D instantaneous
SV see text SR yes Comp V, S, M
A necromancer’s connection to the dark powers of the dark lord of the undead allows him simply to rip the skeleton from a humanoid body, killing it instantly and creating an undead servant. Any visible humanoid creature within 30 feet of the caster can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore, unless a successful strengthsave is made to avoid its unholy pull. This awe-inspiring power, and the gory scene it creates, forces a wisdom save against fear for all enemies that witness it. Those that fail are terrified and flee as quickly as possible for five minutes. The animated skeleton created is a normal 1 HD skeleton under control of the necromancer.
The prudent caster uses this spell but once per day, for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the Rings of Hell. A successful charisma save on behalf of the caster resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by true resurrection, or wish.
The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.

Codex Celtarum
Gan Ceannan: They are the tortured spirits of dead horsemen who seek the souls of the weak or dying.
Gallytrot: ?

Codex Classicum
Empusai: Ἔμπουσα – Under the command and, by some myths, created by the dark goddess Hecate, these vampiric beings are lethal.
Terrible and insidious, the Empousai are spawned from a union of the goddess Hecate and Mormo.
Empusa Spawn: The Empusa can turn the slain it fed upon back, but it will become a 4 Hit Dice Empusa (Vampire) instead, and have only Physical saves. The abilities are limited as well: Blood Drain, Energy Drain, Regeneration 1, Electrical Resistance (half). If the creating Empusa is slain, so are the spawn.
Mormolyceion: There is nothing good about the Mormo, or could ever be, and many who go to Hades that have led a terrible life towards children are condemned to be one.
The accursed by Hecate are also made to become a Mormo as well, or worse, watch their children fall victim to one.
Lamia: These evil and accursed vampiric women, spawned from the original blood of Lamia herself.
Nekun: The skeleton-like anonymous Dead of those who have passed into Hades, Tartarus and other regions below the Earth.
Taraxippus: This ghost or ghosts are said to haunt the horse tracks of Olympias and make the horse races occasionally difficult to impossible for participants. Many Classical sources say the Taraxippus is but the ghost of heroes past now returned to haunt the Olympic Games for various reasons, while others say differently. Another story says that the strange event is due to a brave individual named Ischenos who sacrificed himself for the better of all in his community during a plague, and his grave is located at Olympia where the games are held.

Codex Germania
Undead: Untotenmeister Dragon Power
UNTOTENMEISTER: The cursed spirit of the dragon can summon from graves up to 2d20 Undead to aid it at any time. The nature of these Undead depends on the Castle Keeper and the scope of the campaign and its experience level. These Untoten serve its needs and move amid the Living to do whatever its tasks might be however mundane or insidious. They also may simply be there for support in times of battle and nothing more and come from the barrows where the dragon now inhabits.
As with many societies, the poor and common classes were placed in shallow graves with limited goods interred. The rich and powerful would construct fairly elaborate barrow mounds. The most extreme burials contained entire ships (goods, captain/king, slaves, etc). These ceremonies are the same as those performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Germania and beyond, if not maintained well or blessed.
Becolaep: A becolaep is a spectral witch that has died or was slain and passed on into the form of a wrath but refuses travel on to Helle or anywhere else in the Seven Worlds. Once a halirūna or wælcyrig, the becolaep is now a vengeful spirit, haunting desolate places (preferably near graves or tombs, or fresh battle-fields).
Dryhtne: The dryhtné are slain warriors who have not passed on to the next world after death for various reasons and now haunt regions where they previously roamed, either on land or sea.
Often, the curse of a wælcyrig could bring these dead warriors up from the earth to haunt or plague an enemy.
Mistflarden: Mistflarden are ‘ghost witches’ that flit about the shadows to cause others spiritual and bodily harm. They are said by many to be evil elves that have rejected the glowing holy light of Ælfhám, while others believe they are the wrathful spirits of drude and halirúna, or even the exiled spirits of the witches of Frau Hölle.
Nachzehrer: Nachzehrer are recently dead, usually fresh from a large sickness related event and usually become one in 1d4 nights after burial. There is no explanation for how a dead person transforms into a nachzehrer, but many think it is the insidious influence of hulda or curses of the halirúna.

Codex Nordica
Draugr: The Draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself.
Sometimes, a victim to a Draugr can be made to turn into one as well, taking a full day before it occurs.
Haugbui: The Haugbui are undead that are bound to stay within their own tomb but will guard it with their might from robbers or the daring that wish to enter.
Irrbloss: It is said that the Irrbloss are the lost wandering spirits of those people who have perished in mired and boggy places that now seek to be freed from their prison or wish ill to others out of personal vengeance.
Skromt: How the Skrømt spirit is bound to the stone varies from tribe to tribe, but many were sacrifices and criminals put to death by the tribe for their evil deeds. The Goði and wizards would bind their spirit to the stone to bless and protect the tribe in that direction (east, west, north, south) and react if the marker stone was moved or broken.
Vaettir: ?
Angrboda: Worse, though, is Angrboða’s undead state. She was slain in earlier times and is said by many to haunt the woods and swamps as a spectre.
Undead: As with many societies, the poor and common classes are placed in shallow graves with limited ceremonies and goods interred. The rich and powerful will construct barrow mounds, fairly elaborate, at the minimum but, at the most extreme, entire ships (goods, captain/king, slaves, etc.) will be placed into the ground. These ceremonies are the same as what is performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Scandinavia and beyond if not maintained well or blessed.

Codex Slavorum
Jaud: Infected by the vampire while in the womb, the jaud is a premature baby that has exited from the mother, usually fatally and with a great deal of gore, to feed on others.
Rusalka: Rusalka are the vengeful, undead spirits of women who were either murdered or committed suicide in a body of water.
Topielec: These frightening spirits are the souls of those who have been drowned by various means in bodies of water and are now filled with rage.
Vampir: Usually only the evilest of people can become a vampir, living or dead, and prey on the innocent living.
Ziburinis: Humanoid skeletons are the animated remains of humanoid creatures.

Umbrage Saga
Skeleton: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
Zombie: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
Ghoul: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fey who held the vale and ransacked the whole place. Much of it collapsed or was pulled down, leaving the whole place in ruins. They piled all the gnome dead in one room, desecrating them and eating what they could. But their violations did not last long, for three of the gnomes rose from the dead and fell upon the orcs.
Ghast: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”
Greater Shadow: At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment.
Lesser Shadow: ?

A6 Of Banishment and Blight
Skeleton: The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days.
Zombie: The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleto1n. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days.

A8 Forsaken Mountain
Undead: Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one.

A9 The Helm of Night
Naerluthut: The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it.
The barrel contains remains of the leavings of the naerlulth, a vile creature that devours all that it touches, animate or inanimate, drawing the essence from it, leaving behind a blackened trail of foul ash. Any living creature so devoured transforms into a naerlulthut, an undead creature. These undead, the naerlulthut, inhabit the ash of the naerlulth; rising only when the living are near, who them haunt with threats of death and damnation.

A10 The Last Respite
Wraith: The Lady of Garun first attempts to charm her victim into being friendly. When she feels the time is ripe, she delivers a long and passionate kiss, drawing out the soul of her victim. Those who lose their souls turn into wraiths.

Beneath the Dome
Green Zombie: ?
Green Zombie Animal: ?
Green Dragon Zombie: ?
Scarlet Zombie: ?
Green Amdromodon Zombie: When any type of Amdromodon touches a dead humanoid, having died in the last 48 hours, the humanoid rises as a Green Amdromodon Zombie and follows its creator. A status symbol in Amdromodon society is how many and how powerful are the follower zombies. Giants are particularly favored because of their toughness to kill. Flying creatures of all types are also especially sought after.
These zombies are not limited to humans as the touch of an Amdromodon can turn any recently dead body into a green zombie.

C2 Shades of Mist
Animated Snake: ?

C3 Upon the Powder River
Allip: The creature is an allip, the undead spirit of the wizard Athul who killed himself by throwing himself into the river after his traveling companion Crel was slain by the Luvandgaurn. The current swept his body into the foundation of the bridge where it remains, crumbled, torn, and wrapped in his magical cloak. Athul’s unburied and unmourned spirit clings to the world of men.
Gaunt: ?

C4 Harvest of Oaths
Wight: If the door is opened by any other than Merovina the bodies of her victims begin to crawl up from their shallow, moss covered graves.

C5 Falls the Divide
Shadow: Shadows are able to create spawn by reducing a creature’s strength to zero.

DA1 Dark Journey
Skeleton: ?
Ghoul: ?
Animal Skeleton: ?
Zombie: While Crisigrin did not like this room, he understood its importance. Any of his enemies, as well as any overtly evil being, was thrown into this room to die. Once dead, the mist acted as an animate dead spell.
Ghast: ?
Shadow: ?

DB1 Haunted Highlands
Undead: Of course age and weathering has cracked many of these cairns open and the presence of a great evil within the canyons has caused many of the dead to stir from their slumber to walk amongst the living once again.
Ghoul: ?
Ghast: ?
Skeleton: This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns.
Urthrasta the Mummy: ?
Wight: The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.
Zombie: This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns.
A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. A charnel spider can control a number of zombies whose total hd are not more than twice the charnel spider’s hd.

DB2 Crater of Umeshti
Skeletal Cat: ?
Zombie Bat: ?
Zombie: ?
Skeleton: ?
Hilde Coffer Corpse Bride of Malash: Following instructions found upon the Scroll of Nartarus, he sacrificed Hilde in the name of the god of the walking dead. She was returned to him a fortnight later as a coffer corpse, and his very own undead bride.
Undead: Malash is a devotee of the teachings of the dark deity Nartarus and as such has been given limited access to cleric spells and special powers dealing with the control and manufacture of the walking dead.
Coffer Corpse: A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.

DB3 Deeper Darkness
Ghoul: ?
Shadow: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
Wraith: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
Spectre: Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.
The corpses of the Umeshti lord and lady buried here were cursed during the war of the gods and each was buried alive within their own sepulcher. Now their spirits reside here restlessly as specters.

Giant's Rapture
Banshee: ?
Feliul Stone: Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it.

Heart of Glass
Soul Thief: He was one of the guards for Unklar’s forces. Accused of treason - treason he never committed - he was tortured for many years before they allowed him to die. Being innocent, his soul attempted to fulfill his duties they accused him of not performing while alive.
These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Marissa Vampire: ?
Malcom of Helliwell Vampire Grave Knight: They watched as he vanished beneath the awnings of the ruined gate. The screams of his pain and horror carried over the barren wastes and into the ice-bound wilds. So Malcom of Helliwell, knight and paladin of the Holy Defenders, sacrificed his place in heaven for the greater good of the world. So Malcom of Helliwell gained immortality and became a vampire, all for the greater good.
A one time paladin of the Holy Defenders of the Flame, Malcom fell victim to Sagramore, the father of all Vampires, and the machinations of the gods during the Winter Dark Wars.
Malcom is an unusually powerful vampire. He is a Living Vampire, a Patriarch. There are few of these creatures in the world. Malcom came to be thus for as a living man he was a good man, a lordly paladin of a noble line and family who willingly submitted to the lusts of the undead Lord Sagramore. In so doing he bound his soul, his very being, to the prospect of being undead, so that his soul lingered in his body.
Sagramore, a one time wizard and tortured victim of the horned god’s came to St. Luther and offered to make Malcom a creature of the undead. “You know my tale, Lord of Dreams, and you know that I must live by the blood of living things. You know that I am a vampire. But Narrheit must be foiled, and the riddles of the Blood Runes understood and only Malcom may do this.” He promised to take the boy in his arms and give him eternal life.
“Such a thing would be damnation for him. But alas, I see no other way. If he agrees, I myself shall slay him when his destiny is fulfilled.” So they took Malcom and after much debate the knight, in great consternation, with curses for his father and St. Luther allowed for the Vampire’s embrace. So it was that the second curse came upon Malcom and he became the undead.
Vampire:But the worst of his powers came when Naarheit, god of Chaos, revealed to Sagramore that he could alleviate his loneliness by spreading his disease to others.
At first he did so reluctantly, for he was ever a good man, and knew in his heart that what he did was an abomination. He felt also that he owed Jaren a debt. But his loneliness overcame his reluctance, and he eventually made others like himself.
Sagramore: Unklar then cursed him, “Ever shall you thirst for the power you cannot have! Ever shall you gain that which you do not seek!” And he marked him with the gift of immortality, bound to a chain in a cave under a mountain in the frozen north.

I2 Under Dark & Misty Ground Dzeebagd
Huge Skeleton: This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8a. If the child’s skeleton is disturbed, the ogre skeleton in 8a animates.

Lost City of Gaxmoor
Ogre-Ghoul: The evil half-orc Lamesh discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!
Gnoll Zombie: ?
Xerxes, Vampire:
Ghoul: THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!
Skeleton: ?
Luscious Maximus Mageris, Lich: ?
Daedalus, Antonitus, Advanced Skeletal Warrior: Daedalus Antonitus animates as a special undead creature if anyone violates his seat of honor (i.e. touches or attempts to steal any of his possessions).
Skeletal Warrior: ?

Nine Worlds Saga Volume I Hel Rising
Vaettur: They are the vengeful spirits of those sacrificed to the bogs and they will drag the victims into the waters to their doom.
Haugbui: ?

Nine Worlds Saga Volume II Odin's Fury
Irrbloss: ?
Vaettir: These spectral women float about the swamp waters and remain from what had been left of earlier sacrifices by the dwarfs (of Mortals) to satiate the Ogress.

S2 Dwarven Glory
Feliul Stone: Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stone’s are possessed of the spirits of those that have died before some great task was completed.
Skeleton: Anyone making a successful wisdom check (CL 0) notices a gold chain hanging on one of the chandeliers. Any attempt to retrieve it however animates five skeletons and many of the bones.

S3 Malady of Kings
Vivienne Ghost: But she lingered still, in the world of the living, a haunt barred from the Stone Fields, where the noble dead lie, for a desire so deep death cannot claim her; now, upon the edge of the Wretched Plains, her ghost is fearful and restless.
His one true love, Queen Vivienne, had died long ago; but unbeknownst to him, her spirit did not pass to the Stone Fields where the good rest forever. Instead, it lingered in the world, awaiting his return.
But in truth, she failed to gain the peace the gods promise the dead. Her spirit, sundered from her corporeal form, lived on, seeking the love of her life, Luther.
A powerful, forceful woman, Vivienne ruled the kingdom frequently in her husband’s absence. It is this force which has kept her spirit from passing from the world and made her the ghost of the Frieden Anhohe.

S4 A Lion in the Ropes
Orinsu: This act of consecrating the burial chamber created the orinsu. Left to die in the deep cold pits, unburied and forgotten, the souls of the men hovered in a purgatory between life and death. The spells of the clergy laying their own to rest wrenched the souls back to the world of the living.
These souls, usually spawned from those who suffered a horrible death due to torture, starvation, or other evil circumstances, search for their place in the afterlife. The spirit, wracked by earthly pain, is unsure as to whether it should pass on from the realm of the living. It remains in the foggy middle, tied to its place of death as an undead creature.
The orinsu are common creatures in Aihrde as the long and bitter Winter Dark and the brutal 20 year Winter Dark War left countless dead, whose bodies were never properly laid to rest. And though these all are not subject to becoming the orinsu, enough of them were cursed or placed under some banishment to keep their souls bound to the world where their fallen bodies lay in rot.

Stains Upon the Green
Wight: However, one of the soulless victims of the barghest haunts this room. As noted, Corilyn brought three mercenaries into the Keep with him, and all died at the hands of the barghest. One turned into a wight and haunts the Great Hall and Room S7.
Allip: The room is home to a mindless allip, the hollowed soul of a second one of Corilyn’s men. This unfortunate soul did not die as his companions did, but rather suffered the torment of the barghest, who drew his soul from his living body. So the man fled in torment, bolting himself in the well room. As his body died, it became the hollow form of an allip.
Ghost: Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the detached leg. In death the spirit did not know which way to turn and wandered to the leg, where it has hung ever since, looking down upon it, wondering what happened.

U1 Shadows of Halfling Hall
Halfling Ghoul: ?
Halfling Zombie: ?
Zombie Dog: Unfortunately, after the attack there was no one to let them out and so the poor animals died of thirst and starvation. The Awakener subsequently animated them as zombies to provide a nasty surprise to anyone nosey enough to intrude in here.
Willec the Halfling Zombie: ?
Death Grip: These are the left hands of the zombies within the upper hall, now reanimated by the awakener into death grips.
The death grip is an unusual form of undead created by a high level necromancer or evil cleric. The hand of a corpse and one of the corpses eyeballs are used in the animation rite and it creates a scuttling clawlike hand that will follow simple commands as a skeleton or zombie.
Skeleton: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Bag O' Bones: Rather than animate all the skeletons here, the awakener decided it would be best to combine the material into a single (and dangerous) opponent.
It is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
The creation of such a monster requires expensive ingredients (at least 10,000gp) and months of preparation equal to a stone golem and requires the assistance of both a high level cleric and a master wizard coordinating their powers.
Mummy Lesser: The awakener will animate these bodies within 1-3 rounds after the party enters.
These mummies are rather weaker than the usual mummy due to the relative weakness of the awakener and the condition of the bodies.
Awakener: The awakener is a special form of ghost/lich created by the minions of a lord of the undead. This being has its spirit form magic jarred into a piece of jewelry such as a circlet, bracelet, etc. of suitable size. This item is the creature’s focus and is usually of valuable and of exquisite manufacture.
Zombie: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Ghoul: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Ghast: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.
Mummy: Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.

U2 Verdant Rage
Ghoul: These figures are ghouls. The burners have been infected with the grave mold so long that the infection has transformed them into the undead: ghouls!
Banshee: The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee.
Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days.
Wight: ?
Zombie: These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis.
Skeleton: The bed is infested with rot grubs, and it was this area where the zombies above ground had been infected. Argus simply cast cleave flesh on these four to make them skeletons and thereby salvage something from the bodies.
However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis).
The Liber Mortis gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster.
Gaunt: Gaunts are the results of necromantic experimentations upon the corpses of elves and other woodland beings.
Grave Mold: It is an undead creature, formed by Argus from yellow mold with his residual druidic abilities and the Liber Mortis.
Spectre: Within its pages the liber mortis gives detailed information on the creation of specters and liches.
Lich: Within its pages the liber mortis gives detailed information on the creation of specters and liches.

The Liber Mortis
This book is a collection of some of the greatest spells and treatise on the black art of necromancy in the land. Its black leather cover seems to radiate evil and corruption, even while the book itself is spotless and neat. There is a silver pentagram upon the cover and a book latch along the side keeps the tome closed when not in use.
The book emits a mild aura of evil at a 15 foot radius. This is easily detectible by even beings not sensitive to magic and no attribute check is required. Any non-evil creatures in the vicinity of the work will feel a sense of disquiet and morale checks will suffer a –2 penalty.
The Liber is far more than just a spell book, however. It is actually imbued with negative planar energy to the point that it has a will of its own. It cannot dominate its wielder, though it will use dreams and other lures to encourage a caster to delve into its secrets and begin to cast its spells which will affect the caster as noted below.
Any spellcaster (wizard, cleric, druid, etc.) may use the spells in the book, even if their class normally precludes the use of arcane spells. Furthermore, the spells cannot be memorized from the book but can be cast from the book just like a scroll. However, the spell is re-castable and will not disappear as scrolls do. With each spell cast, the caster will lose one point of wisdom and be unaware of its loss. When the caster reaches –1 wisdom, the book will consume the caster’s soul (no save) and the body will crumble into dust.
Any wizard who reads the tome will gain +1 level in their class. Any other caster will not gain this level advancement but all perusers of the Liber must make a wisdom save or move one rank in alignment towards chaotic evil. For instance, a lawful good wizard who failed his save would become lawful neutral. A neutral evil druid who failed would become chaotic evil, a chaotic good cleric would become chaotic neutral, etc.
The Liber Mortis’s spell abilities are:
1. Allows the user to cast the below spells as noted:
Cleave Flesh @ (4/day)
Detect Undead (3/day)
Invisibility to Undead (3/day)
Speak with Dead (3/day)
Animate/Preserve Dead (2/day)
Magic Circle vs Undead (2/day)
Create Undead (1/day)
Create Greater Undead (1/week)
2. Allows the reader to attempt to control undead as a cleric of a level equal to the user’s level (regardless of class).
3. Gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster.
4. Within its pages gives detailed information on the creation of specters and liches.
Alignment
The alignment of the reader affects its capabilities as noted on the chart below. The damage column indicates how much damage the character with the alignment suffers when first handling the book. This happens only once per reader.
Alignment Damage Use Abilities
Lawful Good 4d4 1
Lawful Neutral 3d4 1, 2
Lawful Evil 1d4 1, 2, 3
Neutral Good 3d4 1
Neutral 2d4 1, 2
Neutral Evil 1d4 1, 2, 3
Chaotic Good 2d4 1
Chaotic Neutral 1d4 1, 2, 3
Chaotic Evil -- All
[MENTION=18269]CL[/MENTION]eave flesh is a 1st level spell that allows the caster to force the flesh of a corpse to drop away from the skeleton, leaving a clean set of bones behind. It will not do the same to living flesh, but will disrupt the flesh and cause 2d4 damage. Note that the use of this spell to create the gibbering mouther in the Great Oak cannot be employed by the player characters. Argus’ necromantic modifications are unique to his situation (as a fallen druid) and are not useable by player characters.

U3 Fingers of the Forsaken Hand
Ghast: ?
Mummy: ?
Wraith: ?
Ghoul: ?
Bodak: Sitting at the desk is the Guardian of the Key, a powerful warrior and mystic transformed into a bodak of unusual power.

U4 Curse of the Khan
Ghoul: They are creations of Falvorn and were once vicious murderers who crossed the Khan.
Ghast: He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen.
Wight: He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen.
Skeletal Undead Hunting Dogs: ?
Bulrigi, Mummy: ?
Oyugun, Lesser Lich: His initial oath to remain in service to the Khan for eternity held, for when the Ruby Diadem was placed upon his forehead he was transformed into a lich.
Shabekith, Mummy Lord: Shabekith was the first worshipper of the Khan as a deity after his transformation. She volunteered to guard his tomb and was indeed the first sacrifice given to the new war god. Due to her service, the Khan ordained her with eternal un –life as a mummy lord.
Prince Tamur, Bodak: Prince Tamur was imprisoned alive, the Helm of Strife bolted to his living skull. Once completed, the torture and ritual transformed Prince Tamur for all time into a bodak.
Jarisha, Vampire: ?
Skeleton Small Beast: These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.

Free City of Eskadia
Plague Zombie: Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.
1d10 rounds after a victim succumbs to the zombie infection they rise as a plague zombie, intent on attacking any living creature it comes across.
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Zombie: ?
Bidder Bredderson's Ghost: This dump of a warehouse and brewery was once famous for its quality brews until the brewmeister refused to pay protection to the Order and was never seen again.
Mystical research determined that the Order would be forever cursed by Bowbe for their murder of the brewmeister.
Lecrutia's Spirit: Lecrutia’s spirit has fought its own great battles of will to win its way from the tortured limbo of the murdered.
Ghoul: ?
Skeleton: ?
Spectre: ?
Dr. Orleon the Vampire: ?
Bhuta: There is a 20%* chance that the PCs encounter a victim of one of their encounters with the above opponents. In this event the corpse rises as a Bhuta attacking the character who slew it in life.
Wight: ?
Raj Rhukan, Ancient Mummy: ?

Haunted Highlands Deities
Vampire: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Ghost: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.
Lich: Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.

Amazing Adventures Manual of Monsters
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Animal Skeleton: Animal carcasses that are the target of Animate Dead are risen as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level Cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.
Apparition: ?
Bhuta: When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
Bogeyman: Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By
the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Ghost: Ghosts are the restless undead spirits of the tragically or evil deceased. Generally, in life, these people committed some crime or act (or series of acts) that doomed them to forever walk the earth, never finding rest. Many were cruel, vindictive, and visited needless suffering upon others. Others were so consumed with anger, sorrow, or other emotions at the moment of death that their spirits were forced to remain bound to the physical world in perpetual torment.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
Huecuva: ?
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality.
Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony.
Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed when it was alive.
Revenant: Any human (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 CON, INT and WIS to become a revenant. Even at that, the chances are very slim.
Shadow: They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds.
A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds.
Skeleton: Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Vampire: If a Vampire is killed, all of its spawn immediately become full vampires.
Vampire Spawn: Vampire Spawn, or lesser vampires, are those mortals who are turned into a vampire by the kiss of a full vampire.
If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used.
If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn.
This ability is not automatic, but must be consciously used.
Wight: ?
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wolf Ghoul: ?
Wolf Shadow: ?
Wolf Vampiric: ?
Wraith: Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).
Civatateo: Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living.
Gashadokuro: Gashadokuro are created from gathering bones from people who have died of starvation.

Abbernoth Campaign Setting
Shadow Lesser Abbernothian: They are creatures born of darkness; some say they are the spirits of morgar who have returned from the grave to serve their Queen of Oblivion in death as they did in life. Others believe that shadows are the manifestations of those who perpetuated great evils in life. Perhaps both have a bit of truth to them, regardless lesser shadows come in two forms; they are either the aforementioned spirits, or they are thralls created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
A creature reduced to 0 strength by a greater shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
A creature reduced to 0 strength by a shadow worg’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Shadow Greater Abbernothian: Greater shadows are those shadows that have existed since the terrible years of the Long Twilight. These are ancient spirits of spite and malice who seek to extinguish the flame of life wherever they find it.
Worg Shadow: ?

Critters Vol. 1
Ash Crawler: The ash crawler is partially incorporeal being made of nothing more than the ashes of its former body animated by a terrible evil will that makes it difficult to damage by weapons.
Corpse Ray: The Corpse Ray is the animate amalgam of bones, sundered flesh, and detritus of drowned and devoured sailors that has somehow coalesced into a mass of cursed life with a hatred of all things living.
Dread Knight: The Dread Knight is a powerful undead created from the corpse of a fallen knight or paladin by necromancers.
Dust Wraith: Dust wraiths are formed when powerful corporeal undead such as mummies turn to dust due to time or when an intelligent creature is slain by a dust wraith.
Gossamer Haunt: It is unknown how Gossamer Haunts procreate or even by what process they come into existence, though theory thinks that they are the vengeful spirits of those abandoned by family and friends to die alone and forlorn in some equally forgotten place.
Husk: The Husk is the corporeal remains of a cleric whose faith and devotion to their evil deity was so strong that their deity would not let them truly die.
Zombie: Any creature whose strength has been completely drained away by the Husks withering touch will rise 2d4 rounds after death as a zombie under the full control of the Husk that created it.
Zombie Knight: The Zombie Knight is the unfortunate victim of a Dread Knight that has been reanimated to serve its slayer for eternity.
Any living creature killed by the Dread Knight has a 50% chance of rising as a Zombie Knight within 1d3 rounds after begin slain. The Zombie Knight is a thrall of the Knight and will obey only its creator or the necromancer that created the Knight itself. If those that are slain by the knight are beheaded immediately after death, then they will be unable to rise as undead spawn.

Critters Vol. 2
Ban Yeoja, Half Woman: ?
Crypt Creeper: A Crypt Creeper is the detritus and bones of small animals that have collected within a crypt, tomb, or lair of powerful undead. Over the decades or centuries exposed to the negative energy that permeates these places, this collection of remains gained a un-life of its own.

Critters Vol. 3
Devouring Soul: ?
Skeletal Dragon: Unlike the Dragon Skeleton or Dragon Lich, the Skeletal Dragon is an amalgamation of hundreds of skeletons of all types forced into draconic form by the necromantic magic used to bring it to life. This ritual is so foul that it has been hunted down to the point of non-existence upon the mortal plane. The only way a necromantic cult can obtain knowledge of the ritual is through infernal agents.

Domesday Volume 1 Issue 3
Hor Shaol: Hor Shaol are the undead knights of a usually demonic power.
Blldia: This creature is an undead spirit of rage in corporeal form seeking to destroy everything and everyone in its path. Scholars believe that these manifestations were once the souls of those who poisoned the minds of those around them through deeds and words because of envy and jealousy. These emotions for some became a rage that consumed them resulting in this abomination beyond death.

Undead: The Hor Shaol can create any type of undead except other Hor Shoal.
Wraith: When a victim is dying the Hor Shaol may steal it's soul and use it to create a special type of Wraith that serves only it's creator they may only have 3 wraiths of this type at any time.

Domesday Volume 2 Issue 4
Burning Corpse: The burning corpse is an undead creature cursed by the svery hellfires that spawned it.
Burning corpses are usually spawned from those condemned to hell for horrid crimes.

Domesday 7
Skeleton: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Orb of the Dead Create Undead power.
Zombie: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Orb of the Dead Create Undead power.
Ghoul: The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster.
Ghast: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Wight: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Mummy: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Vampire: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Orb of the Dead Grant Un-Death power.
Lich: Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.
Orb of the Dead Grant Un-Death power.
Shadow: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Wraith: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Ghost: If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death.
Ghost Dragon: A ghost dragon is the undead spirit of an evil dragon, forever haunting the region of its death, or more commonly, guarding its beloved treasure hoard into eternity. In life, the dragon was a paragon of its sub-species; greedy, cruel, vindictive, and generally causing suffering upon those in its domain. Upon the dragon’s death, its spirit was forced to remain bound to the physical world.
Fell Shadow: When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength.
Fell Shadow Lesser: When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength.
Death Knight: Orb of the Dead Grant Un-Death power.

ORB OF THE DEAD
This magical item appears as a simple sphere of rough black basalt approximately four inches in diameter. Its magical ability does not appear unless exposed to a ‘detect magic’ spell or until it is picked up by someone capable of using magic.
Should someone pick the sphere up that is of good alignment, they will suffer a terrible burning sensation though no damage. The longer they hold the sphere the worse the burning gets. If someone of neutral alignment picks of the sphere, a battle of wills begins between the spirit of the orb and the person holding it. Should the person lose the battle, they will be possessed by the orb and an agent of death seeking to spread death to all corners of the world. Should the person win the battle, they will be able to utilize only the basic functions of the orb. Should someone of evil alignment pick up the sphere, the sphere will reinforce their desire to kill and destroy unless they are already an agent of death at which point the spirit of the orb may offer a partnership and use of its full abilities.
The orb is only capable of being destroyed by being exposed to pure positive energy, such as being tossed into the positive plane; or struck by the primary weapon of a divine servant of a lawfully good aligned divinity, such as an angel’s spear.
Intelligence: High
Alignment: Neutral Evil
Basic Powers:
Control Undead (common): The possessor may control up to double their level in hit dice worth of common undead. If the possessor is of evil alignment then up to four times their level in hit dice of common undead may be controlled.
Life Leech: Any creature that dies within one hundred yards of the Orb of the Dead has their soul or spirit absorbed by the orb rather than passing on to whatever afterlife they may have been destined for. The Orb may absorb 100 levels worth of life energy before reaching its maximum power. When the Orb of the Dead is fully powered, it will begin to glow crimson from within its depths as if its core was molten.
Create Undead (minor common): The possessor may create two skeletons or one zombie per use at the expense of one life level of energy possessed by the orb. If more undead than what can be controlled are created, they will run amok with the potential of turning on their creator if no other potential victims are nearby.
Major Powers:
Spell Use: The possessor of the Orb gains knowledge and use of all negative energy based spells, be they arcane or divine, known to the world. Each of these spells may be cast at the cost of one life energy level possessed by the orb per level of the spell being cast.
Control Undead Army : The possessor may control up to six hundred and sixty six hit dice worth of undead of any type within one mile of the Orb. This ability overrides the basic Control Undead ability and may not be used in tandem with it.
Immunity to Negative Energy (full): The possessor becomes immune to level draining effects of undead and all spells or magical effects based on negative energy, such as cause wounds spells or slay living.
Grant Un-death: The possessor of the Orb may utilize 50 life levels within the orb with its agreement, to pass into a state of un-death. For spell casters, this means becoming a lich. For non-spell casters, they become vampires, though there is a 5% chance of a warrior type becoming a death knight instead.
Kingdom of the Dead: Usable only when the Orb is fully powered and by a possessor in full partnership with the Orb itself, this ability causes the life energy of those killed by undead within six miles of the Orb to be absorbed by it and to rise themselves as common undead using one of the absorbed levels. Essentially, this creates a self-sustaining reaction of death and un-death within the borders of ‘the Kingdom’. The undead within the kingdom are under no command beyond killing all that lives, the exception being those controlled with other powers of the Orb. This is the ultimate ability of the Orb.

Domesday 8
Wraith of a Necromancer: A necromancer’s wraith is the undead wraith-like spirit of a powerful necromancer, forever lusting to create powerful undead under its control. The wraith of the necromancers employs powerful and unique necromantic spells and undead abilities to make this happen. In life, the necromancer was a high level spell caster specializing in necromantic spheres focused to create a personal domain of negative energy and undead status. Typically a wizard-cleric multi-class character of 15th to 19th level! If the necromancer was a single class spell caster in life then the caster level could be as high as 23rd to 25th level, but decrease the dice type to d6 for wizards and increase the dice type to d10 for clerics. Aside: The clerical masters of a necromancer are typically demons, devils, or gods; Lolth, Kali, Ares, Set, Druaga, Inanna, Hel, Hades, Surma, or Yutrus.
The wraith of a necromancer was a powerful necromancer who has managed to forge a most powerful bond with the negative material plane and shed all connections of the flesh.
Zombie: Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer.
Deathly Blight spell.
Wraith: Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer.
Ghoul: Deathly Blight spell.
Ghast: Deathly Blight spell.
Wight: Deathly Blight spell.
Shadow: Deathly Blight spell.
Lich: Deathly Blight spell.
Ghost: Deathly Blight spell.
Morgane Boylin, Shade: ?
Gnoll Ghoul: ?
Bjorn the Old, Ole the Giant Slayer, Human Trollblood Partial Undead Ranger 7: Rather it be Bjorn’s luck or his Norse half-troll soul, his near death at the claws and fangs of a ghast and ghoul pack have left his body and soul straddling two worlds. His normally good aligned soul has been faintly tainted by evil he can feel and innately struggles against (and magic can detect). His body does not take well to healing, be it natural or divine, in many ways it seems to be slowly dying. Food and drink do not slack his ravenous hunger and all things living make his mouth water (further disgusting him). In some ways he is both a mortal human and an undead ghast, in others he is fully neither.

DEATHLY BLIGHT*, Level 9 wizard or 8 cleric
CT 2 R zero D permanent
SV None* SR no Comp V, S, M
This spell is favored by powerful and foul creatures, especially Wraith Necromancers, and is used to spread their foul influence over any territory they wish to claim as their own (area of affect is a sphere with a radius of one mile per level).
Once cast, this spell will cause the land, air, sea, and subterranean domain within the area of affect from the target point, or focus, to begin to decay and wither. Water will become foul, animals will become diseased and begin to die rising later as skeletal or zombie versions of their species, grass will wither and crops will rot. Vermin become more dangerous and larger over time as they feed on the tainted carcasses and rotten produce. *All living creatures will need to make a saving throw versus death daily to avoid becoming tainted themselves before they can escape. Failure means that the very land begins draining one point of CON and WIS from them each day that they dwell within the deathly blight. Once tainted, leaving the area will not save you, a remove disease or remove curse is required. Sentient creatures whose CON and/or WIS are reduced to zero die and rise the next night as mindless zombies, or if of evil alignment to begin with, as ghouls. For dramatic play, PC become ghasts or wights for fighter types, shadows for thieves, liches or ghosts for spell casters.
The nights in such blighted lands are the stuff of nightmares. Thick mist rises from the earth to reduce vision and sound to mere tens of feet and a feeling of constantly being watched prickles the senses. A feeling of being contaminated by something that cannot be washed off no matter how long or hard one scrubs persists for days after leaving such a desecrated area. The material components for this spell are extensive: skull of a lich, blood of a vampire, dust of a mummy, and ichor from an abyssal creature.
Only a wish or the application of the reverse of this spell, heaven's blessing, which has been lost for ages, can cure the deathly blight once it has set into the land and water.

Domesday 9
Cuir-Lijik, Leather Corpse: In this case, the cuir-lijik was the lone survivor of the ambush. As a servant and henchman of the family, he knew generally where the family had a hidden niche in the fire place. However, either he did not know of the pit trap that protected the niche, or in his haste after the ambush, he forgot it was there. As such, he fell into the trap when he tried to open the secret niche. The fall was not great enough to kill him, but with all other family members, servants, henchmen, and smugglers dead, he was left there to die slowly in the dark pit, laying atop the ancient cursed bolder the black druids offered blood sacrifices on many generations ago. As he died slowly, the acid which drips from the walls began to tan his flesh and dark cursed powers filled his body.
Undead Treant: ?
Black Bear Ghoul: ?
Ogre Zombie: ?
Gnoll Ghoul: ?
Human Ghoul: ?

Ilshara Gazetteer
Undead: Undead and demonic minions are created and summoned using Sythgar magic.
The practice of elaborate funerals and burials has led to a strange and troubling increase in undead in some regions.

Phantom Train
Skeleton: The living is not allowed to arrive where the train stops. The PCs have 1 hour to defeat the train. If they do not succeed they all die and become skeletons bound to the train. There is no chance of ressurection even if a wish spell is used.
Ghost: ?
Zombie: ?
Animal Skeleton Dog: ?
Animal Skeleton Rat: ?
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).
Haunt Poltergeist: The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.
Skeleton Animal: Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.

The Keeper Issue 1
Revenant: Only an individual who was particularly evil and vengeful in life can made into a revenants through the use of Create Greater Undead by a cleric of level 15 or higher.
Zombie: If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight.
Wight: If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight.
Draug: Draug are the horrid undead creatures of those who have drowned at sea.
Victim ’s drowned to death by a draug have a 25% chance of returning to unlife as a Draug in 3 days time. Removal of the victim ’s body from the water will prevent this from happening.
Mummy Greater: The majority of Greater Mummies were High Level Clerics in life, but sometimes Kings, Archmages or mighty warriors can be turned into a Mummy Lord. The process for creating a Greater Mummy involves a complex series of rituals and clerical magic. This dark necromantic rite can be performed on either a still living being or on one who has died - assuming the body was specially treated, prepared and maintained immediately following their death. Obviously, clerics who perform the ritual on themselves must still be living!
Phantom: Phantoms are the undead spirits of those who still long for the pleasures of mortal life.
Phantoms can be made with the Create Greater Undead spell by a cleric of level 17 or higher provided they meet the personality traits as described above. Of course, some phantoms (like all undead) are created though unfathomable means, simply through their lust for continued life.

The Keepers of Lingusia
Vampire: There are three known ways to become a vampire, according to those specialists who are necromantic students of the undead. First, followers of Set who betray the dictates of their accursed god can be damned with Setitic Vampirism.
Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night.
Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely.
Hagarant Lords: These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were.
The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath.
Esidria Elas Phallikoskis, Vampire Wizard 14: ?
Castor Elas Markovin, Vampire Fighter-Wizard 13: ?
Moria, Ahstarth Vampire Ranger-Rogue 9: Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland.
Lich Lord Krenkin, Human Wizard 23: Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche.
Aggamite Troll: The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts.
Barrow Wight: In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings.
The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with.
Veregnar Gonn Dalpuris, Hagarant Lord: Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber.
Knight of Chaos: The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil.
Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss.
Velboshia-Lok Nodivia: Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods
destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians.
Vessilante: The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain.
Undead: In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it….but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead!
The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse.
Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is.
In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land.
Lord Sitor, Human Lich Wizard 23: Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death.
Darksed, Death Knight Fighter 10, Rogue 6, Mage 6: ?

Vampires of the Olden Lands
Bhabaphir, Granny Soul-Sucker: Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed.
Ekimmu, Spirit Vampire, Vampire Lord: They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos.
Strighoiphirs who have ascended beyond their physical bodies.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Spectre: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Lhamira, Vampire-Witch: A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.
Lhamphir, Plague Bearer: The lhamphir arises on rare occasions from those who were
slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
Mhoroiphir, Living Vampire: Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others:
 Dying without being consecrated to the God of Law;
 Committing suicide;
 Practicing sorcery, black witchcraft, or eldritch wizardry in life;
 Having a spell-caster’s familiar jump on your corpse before you are buried;
 Eating the flesh of an animal killed by a vampire;
 Being slain by a lycanthrope;
 Death by murder un-avenged;
 Dying while cursed by a sorcerer or witch.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.:
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Strighoiphir, Dead Vampire: A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Szalbaphir, Vampire Gamin: Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Wraith: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Ghast: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ghoul: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Zombie: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.

Wraith: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Ghast: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ghoul: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Zombie: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.

Crimson Blades
Crimson Blades 2
Undead: Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm.
Crypt Corpse: ?
Ghoul: ?
Lich: Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry).
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Zombie: Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required.
Banshee: ?
Ghost: They are usually tied to a specific location, item or creature (their “haunt”). They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”.
Shadow: Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him.
Wight: Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him.
Wisp: ?
Wraith: ?
Vampire Prince: Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood.
Lich Lord: ?

Dark Dungeons
Dark Dungeons
Floating Undead Horror: ?
Ghast: ?
ghoul: Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Haunt Banshee: A banshee is an undead spirit that protects an outdoor location that it had a connection to in life from all intruders.
Haunt Ghost: A ghost is an undead spirit that tries to fulfil a task it left unfinished in life.
Haunt Poltergeist: A poltergeist is the undead spirit of a dead child.
Lich: A lich is a human magic-user or cleric who has used a forbidden arcane ritual to turn themselves into an undead creature. Although theoretically a lich can have any personality and alignment, it is normally only the most depraved or desperate individuals who are willing to perform the ritual.
Mummy: Mummies are re-animated corpses that have been specially prepared and wrapped so that they will become undead.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Phantom Apparition: Any human or demi-human killed by an apparition will fade away and become one in a week (even if raised) unless a Dispel Evil is cast on them.
Phantom Shade: ?
Phantom Vision: ?
Skeleton: Animate Dead spell.
Skeleton Dragon: A skeleton dragon is the undead form of a dragon.
Spectre: Anyone slain by a spectre will rise the following night as another spectre unless raised.
:Spirit Druj ?
:Spirit Druj Skeletal Hand ?
:Spirit Druj Eye ?
:Spirit Druj Skull ?
Spirit Odic: ?
Spirit Revenant: ?
Vampire: Any human or demi-human killed by a vampire will rise in three days time as a vampire themselves, unless they have a Dispel Evil cast on them or they are raised.
Wight: The touch of a wight does an Energy Drain to the victim, draining a single level. Any humanoid killed by a wight in this manner will become a wight themselves in 1d4 days unless a Dispel Evil is cast on them or they are raised.
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Wraith: Anyone killed by a wraith will rise as a wraith themselves the following night unless a Dispel Evil or Raise Dead is cast on them.
Zombie: Zombies are mindless undead created by an Animate Dead spell.
Creatures slain by a giant vampire bat must make a saving throw vs Spells or return as an undead 24 hours later. The type of undead should be determined by rolling 1d6 and consulting the following list:
1-3 = zombie
4-5 = ghoul
6 = wight
Animate Dead spell.

Animate Dead
Cleric 4, Druid 4, Magic-User 5, Elf 5, Sorcerer 5
Target: One or more corpses
Range: 60’
Duration: Permanent
When this spell is cast, a number of dead bodies or skeletons within range will be animated and will become zombies or skeletons respectively.
A created skeleton will have the same number of hit dice as the race of the original creature had (not including extra hit dice gained from class levels). A created zombie will have one more hit dice than the original creature had (not including extra hit dice gained from class levels).
Therefore a human or demi-human skeleton will always have 1 hit die, and a human or demi-human zombie will always have 2 hit dice.
Each casting of the spell will create a total number of hit dice of undead equal to the caster’s level, starting with those nearest the caster.
See Chapter 18: Monsters for more details about skeletons and zombies.
The animated undead will mindlessly obey the commands of the caster, and there is no limit to the total number of undead that the caster can create and control using multiple castings of this spell.
The zombies and skeletons created by this spell can be turned or destroyed normally. Unless the caster of this spell is an Immortal, they are also vulnerable the Dispel Magic spell.

House of Darkness
Owlwitch: When an Owlwitch has drained four levels from victims it splits in two, creating a new Owlwitch through a form of undead asexual reproduction.
Anyone killed by an Owlwitch will if female rise as an Owlwitch themselves the following night unless a Dispel Evil or a Raise Dead is cast upon their corpse or ashes.
Vampire Uvanx: An Uvanx is a subtype of Vampire created on the Elemental Plane of Water or in the coldest regions of the Prime plane.

Delving Deeper
Delving Deeper Ref Rules v2: The Monster & Treasure Reference
Ghoul: A man-type slain by a ghoul will arise again the following night as a ghoul.
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.
Wight: Any man-type slain by a wight will arise on the following night as a wight.
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith.
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.

Delving Deeper Ref Rules v2: The Adventurer's Handbook
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric’s levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric’s command. They will obey until destroyed, either in combat or by a dispel magic.

Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user’s command. Up to 1 hit die of undead can be animated for each of the magic-user’s levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.

Delving Deeper Ref Rules v1: The Monster & Treasure Reference
Ghoul: A man-type slain by a ghoul will arise again the following night as a ghoul.
Mummy: ?
Skeleton: SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.
Spectre: A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.
Vampire: Any man-type enduring eye contact with a vampire is subject to a charm spell with a -2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.
Wight: Any man-type slain by a wight will arise on the following night as a wight.
Wraith: Any man-type slain by a wraith will arise on the following night as a wraith.
Zombie: ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.

Delving Deeper Ref Rules v1: The Adventurer's Handbook
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric's levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric's command. They will obey until destroyed, either in combat or by a dispel magic.

Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user's command. Up to 1 hit die of undead can be animated for each of the magic-user's levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.

Dungeon Crawl Classics
Dungeon Crawl Classics RPG
Un-Dead: Un-dead can mean “back from the grave,” but it can also mean “without a soul,” “eternal or undying,” and “surviving only by force of will alone.”
A necromancer may ultimately pursue eternal life via his own transformation into an un-dead.
Animate Dead spell 32+.
Un-Dead Crit 15.
Ghost: Ghosts are the spirits of the dead who cannot rest.
Despite their hostility, each ghost has its own reasons for retaining life in un-death, and yearns to be put to rest.
The ghost was murdered violently and yearns to avenge its death.
The ghost was buried apart from its spouse and wishes to be reunited with him or her.
The ghost died searching for its child.
The ghost was killed on a religious pilgrimage to a sacred location.
The ghost died in search of a specific object.
The ghost died on a mission for a superior. The nature of this mission could be military (e.g., to invade a nearby fort), religious (e.g., slay a vampire or convert a certain number of followers), civilian (e.g., carry a signed contract to a neighboring king), or something else.
It died (1d4) (1) naturally of old age, (2) in a terrible accident, (3) bravely in combat, (4) violently and seeks revenge.
Animate Dead spell 32+.
Un-Dead Crit 30+.
Ghoul: A ghoul is a corpse that will not die. Granted eternal locomotion by means of black magic or demoniac compulsion, these un-dead beasts roam in packs, hunting the night for living flesh.
A creature killed by a ghoul is usually eaten.
Those not eaten arise as ghouls on the next full moon unless the corpse is blessed.
Smaller ghouls of 1 HD or less are formed from the corpses of goblins or kobolds, and larger ghouls of up to 8 HD are formed from the corpses of ogres, giants, bugbears, and such.
Animate Dead spell 32+.
Un-Dead Crit 30+.
Lacedon: Animate Dead spell 32+.
Mummy: Draped in funereal wraps with misshapen lumps of preserved flesh shifting within, the mummy is a corpse preserved into un-death by strange oils, dangerous spices, and unknowable chants.
Animate Dead spell 32+.
Shadow: In the hoary depths of the Nine Hells, vengeful lich lords send damnable vassals on mortal errands. Thus born is the shadow: a simple-minded un-dead that materializes in the crepuscular hours lit by neither sun nor moon.
Animate Dead spell 32+.
Skeleton: Brittle bones held together by eldritch energies, skeletons are un-dead creatures raised from the grave to do disservice to the living.
The skeletons of larger or small creatures—from goblins to giants—may have less than 1 HD or up to 12 HD. Skeletons can be animated by many means, and some have special traits.
Animate Dead spell 16+.
Un-Dead Crit 30+.
Zombie: Chill Touch spell misfire.
Animate Dead spell 17+.
Un-Dead Crit 30+.
Lich: Animate Dead spell 36+.
Vampire: Animate Dead spell 36+.
Skeletal Rat Familiar: ?

Chill Touch
Level: 1 Range: Touch Duration: Varies Casting time: 1 action Save: Will vs. check
General This necromantic spell delivers the chill touch of the dead. The caster must spellburn at least 1 point when casting this spell.
Manifestation Roll 1d4: (1) the wizard’s hands glow blue; (2) the wizard’s hands turn black; (3) the wizard emits a strong odor of corruption; (4) the wizard’s hands appear skeletal.
Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2) skin on caster’s hands falls away to give him skeletal hands; (3) caster permanently glows with a sickly blue aura; (4) un-dead are attracted to caster and flock to him like moths; (5-6) minor corruption; (7) major corruption;
(8) greater corruption.
Misfire Roll 1d3: (1) caster shocks himself with necromantic energy for 1d4 damage; (2) caster shocks one randomly determined nearby ally for 1d4 damage; (3) caster sends a blast of necromantic energy into the
nearest corpse, animating it as an un-dead zombie with 1d6 hit points (if no nearby corpse, no effect).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11 Lost. Failure.
12-13 The caster’s hands are charged with negative energy! On the next round, the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
14-17 The caster’s hands are charged with negative energy! On the next round, the caster receives a +2 to attack rolls, and the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
18-19 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
rolls, and every creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.
20-23 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack
rolls, and every creature the caster attacks takes an additional 2d6 damage. Un-dead creatures take an additional +2 points of damage.
24-27 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +4 to attack
rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.
28-29 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +4 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.
30-31 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +6 to attack rolls, and every creature the caster attacks takes an additional 3d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +6 points of damage.
32+ The caster’s body glows a sickly blue light as he crackles with withering necromantic energy. Any creature
within 10’ of the caster takes 1d6 damage each round it stays within the field, and un-dead creatures take 1d6+2 damage. Until the next sunrise, the caster receives a +8 bonus to all attack rolls, and every creature the caster attacks takes an additional 3d6 damage (with un-dead suffering an extra +8).

Animate Dead
Level: 3 Range: Touch Duration: Varies Casting time: 1 action Save: N/A
General The cleric calls upon the power of his deity to animate the rotted flesh and aged bones of slain creatures, creating mindless minions to serve his will and vex his enemies.
The number of un-dead and type created is determined by the spell check and the number and type of dead creatures available; i.e., a cleric can create skeletons from bare bones but needs a complete corpse to create a zombie. He cannot create more of either type than he has “raw materials” available regardless of the spell check (e.g., creating five skeletons when only three sets of bones are present).
The un-dead remain animated and under the cleric’s control for an hour or more, depending on the spell check. When the spell duration ends, the un-dead collapse into the raw materials from which they were created.
No cleric can control more than 4x his CL in Hit Dice of un-dead at any given time, but the cleric can “release” controlled un-dead to command other, possibly more powerful un-dead. Uncontrolled un-dead are likely to turn on their former master, however, so the cleric should be careful when releasing un-dead from his command.
The player should reference the statistics of un-dead given later in this book for a sense of what can be created with this spell, but these should serve as guidelines not limitations. The typical humanoid corpse will produce a 1 HD skeleton or a 3 HD zombie. But there are more powerful skeletons to be created by using the bones of a giant. This work includes stats for the following un-dead, and of course a creative cleric may animate additional types of his own design: ghost (page 413), ghoul (page 416), mummy (page 422), shadow (page 425), skeleton (page 426), and zombie (page 431).
Manifestation The air fills with the stench of corruption as the dead rise at the cleric’s touch.
1-15 Failure.
16 The cleric creates a single skeleton of up to 1 HD, provided the necessary raw materials are present. The skeleton remains animated for a full day.
17 The cleric creates a single zombie or skeleton of up to 3 HD, provided the necessary raw materials are present. The un-dead remains animated for a full day.
18-21 The cleric creates a number of skeletons or zombies (one or the other) equal to his CL in Hit Dice. For example, a level 5 cleric could create five skeletons (5 HD) or a single zombie (3 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full week.
22-23 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.
24-26 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiples types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 2x his CL or the number of available corpses. In the example above, the level 5 cleric could create three zombies (3 HD x 3 = 9 HD) and one skeleton (1 HD), or two zombies (3 HD x 2 = 6 HD) and four skeletons (1 HD x 4 = 4 HD). Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.
27-31 The cleric creates a number of more formidable skeletons and zombies equal to 3x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 2x his CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined HD do not exceed his CL or the number of available corpses. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. The un-dead remain animated for a full year.
32-33 The cleric creates a number of un-dead equal to 3x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full year.
34-35 The cleric creates a number of un-dead equal to 4x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a troll (8 HD) to create an 8 HD skeleton or revivify a dead dragon (15 HD) to make a 15 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated permanently until killed or released from control.
36+ The cleric creates terrifying un-dead. He can animate any kind of un-dead, including intelligent undead such as liches and vampires, provided the raw materials are present and the correct rituals are performed. The created undead can be up to 4x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 4x his CL or the number of available corpses. In addition to their normal un-dead abilities and resistances, these animated dead can have strange traits. The character can pre-determine these traits with sufficient research, materials, and preparation, or the judge can roll to determine them randomly (e.g., refer to the table of special properties tables for skeletons on page 427). Animated dead of this type also retain special movement means at the judge’s discretion. For example, a zombie dragon could still fly on rotting wings, but a skeletal one lacking wing membranes could not. The un-dead remain animated permanently until killed or released from control.

Hubris A World of Visceral Adventure
Facious the Lich King: ?
Zombie: People that are captured by the Lich King’s pirates are presented to Facious, where he forces them to breathe in a vile concoction of his own creation, Zombie Powder, causing the victim to become a living zombie, which serves him without question. Eventually the victim will succumb to the toxic effects of the powder and rise as an undead zombie, forever under control of the necromancer.

Zombie Powder
Facious creates this powder from the minced liver of the black-nosed fox, the eyes of a bloated toad, flesh of the rainbow puffer fish, various unsavory plants, and the brains of a recently buried child. The powder must be inhaled by the victim in order to corrupt their mind and rob them of their sense of self. When inhaled the victim must make a Fortitude save: 1 or less HD = no save allowed; 2-4 HD = DC 16; 5+ HD = DC 12. A successful save means the target takes 1d6 damage and suffers from a fit of violent coughs for 2d3 rounds (they cannot take any other action those rounds). Failure means that the victim falls unconscious and is in the grips of a terrible fever. The next day the target loses 1d3 points of Intelligence and will obediently serve the person who used the powder on them. The living zombie can only understand explicit and simple instructions however, such as “guard this door”, “dig a ditch”, “kill your family”, etc. When not ordered to do an activity they stare blankly, drooling slightly. Each day the target must make a successful Willpower save (DC determined by HD as listed above), failure means that the target loses an additional 1d3 points of Intelligence and comes closer to true undeath. If the target reaches zero Intelligence they fall dead from the fever and rise in 1d4 days as a zombie, utterly faithful to the person who poisoned him. If the target makes a successful save they shake off the effects and return to normal and will regain lost Intelligence at a rate of 1 point per full day of bed rest. However they are more susceptible to the powers of Zombie Powder and roll all further saves against it one step lower on the die ladder.
Brew Potion (DCC, pg 223) DC 27 to create this potion.

2015 Gongfarmer's Almanac 1-6
Ghost: You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life.
Skeletal Warrior: You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death.
Vampire: You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful.
Fright of Ghosts: ?
Hungry Dead: ?
Hag of Hecate: ?
Damned Skeletal Army: ?
Damned Banshees: ?
Elahi the War Witch, Mummy: Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy.
Grey: Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed.
Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health.
Rj’Nimajneb~Yor, Demilich:
Juju Zombie: Wand of a Thousand Punishments activation critical success.
Ghast: Wand of a Thousand Punishments activation critical success.
Wight: Wand of a Thousand Punishments activation critical success.
Wraith: Wand of a Thousand Punishments effect.

Wand of a Thousand Punishments: This wand, crafted by Rj’Nimajneb~Yor himself was created from the spine of the offspring of a daemon and a unicorn – an experiment that was disastrous, and successful in its own right. Use of the wand requires a successful classic intelligence check of a 5th level or higher Wizard, or DC15 Thief “Use Scroll” to activate each round. Failure to activate the wand renders it inoperable for 1d9 days, and a critical fumble destroys the wand – causing a phlogiston disturbance (caster is forced to cast a spell vs. a spell on chart below, Judge rolls for wand’s Spell check+CL7+5) then explodes for 5d7 points of damage creating a rip in space time. The wand itself has a Spell check of 19, plus the Caster’s Level, and Int Bonus. If the bearer has a 15 or higher Intelligence, he can choose the spell below, otherwise roll 1d5 per use:
1. Flaming Hands
2. Magic Missile
3. Scorching Ray
4. Fireball
5. Lightning Bolt
A critical success in activating the wand bestows un-dead henchmen permanently loyal to the bearer in addition to the Spellcasting, Roll 1d3:
1. 1d7 Juju Zombies
2. 1d5 Ghast
3. 1d3 Wights
The un-dead are either created from nearby remains, or are the closest convenient creature teleported to the bearers location. They appear and act the next round, surrounding the caster if possible, with elite morale.
While the bearer has the wand in his possession, the un-dead can be psychically commanded as a free action. If the wand is held by another, or is more than 5’ away from the bearer for more than 2 rounds, roll 1d100:
1-20 The un-dead suddenly vanish, leaving behind permanently burned shadows from where they stood.
21-25 The un-dead are destroyed in an explosion of positive energy. Adjacent targets take 3d6 damage: Law characters no damage, Neutral Half, Chaos Full; DC15 Will for half, post alignment determination.
26-37 The un-dead explode, causing 2d6 damage to all adjacent targets. DC10 Sta check for half.
38-40 The un-dead implode, pulling anyone adjacent to each creature into the 9 hells. DC15 Agi check or be pulled in.
41-58 The un-dead remain, unloyal to anyone, acting next round per Judge’s determination.
58-69 The un-dead remain, loyal to the original bearer of the wand at time of bestowment.
70-73 The un-dead remain, loyal to whoever bears the wand.
74-80 The un-dead remain, turned to stone. Bearer gains corruption; roll 1d3: 1. Minor, 2. Major, 3. Greater.
81-84 Arrival. The un-dead remain, and an angel arrives and starts to fight the creatures. Party must choose sides. If the angel wins, it bestows the party boons per Judge’s discretion. If the undead win, they become loyal to the original bearer of the wand and those present at the time of bestowment. A Wraith appears, pledging fealty to the champion of the un-dead.
85-90 Contest. A demon arrives and offers the bearer 50 smoldering gold coins per remaining un-dead. The demon is true to his word and pays if accepted, if denied he fights the bearer and allies for the un-dead disappearing before the final death blow if defeated, cursing the party. The bearer and allies make a mortal enemy.
91-98 If the original bearer of the wand bestowed un-dead is still of mortal life, he must make a DC 15 Will save or be transmogrified into a Wraith. All objects at time of fail turn into ethereal variants and are subject to those effects per Judge’s discretion.
99-100 Special, The Judge’s discretion on the event.

2016 Gongfarmer's Almanac 1-8
Necrosaur: As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR.
Skeletal Heap: Skeletal Heap spell.
Mocking Shade: ?

Skeletal Heap (Thief Spell)
Level: 2 Range: 20’ Duration: Varies
Casting Time: 1 round Save: N/A
General Thieves from North Kovacistan have a tendency to steal spell books from their wizard traveling companions. This spell is as much a defense mechanism for the wizard's spell book as it is an actual spell that the wizard can cast. If casting as a wizard, for all results below 12 the spell fails and is lost for the day, but otherwise they suffer none of the listed effects. Thieves may cast this spell using a d16 but must burn 1 point of Luck PERMANENTLY - yes, you may never recover it, ever!
The caster attempts to summon forth a hideous necromantic warrior from the piles of bones of long-dead creatures. Alas, even failure has its price!
Manifestation The bones of long-dead friends, foes or others come together with the screeching sound of unreleased voices silenced in violent combat, knitting themselves together in stop-motion and exhibiting the general shape of the bones' previous form, albeit crudely pasted together (for example, a skeletal heap conjured from ape-man bones might have long arms where its legs should be and short, squat legs growing from it's back or head, while a heap formed from triceratops bones may have one arm with three spikes protruding from it). Judges are encouraged to embellish the attacks listed below as they see fit in regards to the component bones available.
Corruption None. The results of the spell are corruption enough (see below).
Misfire None. Though when cast by a thief, all results produce some form of skeletal heap, most beyond the caster's control.
1 The bones of the fallen fail to achieve the desired state due to a lack of sufficient necromantic energy. The caster's own bones begin to pop from his body to supplement the creature. Suffer 2d4 Luck loss (permanent, cannot be restored, ever - but you won't live long enough to regret it, anyway!) Each round, the caster must pass an incrementally more difficult Fort save, beginning at DC 14, or suffer the ill effects of their own bones being sucked out through their skin as they attempt to join the heap (lose 1d5 points of Strength, Agility, or Stamina). Three successive saves will halt the process and return the dead to their slumber, leaving the caster in awfully bad shape otherwise.
2 - 8 The heap begins to take shape but needs more, more, more! Suffer 1d7 Luck loss (permanent, cannot be restored, ever - stop messing around with the wizard's spell book, thief!) to supplement the creature's growth. The resulting heap has the following stats: Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. Creature only has one usable limb for attacking and will randomly lash out at the nearest target, usually the caster. This heap will continue to attack random targets for 1d3 rounds before falling into a pile of its component bones.
9 - 11 The heap begins to take shape but you can't control it! Suffer 1d3 Luck loss (permanent, cannot be restored, ever - what, you think magic is easy?!) to supplement the creature's growth. Also, make an opposed Personality check (heap gets +4 to this check - leave the dead where they rest, fool!) or the heap will randomly attack the nearest target, usually the caster. If you gain control of the heap this way, it will function for 1d3 rounds at your command before falling apart into its component bones. Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
12 - 13 It's alive! The heap has formed and will remain under the caster's control for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
14 – 17 Getting stronger, now! The heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d4); AC 12; HD 2d6; MV 20'; Act 1d20; SP un-dead traits; SV Fort +2, Ref +0,Will +0, AL C.
18 - 19 That's better! The Heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d5); AC 13 + special; HD 2d7; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +0, Will +0, AL C.
20 - 23 Now we're cooking! The heap lasts for 1d5 rounds or until destroyed. Creature only has one usable limb for attacking but now has a melee weapon in its grip. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 13 + special; HD 2d10; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
24 - 27 It's getting bigger! The heap lasts for 1d5 rounds and now has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 14 + special; HD 3d10; MV 20'; Act 2d16; SP undead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
28 - 29 Look at the size of that thing! The heap lasts for 1d5 rounds and has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d6) or melee weapon +0 (1d8); AC 16 + special; HD 3d12; MV 20'; Act 2d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
30 - 31 We're gonna need a bigger boat! The heap lasts for 1d6 rounds and now has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d6) or melee weapon +0 (1d10); AC 18 + special; HD 3d16; MV 20'; Act 3d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
32+ Over 9000! The heap lasts for 1d6 rounds and has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d8) or melee weapon +0 (1d12); AC 20 + special; HD 3d20; MV 20'; Act 3d20; SP un-dead traits, can block up to two attacks with an extra limbs as though carrying a shield (+2 AC), which then splinters; SV Fort +3, Ref +2, Will +0, AL C.

2017 Gongfarmers Almanac 1
Undead: Few organic beings know this, but sometimes when a mechanical life form “dies,” it is reconstituted in a special kind of afterlife. What happens to the Goody Two Wheels robots is a topic for another day, but the ones who end their functional life with a significant number of wicked acts listed in their behavior log end up in a place of eternal punishment for artificial entities. This place is the Abyss of Automatons.
This is a Hell that is run by robots, for robots. Any kind of robot imaginable can be found here, so the judge should feel free to add others not detailed in the encounter areas below. Note that because these automatons have all been previously destroyed, they are now considered un-dead.
Deceptiguard: ?
Severed Bot Limb: The limbs have all been violently severed from the original robots’ bodies, leaving the limbs with an unstoppable desire to be reattached to anything moving.
Endoskeleton: These are the robotic endoskeletons of former cyborgs who had their skins burned off as punishment for their evil.
Vacbot: ?
Fembot: ?
Zombot: Built to look like humans, the zombots have seen sufficient wear and tear in the Abyss to make them appear un-dead: some have loose skin drooping down from their faces like stroke victims, others leak coolant and other fluids, and most walk with a shuffling limp. Designed to keep going, and going, and going, a zombot only stops if their robobrain is destroyed.
Hari: HARI, an artificial intelligence designed long ago to be a Human And Robot Interface. After HARI went offline in his first life, he found himself here, in charge of punishing wicked robot souls (if asked who assigned him this task, he enigmatically answers, “I did”).
Robodemon: ?
Leaky: After a long life spent as a glorified transport for smarter AIs, Leaky is enjoying letting his new authority in the Abyss go to his head.
Demon-Saur: The desperate demons of Yoz, seeking vengeance against the voidlings (and soon, against each other), inscribed the demon-saur bones with terrible runes and assembled them into creaking, un-dead war-machines.
Demon-Saur Tyrannosaurus: ?
Demon-Saur Stegosaurus: ?
Demon-Saur Triceraptops: ?
Demon-Saur Raptor: ?
Demon-Saur Ankyslosaurus: ?
Demon-Saur Spinosaurus: ?
Demon-Saur Gigantosaur: ?

2017 Gongfarmers Almanac 2
Sugar Zombie: Children make no save against the effects of the pixie’s sticks or tasting any of the sweetness of the Big Rock Candy Mountains. Adults make a DC 12 Will save after consuming them, or they become sugar thralls, refusing to do anything except find the Big Rock Candy Mountains and savor its sweetness. Each day a sugar thrall spends eating the minerals causes a loss of 1 Stamina, resulting from a diet of indigestible rocks and little sleep. When the last point of Stamina is lost, the character rises as a sugar zombie.
Fiend in the Pit: Near the back of this cell is a now-undead serial killer, whose transgressions in life eventually brought him here to wither and die for his heinous crimes.
Enthralled: A shadow land of grey twilight, the Forest of Nedra exists between states of reality, filled with objects both half-formed and those seemingly etched into the fabric of creation itself. The forest does not have a permanent location, but instead slowly resolves throughout time in ancient groves as a spreading blight that acts as a gateway from the mortal world to the demesne of the chaos lords. Evil rumors of shades and fey magic carry into those lands the forest comes to border, and creatures captured and enthralled by its spreading gloom move and act with a dull, lifeless animation.

Gongfarmers Almanac 2017 3
Roaming Spirit: The Living Graveyard: Beneath the mushroom caps and the thick mist lies a ghostly sanctuary for spirits that have been trapped here for millennia. As a result of being in a realm of chaotic magic, anyone who perishes beneath the mist does not die immediately - they are transformed into spirits to roam the area in ghostly form.

Gongfarmers Almanac 2017 6
Halfling Skeleton: ?

2017 Gongfarmers Almanac 7
Eddie: ?
Erasmus Cordwainer Blood: ?
Brides of Blood: ?
Skeleton: Searching the bones discovers a sheathed dagger near one and a silver ring with an onyx stone (15 gp value) on another. If this ring is removed, the skeleton animates and attacks.
Revenant: If a PC is slain while wearing the ring, and it is looted, his body will rise as a zombie-like revenant to recover the ring.
Any character who dies wearing the ring will rise as an un-dead being if the ring is subsequently taken.
Vampire: If Blood is defeated, he wears a silver chain worth 20 gp, a gold signet ring worth 25 gp, and an iron ring with a hematite gem that allows a living wearer to cast the following spells once per week: animal summoning (wolves and dire wolves only), ward portal, and phantasm. The spells are cast using 1d20+3 for the spell check regardless of caster class or level. In addition, the character gains 60’ infravision, and is ignored by un-dead (unless he interacts with them first). A character who dies with this ring on his finger rises as a vampire on the next full moon. The newly risen un-dead’s first goal is to recover the ring if it has been taken.

Crawling Under a Broken Moon 1-4
Mannekill: ?

Hackmaster
Hacklopedia of Beasts
Animating Spirit: Animating spirits are evil maligned spirits returned from beyond the grave. In life they were betrayed by friends and family members and now most often inhabit an item related to their betrayal and death.
No one knows where the animating spirit originates, for the first documented case has been corrupted by urban legend. Coincidentally (or not), this ‘fabric phantom’ was the spirit of an expert Mendarn tailor, Blesdar Forband, a man with the reputation of making the most magnificent clothing in the kingdom. However, one customer (a noble by the name of Granden) refused payment until he saw perfection. Blesdar locked himself in his shop and worked his hardest, though Granden proved unsatisfied with the first five attempts. Finishing his sixth effort with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation.
It was there, stumbling into Granden’s bedroom, that he accidentally learned the truth — Granden had cruelly kept Blesdar working so he could seduce the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died.
The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his consort (Blesdar’s widow) had made them for him. Moments later, Granden fell dead to the floor. The noble’s chest had been crushed inward.
Supposedly, since that event, animating spirits have appeared across the Sovereign Lands. Some say Blesdar’s fabric had been resold and his vengeful spirit cursed any object that touched it. Others say that the story is no more than myth and that some type of unseen demon stalks the land. The Brandobians call this creature a ‘blesdar,’ with no other understanding of what it might be.
Barrow-Wight: This dreadful creature is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance and terror upon the living.
In life, barrow-wights were often of noble birth or held some position of power over others (e.g., a knight, duke or even a wealthy merchant). It is unheard of for a serf, squire or other menial person’s corpse to spawn the evil of a barrow-wight, perhaps because they lacked any feeling of power in life and so their spirit does not strive to hold onto it after death.
It is thought that a barrow-wight cannot arise from a consecrated corpse or a body lacking any limb or digit thereof, though this may be merely an old wives’ tale.
A wight's barrow is not only his tomb but, in large measure, his eternal prison as well. Those immutably bound to this sepulcher have but one one hope of escape, that being the ensnarement of a surrogate guardian. Any sapient human, demi-human or humanoid slain by the wight may serve this purpose. Of course, wights were doubtless haughty and proud in life and carried this trait through to their current existence. It wouldn't suit their legacy to have some orkin graverobber ensconced in their tomb. Thus they are choosy about whom they may grant unlife to even at the cost of their own freedom. Those deemed acceptable will be clad in their funereal garb and likely other objects denoting the wight's former status. The corpse will be laid upon the very same funeral slab once occupied by the current master and permitted to rise from death as a barrow-wight.
Tradition holds that the cairns of individuals who, in life, manifested such evil strength of will that those burying them feared their return were marked with runestones to warn visitors of the possible threat.
Fantom Dog: Parents often tell tales of ‘the awful fantom dog with vacant black eyes’ to frighten children from going outdoors at night. These stories provide a variety of origins for the creature, such as the death of a hanged baliff, the spirit of a huntsman falsely executed for murder, the incarnation of a shape-changing sorcerer, and even the spirit of a funeral bier.
Ghast: Ghasts are rumored to be agents of the Harvester of Souls – sapient beings so wicked in life that they now sustain themselves by literally feasting on death.
Ghoul: ?
Haunt: A haunt is created when a person dies prior to the completion of a significant task that he is unequivocally invested in. When this occurs, the life force becomes so strongly attached to its completion that the soul refuses to pass on into death until the task in question can be completed. This event is typically tied to a singular, and extremely powerful, emotion such as love, hate, greed, lust, revenge, and so forth.
Haunts may be found anywhere on Tellene where someone died before the completion of a significant task.
Mummy: Mummification consists of three separate processes. First comes the removal and separate preservation of major organs, including the liver, heart, stomach and brain. After this initial preparation, there is a ritualized bathing of the body in special liquids that preserve the flesh. The organs are then returned to the host in their proper orientations. Finally the body is bound in fine linen or silk, with each limb and digit wrapped separately, in order that the body might be fully articulated.
Mummification has fallen out of favor as a burial practice and is not currently utilized by any cultural group on Tellene.
As such, knowledge of the actual processes involved to properly mummify a corpse is something of a lost art. It is rumored within certain clerical orders that the Congregation of the Dead has retained this knowledge and some members of this vile sect are capable of returning from death as hideous animated mummies.
Rattlebone Mummy: Often they were members of the royal praetorian bodyguard ritually slaughtered and hastily mummified when their liege died.
Servitor Mummy: When an important noble or royal personage died or was otherwise removed from his position of authority, his personal courtiers were frequently ritually strangled and mummified along with their patron. Interred in his tomb, their symbolic role was to continue their service to their departed master. In truth, this ceremony was often just a ritual veil over the some brutal housecleaning by the new regime eager to ensure that no ties to the former sovereign remained and that the new cadre of attendants was aware in no uncertain terms that their very lives depended upon complete loyalty and devotion to the current ruler.
When their patron was invigorated with malevolent unlife, these jhurijany (or servitor mummies) were similarly animated and now truly fulfill the role they were, in theory, assigned at their death (despite it being mere court theater at the time).
Blood Mummy: ?
Natural Mummy: Not all mummies are the result of deliberate action by mankind. It is possible for exceptional environmental conditions to mummify a corpse as well. Extreme and persistent cold may freeze-dry a body preserving it for millennia while those buried (or perhaps simply perishing) in severely arid regions may desiccate leaving behind remains that persist for centuries. Cold bogs are another source of naturally occurring mummies. The combination of low temperatures, highly acidic water and lack of oxygen serves to preserve cadavers though tanning their skin in the process.
Noble Mummy: ?
Royal Mummy: ?
Rusalka: Rusalka are the undead spirits of women who met an untimely end through drowning, whether by murder or suicide.
Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep'Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the swamp and all the water that earned the pirates their livelihood.
The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding wetlands; the rusalka had come to Kalamar.
Shadow: A darkling’s chilling touch drains its victim’s strength (reducing its Strength score commensurate to the damage inflicted). Creatures sapped of all strength (i.e., their Strength score is reduced to zero) become shadows themselves.
A shadow’s touch drains STR equal to damage (save for half); creatures reduced to zero (0) STR become shadows.
Skeleton: Skeletons are unnatural creatures inspirited by dark energy.
Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Thus an animated goblin skeleton is functionally equivalent to that of a human. That being said, the types of beings used as feedstock for this unholy ritual may provide some contextual clues as to the circumstances surrounding their current placement.
Once a zombie's tendons and muscles deteriorate completely, they collapse in a pile of bones, never to rise again (although the proper ritual can be used to raise them as skeletons).
Animal Skeleton: The bones of humanoids are not alone in being subject to reanimation. Animals too, as well as the remains of larger creatures, are not infrequently inspirited as obedient – if expendable – sentinels and warriors.
Unquestioningly easier to commandeer, the bones of animals such as dogs can be animated to serve as tireless guardians. Animal remains of a roughly comparable size (like wolves, boars, mountain lions or small black bears) may be used as analogues. However, like standard skeletons, the creature's capabilities in life do not translate to its revivified form. Rather, these bones are merely a template upon which is layered a standardized set of capabilities.
Monster Skeleton: The bones of larger bipeds such as bugbears and ogres may, via more powerful dark magic, be similarly animated.
Spectre: Spectres are the spirits of wickedly obdurate beings who failed in life to complete to fruition their grand evil schemes. Force of will coupled with supernatural assistance has permitted their continued existence as agents of evil.
It is an accepted belief that binding a corpse with ropes constructed of yarn wrapped in a band of high content silver filé prevents the dead from rising as a spectre.
Slain foes who die from a spectre's touch rise as spectres in service to their killer.
Vampire: ?
Will-o'-the-Wisp: The most common tale of the will-o’-the-wisp concerns a blacksmith in a war-torn, impoverished land. In unthinking desperation, he offers his daughter to any god or being that will bless his skill at the forge and so bring him coin with which he can support the remainder of his large family. The gods did not respond, but a being from the Nine Hells did.
This devil (or demon, depending upon the tale being told) quickly came to collect the girl, but the smith realized his own wickedness and decided not to give away his daughter. Instead, he tricked the devil by bragging about the hotness of his fire and claiming that the devil’s home could surely not be as hot. The devil jumped willingly into the smith’s hottest fire to prove his point, whereupon the smith doused him with a bucket of frigid water. The thermal stress shattered the devil into tiny fragments, which the smith later discarded in a nearby swamp.
Each individual fragment retained a bit of the devil’s mind and eventually became known as a will-o’-the-wisp among the locals – or so the story is often told.
Wraith: Wraiths be spirits of men most powerful and bounteous of ambition bewitched by powers nefarious to lead an eternal existence of malice and hatred.
A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Most wraiths were powerful and capable men in life.
It is unknown how an individual becomes a wraith. Some sages postulate that great men who in life exhibited hatred, malice, and depravity of legendary proportions received this fate as punishment for their wickedness while others insist that these same lords bartered their souls for earthly power.
Zombie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves.
The Congregation of the Dead is ultimately responsible for many of the zombies found in the world, frequently employing them to sow terror in locals who would otherwise not countenance their presence. However, it must be noted that spontaneous mass risings of the dead have been recorded by scholars without the seeming intervention of these unholy covens.
It is rumored that zombies abound in the ‘city of the dead,’ a fabled lost ruin deep within the Khydoban Desert. Wilder tales declare that the entire population of the city was cursed and transformed into zombies who survive to this very day in a desiccated but very animated state.
Monster Zombie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. Some evil priests favor the cadavers of large bipedal monsters (e.g., bugbears, gnoles, and minotaurs), should they have access to them.

Hackmaster Basic
Undead: Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.
Barrow Wight: A dreadful creature, the barrow-wight is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance on the living.
Ghast: ?
Ghoul: ?
Mummy: These undead corpses rise from their sarcophagi to enact vengeance on those who violated their place of rest. Mummies are easily distinguishable from other undead, since their bodies were preserved with various spices and chemicals, with their head, body and limbs wrapped from head to toe in strips of white cloth.
Skeleton: ?
Wraith: A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Zombie: ?

Frandor's Keep
Ghoul: Roughly one year ago, a soldier fell off a tower into the courtyard and broke his neck. Although the manner of his death was distinctly unheroic, he was a sycophantic lackey quite popular among many of the officers, and thus buried rather than cremated. Several nights later, however, he was reborn as a flesh-hungry ghoul.
Skeleton: ?

HackMaster GameMaster's Guide
Undead: Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.

HackMaster Player's Handbook
Skeleton: Animate Skeleton spell.
Animate Skeletons spell.
Zombie: Animate Zombie spell.
Animate Zombies spell.

Animate Skeleton
Components: V, S, DI
Casting Time: 2 hours
Range: Touch
Volume of Effect: bones of a single man-sized bipedal creature
Duration: Permanent
Saving Throw: not applicable
This ceremony allows an evil cleric to animate the bones of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped suffices as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Skeletons as defined in the Hacklopedia of Beasts.
Clerics have control of any skeletons they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.
This unholy liturgy permits animating one skeleton.
Only certain religions condone this practice.

Animate Skeletons
Components: V, S, DI
Casting Time: 2 hours
Range: Touch
Volume of Effect: bones of a dozen man-sized bipedal creatures
Duration: Permanent
Saving Throw: not applicable
Except for the increased efficacy in being able to animate 3d4p skeletons, this spell is identical to Animate Skeleton.

Animate Zombie
Components: V, S, DI
Casting Time: 3 hours
Range: Touch
Volume of Effect: corpse of a single man-sized bipedal creature
Duration: Permanent
Saving Throw: not applicable
This ceremony allows an evil cleric to animate the cadaver of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped will suffice as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Zombies as defined in the Hacklopedia of Beasts.
Clerics have control of any zombies they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.
This unholy liturgy permits animating a single zombie.
Only certain religions condone this practice.

Animate Zombies
Components: V, S, DI
Casting Time: 3 hours
Range: Touch
Volume of Effect: corpses of a dozen man-sized bipedal creatures
Duration: Permanent
Saving Throw: not applicable
Except for the increased efficacy in being able to animate 3d4p zombies, this spell is identical to Animate Zombie.

Iron Falcon
Iron Falcon
Ghoul: Characters slain by a ghoul will arise at the next nightfall (but not less than 8 hours after dying) as ghouls themselves.
Lich: A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
Mummy: Mummies are undead monsters, preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are undead monsters; they are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
Animate Dead spell.
Spectre: Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.
Vampire: Humans and humanoids slain by a vampire will arise at the next sunset (but not sooner than 6 hours after death) as vampires under the control of the one who slew them.
Wight: Wights are undead monsters, corpses of the dead animated by dark magic.
Wraith: Wraiths are undead monsters, spirits of the dead which live on, driven by hatred for the living.
Zombie: Zombies are undead monsters, corpses reanimated through dark and sinister magic.
Animate Dead spell.

Animate Dead
Magic-User 5
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. Roll 1d6 for the number of hit dice of undead monsters animated, plus an additional 1d6 for each level the caster has above 8th. Excess hit dice which cannot be applied (due to lack of available remains) are lost. Undead creatures animated by this spell persist until destroyed.
 
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Voadam

Legend
OSR L

OSR L
Labyrinth Lord
Labyrinth Lord
Undead: These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, these beings rise again as undead horrors.
Ghoul: All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies.
Mummy: Mummies are preserved undead corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
Spectre: Should a character reach level 0 from a spectre's energy drain, he dies and will become a spectre in 24 hours.
Vampire: Vampires create others of their kind by draining humans or other humanoids of all life energy (they reach 0 level). The victim must be buried, and after 1 day he will arise as a vampire.
Wight: Wights are undead creatures who were formerly humans or demi-humans in life.
Any human or demi-human reduced to 0 level from a wight's energy drain dies, and becomes a wight in 1d4 days.
Wraith: Wraiths are incorporeal undead creatures born of evil and darkness.
Should a character reach level 0 from a wraith's energy drain, he dies and will become a wraith in 24 hours.
Zombie: Zombies are undead corpses reanimated through dark and sinister magic.
Animate Dead spell.

Animate Dead
Level: 3
Duration: Permanent
Range: 60'
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them.
The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.

Advanced Edition Companion
Undead: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Ghast: ?
Ghost: These incorporeal, ethereal beings are the animated spirits of horribly evil humans. In life their evil was so great as to attract otherworldly attention, and the powers preserved their being as ghosts after death.
Groaning Spirit, Banshee: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lich: A lich is an undead magic-user of at least 18th level (and possibly multiclassed) who has used its magical powers and a phylactery to unnaturally extend its life.
Being of Death: ?

Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Animate Dead
Level: 3
Duration: Permanent
Range: 60'
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them.
The caster may animate a number of hit die worth of zombies or skeletons equal to the casterEs level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.

Basilisk Goggles & Wishing Wells
Spectre: If killed while wearing the cloak of spectral revenge, a wearer automatically rises as a spectre in 1d4 turns, leaving the cloak with her corpse.
Wraith: Darkshade overuse.
Any characters killed by the wraith helm's negative energy attack (reduced to level 0 or below) become wraiths within 2d4 rounds.
Wight exposure to Hatchery Egg.
Undead: Slab of Redemption.
Non-evil enveloped by Earth's black blood summoned by a variant Rod of Magma.
Zombie: Flesh exposure to Hatchery Egg.
Ghoul: Zombie exposure to Hatchery Egg.
Wight: Ghoul exposure to Hatchery Egg.

Cloak of Spectral Revenge
Although the cloak can be worn by any character, only the truly singleminded, desperate, or fanatical consciously use this item. If killed while wearing the cloak, a wearer automatically rises as a spectre in 1d4 turns, leaving the cloak with her corpse. This undead monster hunts down and slays her killer, then becomes free-willed. The item’s power interferes with protective enchantments, so the owner cannot also wear magical armor/items that improve her armor class.

Darkshade
This small species of nightshade is popular in some circles, because eating the purplish-blue berries allows a person to speak with the dead. There are some restrictions, however: the speaker must remain within five feet of the burial site and a conversation can last no more than an hour. Despite the latter constraint, the speaker can ask as many questions as she wants.
Although very beneficial, the berries must be used sparingly and infrequently. They are relatively toxic, inflicting 2d6 points of damage (save versus poison for half ), but, worse, overuse can be deadly. A single spirit may be woken once per season without danger — if allowed sufficient rest. Waking it more often, or speaking to it for more than an hour… annoys… a spirit. Its features darken and the surrounding air crackles as the spirit transforms into a wraith. This takes one round, after which the undead tries to kill its persecutor before stalking other living creatures.
Those with dark intent can purposely raise wraiths this way, but this is a truly evil act, as the wraith can never turn back into a peaceful spirit. Given the newly-changed wraith’s desire to target its antagonist, the malicious might send dupes to trigger the transformation. In this way, the berries’ effect can also be used as a tool for indirect murder: the wraith hunts the person manipulated into waking it until the intended victim is dead or on another plane.

Slab of Redemption
Found in temples to good gods, this massive stone table converts a 6th level cleric spell into an unusual effect. When a person or creature, dead less than 8 hours, is laid upon the slab, its alignment changes to the god’s and its soul thereafter serves the god. There are several possibilities of how the dead character’s story continues. Depending on the deity’s wishes, the dead may stay dead, with their spirits becoming minor servants on the material plane; or, they might become undead; or, some lucky few might be resurrected. As there are no rules for spirits in Labyrinth Lord, how this concept works in a particular campaign is purely up to the LL. Also note, there are equivalent slabs of corruption in some evil temples.

Wraith Helm
Incorporeal undead such as wraiths cannot touch the world they inhabit, cursed to only watch their surroundings until destroyed. By wearing one of these eerily beautiful, gold-chased silver helms, a bodiless undead can make itself corporeal for five turns. Unlike other focusing items, a wraith helm draws its power not from the wearer, but through it, by taking over the undead’s life-draining attack.
When a monster first dons the helm, a single blast of negative energy rips 2d4 levels from all living things within 100’. Because the blast affects everything nearby, even those creatures just underground, a circle of death forms, and comes to resemble a snowless winter landscape. Those victims who make their saving throw versus death lose only one level. Any characters killed by this attack (reduced to level 0 or below) become wraiths within 2d4 rounds, controlled by the helm-wearer. Destroying or blessing the bodies before the spirits rise prevents this transformation. Should this fail to happen, the created wraiths remain in existence until destroyed; they do not disappear when the original undead returns to its incorporeal state after five turns. If the wearer removes the helm, the wraiths become free-willed, but may ally with their creator if treated well.
Following the initial blast attack, the borderland creature is relatively helpless, aside from any wraiths created: for the five turns of being solid, the creature cannot use its normal draining power. The energy blast from the wraith helm can lay waste to battalions, but the creature itself was so warped mentally by the transformation to un-death, that it lost any ability to use weapons. However, it can touch things and interact with the material world. While solid, the creature keeps the same stats as its incorporeal form, but has an AC of 8 and loses its resistance to normal and silver weapons. Should the creature be “killed” while in this liminal state, it is permanently destroyed.

Hatchery Egg
Long exposure to negative energy corrupted this dragon egg. It will never hatch on its own (unless the LL has something nifty in mind), but the hatchery egg does create “life,” after a fashion. Any nuggets of flesh within 200’ of the egg and larger than 10 pounds — including body parts, animal corpses, a month’s worth of jerked meat provisions, and even the living dead — are slowly transformed. Initially, the bad bits of beef stand up as zombies following a full day spent in the 200’ exposure zone. But, if the zombies hang around long enough, they get “upgraded.” Two weeks after becoming zombies the undead become ghouls; a month after this the ghouls become wights; three months after that the wights become wraiths, the most powerful undead most hatchery eggs can create. The exposure effect can pass through stone and earth, but is blocked by metal.
If the LL wishes, there could a gradual progression to the undead upgrading process: e.g., ghouls could become more powerful over days, or wights slowly less substantial as the weeks go on. This could merely be a pain for some LLs, or it could be an opportunity to try out some “half types” of undead surprise you’ve been thinking about springing on your party.

Magma Rod
An ordinary-looking length of heavy, reddish wood, this rod gives no ready sign of its function. Close magical examination indicates the rod provides mineral wealth when driven into the ground and triggered with a command word. But this is a cruel, perhaps deadly joke: the rod does provide mineral wealth — in the form of a volcano.
Activating the rod releases a geyser of lava, consuming the rod and covering everything in a 50’ radius with liquid rock. Thereafter, the volcano grows by 100’ per month until it reaches a size determined by the Labyrinth Lord. The rod can be activated underground, which may affect the surface. Used underwater, the rod can create a new island.
A very rare version of the rod does not bring magma to the surface, but rather the Earth’s black blood. This evil, gooey substance fills a dome, much like a blood blister, rather than a volcano’s traditional cone shape. Because the black blood is less dense than lava, those enveloped may survive the experience — if they are evil. Those who are not drown in liquid darkness, rising to become undead horrors.

Beast Folio Volume 2
Gula: A Gula is born when someone dies from starvation, from simply being a poor peasant slowly diminishing away to a criminal locked in a dungeon cell.
For reasons unknown the starved return from death seeking everything and anything to consume.
Zombie Radiation: Radiation Zombie are created when a human is exposed to highly radioactive material. Depending on the level of radiation it will either kill them outright or slowly poison them over a period of time. A small number of those slain by radiation will return to life as a Radiation Zombie.

Bestiarum Vocabulum Monstrous Plants
Wraith: Darkshade plant over use.

Darkshade
This small species of nightshade is popular in some circles, because eating the purplish-blue berries allows a person to speak with the dead. There are some restrictions, however: the speaker must remain within five feet of the burial site and a conversation can last no more than an hour. Despite the latter constraint, the speaker can ask as many questions as she wants.
Although very beneficial, the berries must be used sparingly and infrequently. They are relatively toxic, inflicting 2d6 points of damage (save versus poison for half), but, worse, overuse can be deadly. A single spirit may be woken once per season without danger — if allowed sufficient rest. Waking it more often, or speaking to it for more than an hour… annoys… a spirit. Its features darken and the surrounding air crackles as the spirit transforms into a wraith. This takes one round, after which the undead tries to kill its persecutor before stalking other living creatures.

Brave the Labyrinth 4
Undead: Chaotic Raise chaos magic spell.
Zombie: In traditional fantasy role-playing, zombies are shambling undead corpses who have been given life via unholy magic—whether arcane or divine.
Magical Experimentation: In this instance some form of magical incantation or alchemical formula has transformed the victim into a zombie. Maybe a foolish wizard consumed a potion whose reagents had fouled or a mad sorcerer animated a corpse with magical energy
No Room Left in Hell: Worst of all, what if the lower planes where the souls of chaotic creatures and vile things are condemned to go after they die is now brimming with so much evil that there is no more room? With no place for these horrid souls to go, they rise from the grave and carry out their malicious desires in reanimated corpses driven by their own hatred for the forces of law and good.
If the virus does not remain dormant in the target's system until they die then they simply rise as a zombie 1d12 rounds after the victim dies. If the virus is fast acting, the target becomes a zombie within 1d4 rounds after being exposed to the virus. If the virus is degenerative, the target takes 1d6 hit points of damage each day until they are dead. Within 4d6 hours of death via this degeneration they rise again as a zombie.
Generally speaking, regardless of how the virus is passed between victims, the target should be entitled to a saving throw vs. disease to resist the effects. However, particularly potent strains may impose a penalty to this save of up to -4.
It is up to each individual referee whether or not the zombie virus can be cured by a cure disease spell, though it is highly recommended to avoid such an easy fix. Generally speaking, short of a wish, the zombie virus should be incurable.
Bite: In this case, the disease is passed on when the zombie bites an individual and that person is not slain.
Airborne: The plague is spread merely by proximity. Anyone who comes within thirty feet of a zombie must make a saving throw vs. disease or else contract the virus and rise as a zombie after death.
Ingesting: Whether a poison or some kind of fouled food, the virus is passed on when the target consumes something that carries the disease. They must make a saving throw every time they consume an item that is carrying the virus.
Spore: This rare fungus grows in dungeons and when disturbed it releases spoors into the air. Anyone within 30' of the spoors must make a saving throw vs. disease or contract the virus.
Magical: The virus is contracted via arcane (or divine, at the referee's discretion) spellcasting. Any time a character casts a spell, they must make a saving throw or risk contracting the virus.

Chaotic Raise
During combat, the shaman may bring back a fallen comrade. The target rises the round after the spell is cast as an undead version of its previous self (meaning a cleric may attempt to Turn it), with max hit points. The Labyrinth Lord is free to choose the type of undead, depending on the party's level.

Challenge of the Frog Idol
Wolf Ghoul: ?
Giant Catfish Zombie: ?

Wight: ?
Zombie: ?

Class Compendium
Skeleton: When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.
Animate Dead spell.
Zombie: When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.
Animate Dead spell.
Wight: When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.
Vampire: When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.
Eidolon: Not all who are slain find peace. Many cannot release their hold on the mortal life and linger as spirits with unfinished business. Driven to complete these incomplete obligations, they can find no peace until their business is complete. They are the restless spirits bound to the land of the living by a thread of passion.
All Eidolons are driven to continue their tortured existence by an all consuming passion. This passion must be selected at character creation and cannot be changed. Whether it's a quest for revenge, the desire to recover a long lost artifact or to protect a loved one who still dwells amongst the living – this is the very desire which drives the Eidolon to exist. The exact nature of this passion is up to the player and must be agreed upon by the Labyrinth Lord.
At the Labyrinth Lord's discretion, player characters who are slain may rise again as 1st level Eidolons. These characters lose all of the previous abilities associated with their class. Former thieves cannot pick pockets and former magic-users cannot cast spells, for example.
If the Labyrinth Lord offers the option for a slain character to become an Eidolon, that character must first succeed in a Saving Throw vs. Death based upon the level and class had when they were alive. If successful, they rise in 4d6 hours as a 1st level Eidolon. The player of newly reborn Eidolon and the Labyrinth Lord will need to work together to determine the character's Driving Passion.
Only player characters with a Wisdom of 12 or higher have the option of becoming Eidolons.

Animate Dead
Level: Cultist 3, Metaphysician 3 (Divine) or 5 (Arcane), Thopian Gnome 5, Wild Wizard 5
Duration: Permanent
Range: 60'
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them. The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.

COA01: The Chronicles of Amherth
Undead: Laelo burial practices include elaborate funerals that end in cremation—if not, Laelo dead always return as undead.
Ashogarr: Ashogarrs are the remains of drowning victims, particularly those killed by murder or neglect.
Matroni: ?
Yukree: ?

COA02: Ghoul Keep and the Ghoul Lands
Lorrgan Makaar: In ages past, when the great Kingdom of Mor fell into ruin, the sorcerer-baron Lorrgan Makaar fled to his ancient palace fortress, but was unable to escape the dark magics unleashed during the destruction of the Great City. Makaar soon succumbed to a strange sickness that left him bedridden for days. Fearing their lord to be cursed, his followers began to desert him, one by one, until at last he was alone. When Makaar awoke from his fever, he found that he was no longer fully human. Lorrgan Makaar had become an unholy ghoulish creature of great power.
Arkaan Makaar: ?
Dala Makaar: ?
Jaheen Makaar: ?
Urgen Makaar: ?
Morrow Makaar: ?
Wukrael Qalor: ?
Bonewraith: A bonewraith is an undead monster formed from the restless spirits of fallen soldiers.
Ghoul: ?
Ghoul Reaver: Humans slain by a warrior ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.
Humans slain by a shadow ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.
Humans slain by a sorcerer ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.
Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghoul Reaver Ghoulaqi: ?
Ghoul Warrior: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghoul Shadow: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghoul Sorcerer: Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.
Ghast: ?
Gahoul: Once in a great while, one of Lorrgan Makaar’s human wives dies while giving birth to an abominable blend of human and ghoul known as a gahoul.
Traask The King's Steed: Some say the dragon was once Makaar’s archenemy, while others say it was once the mate or child of the great blue dragon A’tan Hellise.
Irik Utal: This sarcophagus is decorated with numerous carvings depicting Ghoul Keep as well as Utal’s numerous victories. The remains of Irik Utal lie within. Unknown to any save the sorcerer ghoul Jexahl Ta, Irik Utal has slowly begun to reanimate, and if he awakens fully, he may become a powerful undead, perhaps even a lich. The effect of his reawakening is left for the Labyrinth Lord to decide.
Mummy: Seven sealed crypts line the walls of this chamber. These are the final resting places of former wardens of Ghoul Keep. Each crypt contains Hoard Class XXI, but each crypt opened causes the remains to animate as a mummy in 1d4 days. The mummy hunts down the character(s) who disturbed its peace and does not rest until it is slain.
Undead Purple Worm: ?
Zombie: The crab’s operator piloted it out of the sinkhole before succumbing to his injuries. He has since reanimated as a zombie and attacks anyone who opens the hatch.
Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds.
Cal Waruk: ?
Lek Mercan: ?
Lek Agheer: ?
Aag Aat: ?
Jexahl Ta: ?
Skeleton: Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds.
Raltus the Undying: Raltus the Undying is the avatar of the Kalitus Corpi undead cult.

DF To Light the Shadows
Zombie: ?
Skeleton: ?
Ghoul: ?
Undead: Masque of the Tomb King

Masque of the Tomb King – This unholy relic allows creation of and control over the undead.

Divine Test of Hel
Vampire: ?
Draugr: ?

Divinities and Cults
Undead: Cleric of Hel Drain Life Side Effect
3. I Stab at Thee! If slain by the life-draining process, the victim reanimates as an undead creature, of equal HD to the level it had in life, hel(l)-bent on getting its life force back from the recipient! It attacks until destroyed.

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

Dungeon Full of Monsters
Anamhedonic Ghost: ?
Nuns of the Bone Goddess: But even though they were slaughtered and their monastery was destroyed, the nuns remained unvanquished. For they had taken up worship of the Bone Goddess, and she would not let mere death prevent her followers from attending to her sepulchral bidding.
The Abbess: ?
Blackbone Abbess: ?
Blackbone Nun: ?
Flagellant Nuns: ?
Rhinocorn Wraith: When the civilization of Southern unicorns collapsed, it left behind more than just cursed carcasses. Some rhinocorns refused to take their rage and sorrow with them into death, and so that rage and sorrow became their ghosts.
Snake Eyes: Two hundred thousand years ago, a nation of warriors built a city upon a river whose name has long been lost in time. Such is the weight of years that the river itself was gone before recorded time, leaving only a blasted wasteland full of cracks and fissures and the poisonous smoke that seeps forth out of them. No hint of that ancient city or its people is left, save one—their greatest champion, the best of the best, remains. Now he is only a giant flying head, with snakes for eyes, wings that flap behind him, and a pair of dangling, gangrenous arms hanging down below his chin, each one bearing an ancient sword made of bronze.
Burning Zombie: ?
Calcified Zombie: Some zombies have been in the caves beneath Skull Mountain for so long that the limestone has accumulated on them, forming a stony crust over their rotten muscles.
Compound Zombie: ?
Cult Zombie: When death cultists die, their bodies become cult zombies and continue their work.
Exploding Zombie: ?
Fight Zombie: It is hard for dead, rotting fl esh to maintain the alacrity and drive it had in life, but for some corpses, the animating rage inside them burns brighter than it does in others.
Fungated Zombie:
Guardian Zombie: After 6 months, a cult zombie becomes a guardian zombie.
Hydra Zombie: ?
Hydra Zombie Revenger: ?
Hydra Zombie Revenger The Butler: ?
Hydra Zombie Revenger The Critic: ?
Hydra Zombie Revenger The Pastor: ?
Hydra Zombie Revenger The Victim: ?
Mass of Zombie Limbs: An imitation of either the mass of limbs or the tentacle man (or both, perhaps?), these hideous collections of arms and legs sewn together show the death cult has imagination, if not a conscience or any shred of humanity left.
Monastic Zombie: ?
Plague Zombie: ?
Slow Zombie: When lesser necromancers create zombies, the result is too-often a slow, shambling mockery of a true zombie.
Vat Zombie: ?
Harlan Blackhand: Harlan Blackhand used to let the death cultists store bones in these catacombs, and they would practice animating undead here. They still keep the place tidy.
He built his sanctum on the ruins of Drakdagor’s old tower, and took a fateful plunge from which there is no coming back—he became a lich.
The death ritual was performed at midnight, under the full moon. Harlan slaughtered half a village as payment to the gods of death. All that the survivors could remember about Harlan were his hands, dripping black with blood in the moonlight. It was not his first foray into wanton murder and destruction, and it would not be his last.
The Lich Sorceress: ?
The Flowered King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Jewelled King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Iron King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Vampire King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The first of the Monster King’s royal “trophies,” the Vampire King was subjected to a debased form of vampirism before being entombed.
The Wolf King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
Skeleton of the Catacombs: The arcades are full of bones, which sometimes spill out into the hall. For each living person that enters the hall, there is a 1 in 6 chance that some of these bones will animate and attack (roll dice equal to the intruders, any 1s indicates an encounter with 1d8 skeletons).
Unruly Skeleton: ?
Ghost: The ghosts of people whose bodies were thrown into the spawning pit congregate here, and some become visible.
These are the souls of people killed by the skinwearers and the iridescent globes.
Zombie: The round after a Bleeding Man has been slain, there is a 1 in 3 chance that he rises again, regaining 1d6 hit points and leaping back into the fight. If he is not killed again, he becomes an undead zombie (but does not gain additional hit points).
In this huge cave is a deep, wide pit, into which the death cultists throw dead things. Inside the pit, they knit themselves together and climb out as zombies, amalgamated from the corpses of myriad beings.
Bone Guardian: ?

Flower Liches of the Dragonboat Festival
Flower Ghoul: ?
Penanggalan: ?
Touhou: ?
Lacedon: ?
Flower Lich: ?
Carnation: ?
Datura: ?
Hyacinth: ?
Japhet: ?
Nightshade: ?
Flaming Zombie: ?
Wraith: ?

Ghosts The Incorporeal Undead
Undead: The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane.
Ghosts: The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane. Incorporeal undead – ghosts – are the souls of the dead animated solely through this energy, having no true physical body present on the Material Plane.
Each ghost is unique or nearly so in its origin; sometimes groups of ghosts, known as scares, arise en masse when there is mass murder, battle, or other wanton and horrific slaughter. These ghosts often have commonalities in abilities, such as the ghosts of a party of adventurers who were all slain by the same dragon; or the ghosts of a family caught in a volcanic explosion; or the ghosts of a band of vikings who all sank with their ship in a storm; and so on.
Ghosts are not real, in either the physical or spiritual sense. They are reflections of tragedy and evil, which occurred on the Material Plane, of such terror and horror that the psychic energies of the deceased blew through the Ethereal Plane into the Negative Energy Plane, and there engendered a node of negative energy. That node of negative energy tethers the soul of the deceased in the Ethereal Plane, keeping the soul from passing on to its final rest, whether that is in the Celestial Realms, the Netherworlds, or the Hells.
Ectoplasm from an ancestral ghost, if consumed, grants the consumer a chance of discovering ancestral secrets and secrets of living relatives of the ghost. The chance of discovering a secret of random sort is 10% per ounce of ectoplasm consumed in one go. The imbiber then falls into a deep sleep for 1d6+6 turns, during which he (potentially) dreams of the secrets of the living and the dead. If the imbiber fails to gain any secrets, he must make a saving throw versus Death; if the save fails he remains stuck in the coma, having horrible nightmares of the ghost’s ancestors and relatives, for a number of days equal to the hit dice of the ghost. At the end of this time another saving throw is required; failure indicates the victim dies, to rise again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost.
Four ounces of child ectoplasm acts as per a potion of longevity when imbibed. Each time child ectoplasm is consumed, however, the imbiber must roll percentile dice against the number of ounces of child ectoplasm he has consumed in his lifetime. If the roll is less than or equal to the total number of ounces consumed, all reversal of aging is undone; additionally, the imbiber must make a saving throw versus Death. If the save fails, the imbiber not only has all the reversal of aging undone, he also ages a like number of years! This reversal of aging happens instantly. If this aging then ages the imbiber to death, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Four ounces of damned ectoplasm provide the consumer with a limited form of immortality, should he survive consuming the ectoplasm. First, upon consuming the ectoplasm, the imbiber must make a percentile roll against the total number of ounces of damned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he dies, and rises again 24 hours later as a ghost with hit dice equal to of half his level (rounded up).
If he passes through the percentile check without needing to make a saving throw, or if he succeeds in his saving throw, the next time he is slain, his soul does not go on to its eternal reward or damnation…
First, upon death, his body (not including any equipment) instantly warps itself into the Deep Ethereal, wreathed in a protective cocoon of ectoplasm. There it remains, floating and bobbing, for a number of days and nights equal to the deceased’s maximum hit points, healing 1 hit point per day and night.
Upon the night he reaches full hit points, the deceased bursts forth from the Ethereal Plane into the Material Plane, nude like a newly-born babe and covered in generic ectoplasm. He appears in whatever place he last considered the safest, whether that was his home, a castle, or an inn. He then loses a single life level. If this loss slays him he returns 24 hours later as a ghost with hit dice equal to half his original level (rounded up).
Consuming four ounces of blast ectoplasm enables the imbiber to vomit forth a jet of sticky, slimy ectoplasm, with the same range and effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of blast ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Blast special ability.
Consuming four ounces of touch ectoplasm enables the imbiber to make a touch attack of sticky, slimy ectoplasm, with the same effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of touch ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Touch special ability.
Four ounces of entropic ectoplasm is equal to a potion of longevity, with the salient differences being that the percentage checked each time entropic ectoplasm is consumed is equal to the number of ounces of entropic ectoplasm the imbiber has consumed in total, and that if the imbiber fails to reverse his aging and instead ages, if he dies he rises again as a ghost with hit dice equal to half his level, rounded up, and possessing the Entropic Attack ability.
An imbiber of magician ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spellcasting ability possessed by the ghost that provided the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of magician ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
An imbiber of priest ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spell-casting ability possessed by the ghost that provided the ectoplasm.
Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of priest ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Any being that is slain through the ghost’s keen ability rises again 24 hours later as a ghost of hit dice equal to its level, up to half the hit dice of the ghost who slew it.
Four ounces of lifelike ectoplasm enable the imbiber to polymorph into a ghost of hit dice equal to his own; the effect lasts no longer than 1d6+6 turns. When the imbiber tries to transform back into a living being, however, the imbiber must make a percentile roll against the total number of ounces of lifelike ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he is truly dead, and is stuck as a ghost!
Four ounces of negative energy blast ectoplasm enables the imbiber to employ the negative energy blast attack of the ghost that provided the ectoplasm. The imbiber must use the attack within 1d6+6 turns of imbibing the ectoplasm. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of negative energy blast ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber suffers the damage of the attack.
If he dies through this damage, he rises again 24 hours later as a ghost with the Negative Energy Blast power, with hit dice equal to half his level, rounded up.
Four ounces of possession ectoplasm enables the imbiber to possess a victim much as above, save that the imbiber’s original body falls into a coma-like state while the possession is ongoing. The imbiber’s body, like that of the victim, need not eat, drink, sleep, or breathe while the imbiber continues to possess the victim. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of possession ectoplasm he has ever imbibed when ending a possession; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, when the possession ends the imbiber’s soul fails to return to his body, his body dies, and he is trapped bodiless as a ghost with hit dice equal to half his level, rounded up!
Imbibing four ounces of immunity ectoplasm makes the imbiber immune to the energy sources the ghost was immune to for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of immunity ectoplasm he has ever imbibed, of whatever immunity types; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm has a completely inverted effect, instantaneously and internally causing the type of damage against which the imbiber sought to gain immunity. The imbiber suffers 1d6 points of the appropriate type of damage per hit die of the ghost who provided the ectoplasm. If this damage kills the imbiber, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.
Victims of a Spectral Music Ghost's song’s effects that perish as a direct result of those effects while the song is still playing must make a saving throw versus Death; failure indicates that they rise again 24 hours later as a ghost with hit dice of half their level, under the control of the Spectral Music ghost who killed them with its music.
Four ounces of teleport ectoplasm enable the imbiber to use the teleport spell once within 1d6+6 turns of imbibing the ectoplasm. Upon teleporting, if the imbiber ends up coming in low, he not only dies, he immediately rises again as a ghost of hit dice equal to half his level, rounded up.
Special ectoplasm, from ghosts with ghostly special abilities, can also be consumed as-is to provide the imbiber with special abilities. The use of ectoplasm in this way is often considered foolhardy by clerics and magic-users alike, as it often leads to the death of the user and/or his friends, and often to the creation of more ghosts. This is especially true of ectoplasm from the more powerful ghosts…
Bestow Curse spell.
Spawn Ghosts spell.
Ghost Generator magic item.
Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up.
Improper use of a Robe of Etherealness saving throw failure by 16+.
Lesser Ghost: Lesser ghosts are weaker, only able to generate a fear attack though an enervating touch, and are usually created through tragic violence, by mortals being slain by another more powerful ghost.
Greater Ghost: Greater ghosts are more powerful, able to drain life force through a cold-based touch, and usually result from the soul of an evil being rising again after a violent death; through a tragic death where a major life goal remained unfulfilled; or otherwise through treachery, evil magic, or the worship of dark gods.
Presence: Presences usually arise from weak-willed and petty beings who liked to resolve disputes using physical threats and bullying. Murdered children also often end up as presences, not having the will or resolve to maintain a greater hold on the Material Plane.
If a presence slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence.
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater).
If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).
A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Apparition: Apparitions are generally more powerful and intelligent than presences, having a stronger will in life or, perhaps, merely a more tragic and thus more powerful death.
If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater).
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).
A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Lost Soul: If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).
If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Wraith: Wraiths are usually born of fear, anger, hatred, and violence. In life they were often warlords, kings, magicians, priests, or other mighty and powerful beings who coveted ever more wealth and power. They made deals with dark forces and, for their efforts, grew great in power, but even greater in evil… and when death came to claim them, they sought even to avoid that great equalizer, and lived on in the form of the dreaded wraith.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Haunt: Haunts are born of pain, suffering, loss, and tragedy. Most haunts shuffled off from the mortal coil with some great task or project uncompleted; this might be something as simple as finishing a journey to as complex and grandiose as building an empire.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.
Spectre: Spectres are essentially more powerful versions of wraiths – usually born out of hatred, anger, lust, or violence begotten of the desire for ever more wealth and power. Most spectres died a violent death – stabbed in the back by daggers, cut to pieces by blades, burned alive by magic, or even drained of life by other undead.
Few if any spectres just happen to rise from the dead – most are made, through the terrible violence and evil of their lives and their deaths.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Spirit: Spirits are the malevolent ghosts of petty, treacherous, and cruel men and women who were slain through treachery by their allies, slaughtered by those they wronged, or killed themselves out of spite for the world around them.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Wyrd: Wyrds are to spectres as spectres are to wraiths – even more powerful and potent ghosts of the angry, powerful, unquiet evil dead sort. Wyrds, however, result specifically from powerful persons that enjoyed causing pain, suffering, and death in their lifetime; thus their strong and potent connection to the Negative Energy Plane that allows them to drain life force at a prodigious rate and often en masse.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Phantom: Phantoms are born of the tragic and violent death of an innocent victim, usually one who was powerful, respected, and often much-loved, but was betrayed by his family, friends, and followers. The horrific experience causes the soul of the deceased to rise again as a phantom, often hateful now of all living things, with a burning desire to wreak vengeance upon those who turned on him. Thus, in many ways, they are more potent versions of haunts.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Geist: Geists are the most powerful of all the ghosts, and arise only from the most evil, vile, and despicable of men and women – kin-slayers, regicides, mass murderers, grand apostates, and cosmic blasphemers. As every geist has a unique origin, so every geist is unique in appearance and powers.
When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.
Acid Ghost: This ghost met his mortal end through an unpleasant encounter with acid, such the breath of a black dragon, a large vat of acid in a wizard’s laboratory, or some other similar toxic goo that burned and melted its mortal form.
As the ectoplasm of an Acid Ghost is mixed with its acid, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually ingests acid; he suffers 1d6 points of acid damage per ounce consumed with no saving throw. If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up.
When four ounces of acid ectoplasm are imbibed, the imbiber is able to vomit a line of acid similar to that produced by the ghost who provided the acid. Consumed this way, the ability to vomit the acid lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of acid ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the acid burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm.
If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up.
Alien Ghost: Alien Ghosts, also known as Space Ghosts, are ghosts of beings from worlds beyond the knowledge of mortal men. These are ghosts of beings from other worlds, where the bipedal form is unknown, skies are purple and water mauve, and motile flora harvests sessile fauna.
Alien ectoplasm allows the imbiber to do whatever the Alien Ghost who provided it did, within the Labyrinth Lord’s judgment. However, it is very dangerous to use. Every time it is imbibed, the imbiber must make a saving throw versus Spells; upon failure, he is polymorphed into the original alien species from whence the Alien Ghost arose. This process requires 1d6 turns, during which the victim is in extreme pain and unable to take any actions. If the alien species is unable to survive on this world, then the newly-formed alien dies… and rises again as an Alien Ghost with hit dice equal to half the level of the victim, rounded up.
Ancestral Ghost: ?
Animal Ghost: This ghost is either the ghost of an animal, in which case it can only take on the form of an animal, or a humanoid ghost that can take on animal form, in which case it can take on humanoid, animal, and hybrid form.
Myrkridder: Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost.
Armored Ghost: ?
Blinking Ghost: ?
Bloody Ghost: Victims slain through drowning by a Bloody Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Bloody Ghost under the control of their slayer.
Chained Ghost Earthly Remains: ?
Chained Ghost Location: ?
Child Ghost: This ghost is the ghost of a child.
Cursed Ghost: This ghost was created through the application of the bestow curse spell, cast upon the body of the deceased within one turn (10 minutes) of death. The ghost is in all respects the same as other ghosts, with the limitation that it cannot attack the caster of the curse that created it. Cursed Ghosts can also be created through the cursed scroll of the unholy spirit.
Daywalker: ?
Demon Ghost: This ghost is the ghost of a demon that delved too deeply into the Negative Energy Plane seeking dreadful power and eldritch wisdom. It was blasted by that power, with the tattered remnants of the demon’s Chaotic soul impressed into the Material Plane as a ghost.
Dream Killer Ghost: Imbibing four ounces of dream ectoplasm enables the imbiber to effectively become a Dream Killer ghost with their normal, everyday abilities, armor, weapons, and so forth. Their soul leaves their body in ethereal form, and the imbiber may then seek out and attack a sleeping target exactly as above. The imbiber gets a number of chances to initiate dream combat equal to the hit dice of the ghost that provide the ectoplasm. Unlike a true Dream Killer ghost, if the imbiber dies in the dream combat, he dies for real. And in such cases, rises again 24 hours later as a Dream Killer ghost with hit dice equal to half their level, rounded up.
Drowned Ghost: This ghost resulted from a violent and horrific drowning, usually as a form of murder, though sometimes by tragic accident.
Victims slain through drowning by a Drowned Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Drowned Ghost under the control of their slayer.
Imbibing four ounces of drowned ectoplasm enables the imbiber to create and control water as though the imbiber were a Drowned Ghost with the hit dice of the ghost that provided the ectoplasm. The effect lasts for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of drowned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, water begins pouring out of the imbiber’s mouth as his lungs fill. Each round for 1d6+6 rounds the imbiber must make a saving throw versus Death; failure indicates he begins drowning, as above. If he drowns, he rises again 24 hours later as a Drowned Ghost with hit dice equal to half his level, rounded up.
Drunken Ghost: This ghost died due to excessive drinking of alcohol, died while he was drunk, died by drowning in alcohol, or died while wishing he had one more drink of alcohol.
There is no magical benefit to be gained from imbibing Ecto-Nog, the ectoplasm left behind by a Drunken Ghost, beyond the pleasure of drinking the purest form of alcohol known to man (though it still falls short of the nectar of the gods). For that is what the ectoplasm of a Drunken Ghost is, pure, distilled alcohol, otherwise known as “Ghostshine,” or “Haunted Hooch.” A single small shot of one ounce of Ghostshine is as potent as 1d6 mugs of beer, glasses of wine, or shots of other spirits per hit die of the ghost who provided it.
Needless to say, Ecto-Nog can be lethal, if consumed in too great a quantity (or too great a quality). How this works depends on the method you use in your own campaign regarding alcohol. Generally, if more equivalents of mugs/glasses/shots of normal alcohol are consumed than the Constitution score of the imbiber, the imbiber must make a saving throw versus Poison; failure indicates that the imbiber passes out, drunk, instantly. Failure with a Natural 1 indicates that the victim dies of alcohol poisoning 1d6 turns later, and rises again immediately as a Drunken Ghost with hit dice equal to half their level, rounded up.
Embodied Ghost: Embodiment is a curse on ghosts, sometimes enforced by the gods, other times by necromancers, and more rarely by more powerful ghosts.
Bestow Curse spell.
Environmental Ghost: Consuming four ounces of environmental ectoplasm allows the consumer to have the same abilities and powers… and limitations… as the ghost of that environment for 1d6+6 turns. Essentially, it sets up the imbiber as the anti-ghost of that environment. The imbiber is able to see that ghost, even if it is on the Deep Ethereal, and can attack it as though he were also on the Ethereal Plane (as he is, within the limits of the ghost’s environment). If the environment suffers damage, so does the imbiber; however, if the imbiber dies, nothing happens to the environment. If the imbiber dies while under the effect of the ectoplasm, he rises again immediately as an Environmental Ghost tied to the same environment, of hit dice equal to half his level rounded up, and must make a saving throw versus Spells; failure indicates that he is under the control of the original ghost of that environment.
Fast Ghost: ?
Fiery Ghost: This ghost’s mortal form died a fiery death, likely burnt at the stake, fried by a fireball, or charred to ashes by dragon’s breath.
When four ounces of fiery ectoplasm is imbibed the imbiber may cast a fireball equal to that of a magic-user with as many levels equal to the hit dice of the ghost that provided the ectoplasm. Consumed this way, the ability to cast the fireball lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of fiery ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Fiery Ghost with hit dice equal to half his level, rounded up.
Friendly Ghost: Friendly Ghosts died a tragic and sometimes violent death, though during their lifetime they were not Evil, and quite Good, and though empowered by the Negative Energy Plane, have (as yet) resisted the eldritch Evil of that power.
The souls of Friendly Ghosts are, in fact, impressed upon by both the Negative Energy Plane and the Positive Energy Plane, placing their ethereal existence in a state of flux.
Frightening Ghost: ?
Frost Ghost: This ghost died of frostbite, or from an ice storm, or in the chilly stream of the breath of a white dragon. The ghost’s horrific death molds it in undeath, as the ghost is even colder than the typical ghost.
Four ounces of frost ectoplasm enables the imbiber to cast a cone of cold at a level equal to that of a magic-user with as many levels as hit dice o the ghost who provided the ectoplasm. Consumed this way, the ability to cast the cone of cold lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of frost ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm freezes the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Frost Ghost with hit dice equal to half his level, rounded up.
Ghost Lover: Sometimes also known as a Ghost Bride, Ghost Groom, Ghost Wife, or Ghost Husband, this ghost died as a direct result of a love affair, whether licit or illicit, public or private, mutual or unrequited.
Ghost Magician: This ghost was a magic-user in life, and retains the ability to use magic spells in death.
Ghost Priest: This ghost was a cleric in life, and retains that status after death.
Ghost Ship: ?
Ghost Sovereign: This ghost rules over and commands other ghosts with ease, either through legitimate royalty or nobility that carried over into undeath, or through sheer force of will and power.
Ghostly Head: If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost. When the victim’s head rots away completely, the ghost of the head rises as a Ghostly Head.
Guardian Ghost: This ghost is cursed to act as the guardian of a person, place, or thing.
Note that if the Guardian Ghost is also a Friendly Ghost, it might not be cursed, but act as a guardian out of the kindness of its heart. If the ghost is a Ghost Lover, it might not be cursed, but merely guarding the life of its erstwhile lover.
Headless Ghost: This ghost lost his head in the process of dying and becoming a ghost.
If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost.
Hungry Ghost: This ghost is the soul of someone who died of hunger; or who was wealthy and caused others to die of hunger through their actions; or ironically, was both wealthy and caused others to suffer hunger, then died of hunger themselves. Other forms of greed and even gluttony might cause a ghost to rise as a Hungry Ghost.
Hypnoghost: ?
Keening Ghost: Four ounce of keening ectoplasm allows the imbiber to perform a keen, as per the ghost who supplied the ectoplasm. The imbiber must keen within 1d6+6 turns of imbibing the ectoplasm. The imbiber has no immunity to the keen, and thus must make a saving throw versus Spell; if the save fails, the imbiber dies. If the imbiber is slain through a keen performed in this manner, he rises again as a free-willed Keening Ghost with hit dice equal to half their level when living, rounded up.
Laser Ghost: This ghost died when it was struck by lasers – including the light of a prismatic spray spell (these ghosts are also known as Prismatic Ghosts).
When imbibed, four ounces of laser ectoplasm enables the imbiber to cast a prismatic spray at a level equal to that of an illusionist with as many levels as the hit dice of the ghost that provided the ectoplasm. The ability to cast the prismatic spray lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of laser ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm sets off the spray on the insides the imbiber, who suffers the full effects of the prismatic spray with no saving throw. If he dies through this damage, he rises again 24 hours later as a Laser Ghost with hit dice equal to half his level, rounded up.
Lifelike Ghost: ?
Lightning Ghost: This ghost died when it was struck by lightning – natural lightning, the lightning breath of a dragon, the lightning bolt of a wizard, or perhaps the lightning strike of druid.
Four ounces of ectoplasm enables the imbiber to cast a lightning bold at a level equal to that of a magic-user with levels equal to the hit dice of the ghost that provided the ectoplasm. The ability to cast the lightning bolt lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of lightning ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm shocks the insides the imbiber, who suffers 1d6 points of damage hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Lightning Ghost with hit dice equal to half his level, rounded up.
Monster Ghost: This ghost is the ghost of a monstrous creature (not an animal, demon, or humanoid). Dragons, giants, chimeras, lamias, nagas – just about any Chaotic monster is apt to become a ghost, as are a few Lawful or Neutral types who die tragic deaths.
Nanny Ghost: ?
Butler Ghost: ?
Manservant Ghost: ?
Maid Ghost: ?
Servant Ghost: ?
Nightmare Ghost: Imbibing four ounces of nightmare ectoplasm allows the imbiber’s spirit to leave their body and enter the Ethereal Plane; they can then manifest on the Material Plane as a Nightmare Spirit, effectively as a ghost of the same hit dice as the ghost who provided the ectoplasm. The spirit of the imbiber remains a ghost for 1d6+6 turns, and possesses all the basic abilities of the ghost who provided the ectoplasm, plus the Nightmare Ghost special ability. If the spirit of the imbiber does not return to his body by the end of the duration, or if the spirit is slain in ghost form, the imbiber rises again immediately as a Nightmare Ghost, with hit dice equal to half his level, rounded up.
Pipeweed Ghost: This ghost died from smoking too much pipeweed (such as via pipelung), or died from the secondary effects of a magical form of pipeweed, or simply died while smoking pipeweed and his last thoughts were, “I wish I could have smoked more pipeweed…”
This ectoplasm, naturally, invariably takes the form of a pipeweed-like material. Pipeweed ectoplasm must be smoked for it to have any effect. One ounce is enough. When smoked, the smoker must make a saving throw versus Spells; if the save succeeds, the smoker gains the ability to breathe out a cloudkill spell, exactly as per the ghost that provided the ectoplasm.
If the saving throw fails, the smoker must check out the results of the failure on the Pipeweed Ectoplasm Failure Table. This result is modified by a number equal to the hit dice of the ghost that provided the ectoplasm; add the hit dice to the total amount by which the smoker failed his saving throw.
Pipeweed Ectoplasm Failure Table
Failed by Effect
1 to 5
Sleepy: The smoker falls into a deep coma for a number of hours equal to the hit dice of the ghost that provided the ectoplasm.
6 to 10
Freaked: The smoker must make a saving throw versus Spells against fear, using the Fear Effects Table and the hit dice of the ghost that provided the ectoplasm as a penalty to the saving throw. If the saving throw succeeds, the victim suffers effects as per sleepy, above.
11 to 15
Buzzed: The smoker is confused, as per the spell, for 1d6 rounds per hit die of the ghost that provided the ectoplasm.
16-20
Harshed: The smoker goes berserk, attacking anyone he sees with full ability, using all spells and powers to try to kill whatever he can see. This effect lasts for 1d6 rounds per hit die of the ghost that provided the ectoplasm.
21+
Possessed: The ghost that provided the ectoplasm, provided it has not been destroyed, arrives from wherever it might be and instantly possesses the victim, as though with the Possess the Living ability (no saving throw). If that ghost has been destroyed, another Pipeweed Ghost has a chance to pop in and possess the victim immediately, though the victim gets the usual saving throw against this effect, with a penalty equal to half the hit dice of the original ghost, rounded up.
In addition, every time he smokes pipeweed ectoplasm, the smoker must make a percentile roll against the total number of ounces of pipeweed ectoplasm he has ever smoked; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, he has contracted a severe and debilitating form pipelung, a disease that often afflicts pipeweed smokers. This version of the disease causes the victim to be unable to heal naturally or magically, except through the use of the cure disease spell to remove the disease entirely. He suffers one hit point of damage every day. Every week he loses one point of Strength, Constitution, and Dexterity. If the disease is not cured with magic, the victim eventually dies of the effects; 24 hours later he rises again as a Pipeweed Ghost, with hit dice equal to half his level, rounded up.
Plague Ghost: Consuming four ounces of plague ectoplasm allows the imbiber to possess a victim as though he were a Plague Ghost with hit dice equal that of the ghost who provided the ectoplasm. When the ectoplasm is consumed the imbiber’s soul rises from his body like a ghost; the body remains in a coma, much as with the magic jar spell. The imbiber then has one chance to possess a target within 1d6+6 turns; if he fails, his soul is drawn back to his body instantly.
If he succeeds, then he must remain possessing the victim as long as he wishes for the victim to be plagued. If the imbiber remains possessing the victim at the point of death, the imbiber must make a saving throw versus Death; if the save fails, the imbiber also dies, and rises again immediately as a Plague Ghost with hit dice equal to half his level, rounded up. Otherwise he is free to return to his own body.
Poison Ghost: This ghost met his mortal end through poison – perhaps in a wine cup among erstwhile friends, or slain by a poison needle trap, or envenomed by a snake or spider, or through the breath of a sea dragon.
As the ectoplasm of a Poison Ghost is mixed with its poison, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually poisons himself as per the contact poison, above, with no saving throw, and suffering 1d6 points of poison damage per ounce consumed. If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up.
Four ounces of poison ectoplasm enables the imbiber to spit a ball of poison equal to that of a ghost with as many hit dice as the ounces of ectoplasm the imbiber consumed. Consumed this way, the ability to spit a ball of poison lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of poison ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the poison ball explodes inside guts of the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm.
If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up.
Poltergeist: ?
Radioactive Ghost: This ghost died through radioactive mishap, either through exposure to excessive natural radiation; magical radiation attack; radioactive blast from a radiation gun; walking through a radioactive crater; or by being caught directly in a nuclear explosion.
It is a bad idea to imbibe radioactive ectoplasm, as no known magic or science can separate out the radiation from the ectoplasm. Any living being that imbibes radioactive ectoplasm suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm per ounce, with no saving throw against the damage. If the imbiber dies through this damage, he rises again 24 hours later as a Radioactive Ghost with hit dice equal to half his level, rounded up.
Robotic Ghost: This is the ghost of a robot, android, clockwork being, golem, living statue, or some other mechanical or magical construct that was tragically destroyed through mischance and/or violence. Rarely, such creations develop a mind and soul of their own; often in such cases, when their physical existence ends in horror and tragedy, the soul lives on with no place to go, as there are few gods that would claim such a soul for their own.
Shackled Ghost: ?
Shrouded Ghost: ?
Skull Thrower Ghost: Four ounces of this ectoplasm enables the imbiber to form and throw an ectoplasmic bomb in exactly the same fashion as the ghost that provided the ectoplasm. The bomb must be thrown within 1d6+6 turns of consuming the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of skull thrower ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. A failed save indicates that the bomb goes off in the imbiber’s hand, dealing its damage to the imbiber. If the imbiber dies in this fashion, the imbiber rises again immediately as a Skull Thrower Ghost, with hit dice equal to half his level, rounded up.
Spectral Music Ghost: ?
Spectral Steed: ?
Stuck in Time Ghost: If a newly-risen ghost was slain by a ghost that is Stuck in Time, the new ghost must make a saving throw versus Spells; if he fails, he joins his maker in whatever vignette of death and mayhem the creator is stuck.
Tasked Ghost: This ghost died with an unfinished task that now ties it to the mortal plane. This might be something as simple as making a journey from one side of the road to the other; or making a journey home from across town; or seeing their little child one last time. The task might be great and monumental, such as building a great pyramid; seeing that the rightful heir is placed on the throne of a kingdom; or even building an empire.
Thunder Ghost: Also known as a Storm Ghost, this ghost’s mortal form died during a great thunderstorm, as the result of weather magic, or at the hands of a djinn or other creature with the powers of thunder and lightning.
Four ounces of thunder ectoplasm enable the imbiber to emit a thunder strike equal to that of the ghost that provided the ectoplasm. The ability to emit the thunder strike lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of thunder ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the thunder explodes inside the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw.
If he dies through this damage, he rises again 24 hours later as a Thunder Ghost with hit dice equal to half his level, rounded up.
Trickster Ghost: Having had a miserable if not outright horrific family life while living, this ghost likes to take on the appearance of the recently deceased and haunt their still-living loved ones in order to cause grief and suffering.
Four ounces of trickster ectoplasm enable the imbiber to polymorph into a specific individual that he has studied or personally known for at least one week. The physical semblance is perfect, down to facial features, mannerisms, and voice, though the imbiber knows no more of the target than he has learned during his study or acquaintance. The effect lasts for one day per hit die of the ghost that provided the ectoplasm.
When the effect ends, the imbiber must make a percentile roll against the total number of ounces of trickster ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber is permanently stuck in the new form he has taken on; if he dies while in the new form, he rises again 24 hours later as a Trickster Ghost with hit dice equal to half his level, rounded up.
Unwitting Ghost: ?
Vengeful Ghost: ?
Wandering Ghost: This ghost is cursed to wander the Earth, unable to remain in any one place for any length of time.
Warning Ghost, White Lady: Warning Ghosts often arise because of the tragic nature of their deaths, usually involving murder, treachery, deceit, adultery, or treason.
For example, the ghost of a merchant who was slain by bandits along a lonely stretch of road might appear to travelers to warn them when bandits are in the area; or might appear to the bandits, to try to dissuade them from their banditry. The ghost of a noblewoman who was murdered by her husband for her infidelity might appear to a woman who is about to have an adulterous liaison; or might appear to a woman whose husband is about to have an adulterous liaison. The ghost of a woman who died of disease might appear to a person who has contracted a disease, or whose loved ones are diseased. The ghost of a man who was murdered might appear to a person who is about to be murdered, or to the person who is about to commit the murder. The ghost of a sea captain who died setting out to sea in choppy waters might appear to sailors who are about to encounter a storm; and so on.
Wind Ghost: Also known as a Rain Ghost, this ghost’s mortal form died during a great windstorm or rainstorm, as the result of weather magic, or at the hands of a djinn or marid or other creature with the powers of rain and wind.
Four ounces of wind ectoplasm enable the imbiber to emit a gust of wind equal to that of the ghost that provided the ectoplasm. The ability to emit the gust of wind lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of wind ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the wind tears apart the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw. If he dies through this damage, he rises again 24 hours later as a Wind Ghost with hit dice equal to half his level, rounded up.

Skeleton: Ghost Generator magic item.
Zombie: Ghost Generator magic item.

Remove Curse: If the ghost is a Cursed Ghost, Embodied Ghost, Guardian Ghost, or other ghost with a cursed limitation, it might remove the cursed limitation, freeing the ghost from its duress vile. Refer to those ghostly special abilities for more details.
The reverse of the spell, bestow curse, can be cast upon the body of a being that died within the last turn (10 minutes); if the body fails a saving throw versus Spells, the soul of the body is dragged back from wherever it was heading and is respawned as a ghost, with hit dice of half its original level, rounded up. Note that the spell provides no control by the caster over the Cursed Ghost, but the spawned ghost can not attack the one who bestowed the curse.
The reverse of this spell can also be cast upon a ghost, in order to force it into an object and thus trap it there as an Embodied Ghost, or to subject the ghost to some other ghostly limitation. If the ghost fails it’s saving throw versus Spells, it is gains the new limitation.

SPAWN GHOSTS (REVERSIBLE) [NEW]
Level: Cleric 4, Magic-user 6
Duration: Permanent
Range: 60’
This spell causes the soul of the recently deceased to rise again as ghosts under the control of the caster. The undead can be ordered to follow the caster or remain in the area and complete such orders as they are given. The unfortunate souls remain ghosts until they are destroyed or until the caster dismisses them, freeing the soul to return to its final resting place. The caster must be within range to dismiss the ghosts.
The caster may spawn a number of hit dice of ghosts equal to his level, though he is also limited by the hit dice/levels of the souls of the corpses he has available. A cleric may call back the soul of a deceased being that has been dead for no longer than one week for a 7th or 8th level caster; one month for a 9th or 10th level caster; one year for an 11th or 12th level caster; 10 years for a 13th or 14th level caster; 100 years for a 16th to 20th level caster; and 1000 years for a caster of 21st level or greater. A magic-user may call back the soul of a deceased being that has been dead for no longer than one week for an 11th or 12th level caster; one month for a 13th or 14th level caster; one year for a 15th or 16th level caster; 10 years for a 17th or 18th level caster; 100 years for a 19th or 20th level caster; and 1000 years for a caster of 21st level or greater.
A prospective ghost’s hit dice is limited to the level the soul possessed in life; if spawning a ghost from an animal or monster corpse, it is limited to the hit dice it possessed in life.
A soul gains a saving throw against being spawned as a ghost only if it was Lawful (Good); if the saving throw succeeds, the spawning fails, and that soul can never be brought back as a ghost. Spawned ghosts have the usual chance of possessing ghostly special abilities.
The reverse of this spell, destroy ghosts, can be cast to instantly destroy one or more ghosts, up to a total hit dice equal to the caster’s level, within range and within a 30’ diameter circle. The lowest hit die ghosts are affected first, then higher hit die ghosts. All ghosts get a saving throw versus Spells; if the save fails, they are instantly and permanently destroyed. If the save succeeds, they cannot be targeted by this spell cast by the same caster until after the next sunset.

Cursed Scroll of the Unholy Spirit: This cursed scroll, when read, requires the reader to make a saving throw versus Spells; failure indicates the reader is immediately slain and rises again one round later as a ghost of hit dice equal to half the deceased’s level, rounded up. The new ghost is a Cursed Ghost (see Ghostly Special Abilities), with the usual chances of having further ghostly special abilities.

Ghost Generator: This large device traps the souls of those who perish near it, ripping apart the souls and combining them with energy from the Negative Energy Plane to create ghosts. A ghost generator has a power rating of 1 to 10; this indicates the largest hit die ghost it can create using soul energy. The power rating is also the range in hundreds of feet of the soul-capturing ability of the ghost generator, i.e., 100 to 1,000 feet. Any intelligent being with a soul that dies within that range must make a saving throw versus Spells; if the saving throw fails, the soul of the being is trapped in the ghost generator. Lawful (Good) beings get a +4 bonus to the saving throw. As long as the ghost generator has souls in it, it is operational and can generate ghosts.
Every round the ghost generator is operational, roll a d6; on a 1-3 nothing happens that round; on 4-6 it creates a Presence (1 HD ghost). If the roll is a 6, roll again; on a 4-6, it creates an Apparition (2 HD ghost) instead of a Presence; as long as you continue to roll a 4-6, increase the hit die of the ghost by one and roll again, and roll again if the roll is a 6, until you do not roll a 4-6, or you reach the power rating of the generator, or you run out of soul levels in the generator. Each ghost generated drains its number of levels or hit dice from the level or hit dice of the soul that has been held the longest by the generator. When that soul has all its levels or hit dice drained, it is destroyed, and that being cannot be raised or resurrected short of the application of a wish.
If the soul currently being drained died in a manner applicable toward the creation of a ghostly special ability, or otherwise possessed its own pertinent abilities (such as the soul of a red dragon and the Fiery Ghost ability) roll normal chances to see if the ghosts generated possess that special ability; otherwise, generated ghosts have no additional ghostly special abilities.
Ghost generators vary greatly in appearance. Some are large gem-encrusted metal spheres glowing with a crackling aura of black energies; others are great towers made of bones and skulls buried in shadow; some are thick stone statues of demonic mien with glittering eyes for gems; and still others appear to be gargantuan writhing masses of flesh and blood (these last can also generate skeletons and zombies). Some are still controlled by their creators, who control the ghosts created by the ghost generator; most are long abandoned by their creators, who are long dead (and perhaps were transformed into ghosts by their creation), and are running on automatic, filling the dungeon with random ghosts…

Ring of Wraiths: This smooth ring appears to be made carved from solid smoky-black obsidian; glittering silver words in an unknown tongue arc like electricity within the torus of the ring. The wearer may use the ring to become ethereal, as per oil of etherealness, at will; the journey there takes one round, and back again takes but one round. Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up.
No wraith can ever attack a wearer of the ring of wraiths; the wearer gains a -2 bonus to Reaction checks with wraiths. The wearer of the ring of wraiths may attempt to take control of any wraith within 60’; the wraith falls under the ring wearer’s complete dominion if it fails a saving throw versus Spells. If the wraith succeeds in his saving throw, the ring can never control that wraith. The wearer of the ring of wraiths can maintain control of one wraith for every hit die (not level) he possesses; if he already controls as many wraiths as possible, he may dismiss one from his service to attain the domination of another.

Robes of Etherealness: These magical hooded robes are designed to be worn by a cleric, druid, magic-user, or elf (of the elf racial class). They operate in everyday fashion as per a cloak of protection, providing the wearer with magical bonuses to Armor Class and saving throws.
The robe also enables to wearer to become ethereal, as per oil of etherealness. The duration is 1d6+6 turns, though the wearer can end the effect earlier simply at will, and the transference from Material Plane to Ethereal Plane takes but one round, not three rounds. Each use of the robe in this manner uses 1 charge.
A robe of etherealness has a number of charges equal to its bonus multiplied by 5. For every 5 charges used the magical bonus of the robe decreases by 1 point. Once the ethereal charges drop to 0, the robe becomes a normal non-magical robe.
These robes often offer superior protection than simple cloaks:
Robe of Etherealness Bonus
D100 Bonus
01-40 +1
41-70 +2
71-90 +3
91-97 +4
98-00 +5
Anyone not of the cleric, druid, magic-user, or elf class who wears the robe gains the normal protection bonuses of the robe; if he learns the ethereal properties of the robe, he may attempt to use them, though proper use is not certain. The wearer must make a saving throw versus Spells each time he uses the robe to go to the Ethereal Plane; if the saving throw succeeds, the transfer is completed normally. If the saving throw fails, something goes wrong… perhaps horribly wrong.
Robe of Etherealness Saving Throw Failure
Failed by What Happens
1 to 3
Nothing; one charge is used and the robe fails to take the wearer to the Ethereal Plane.
4 to 6
Cosmic Backlash; magical energy arcs all around the wearer from the robe, draining 1d6 charges, causing a like number of d6s in damage to the wearer, and blinking the wearer for a like number of rounds to a random nearby location.
7 to 10
Wearer is transported to the Ethereal Plane, but finds out when he attempts to return that it was a one-way trip, as the robe has permanently lost its magic…
11 to 15
Wearer is blasted through the Ethereal Plane into a nearby plane other than the Material Plane.
16+
The wearer dies instantly, horribly, and spectacularly, and rises again immediately as a ghost of hit dice equal to half his original level, rounded up. For the first 2d6 turns of his existence he is in a maddened state, seeking to slay or destroy anything encountered in and on the nearby Material and Ethereal Planes.

Guidebook to the Duchy of Valnwall
Blood Reaper: ?

In the Shadow of Mount Rotten
Goblin Skeleton: ?
Orc Skeleton: ?
Goblin Zomie: ?
Hobgoblin Skeleton: ?
Orc Zombie: ?
Hobgoblin Zombie: ?
Orc Ghoul: ?
Ghoul: Slain victims of an orc ghoul eaten, or rise as ghouls the next night.

Labyrinth Lord Monsters
Ghast: ?
Ghost: ?
Ghoul: ?
Groaning Spirit, Banshee: ?
Lich: ?
Mummy: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?

LL Monster Cards Set 1
Skeleton: ?
Zombie: ?
Ghoul: ?
Wight: Successful hit causes Level Drain 1 level/hit die from victim, no saving throw. If reduced to level 0, victim dies and becomes a wight themselves in 1d4 days.

LL Monster Cards Set 3
Wraith: Successful hit drains 1 levels + damage PCs who reach 0 levels become specters themselves and must obey the master.
Vampire: Hit drains 2 levels + damage. PCs who reach 0 levels become vampires themselves and must obey.
Spectre: Successful hit drains 2 levels + damage. PCs who reach 0 levels become specters themselves and must obey the master.
Mummy: ?

Lesser Gnome's Creature Catalog
Restless: Restless are undead animated corpses of souls trapped in a purgatory. The path to their cursed existence began with the unfortunate circumstances of their death. Their burial preparations were either forgotten or ignored. The rites that prepared their souls for separation from their material bodies were denied them. The failure to find peace in the afterlife has animated their bodies as vessels of mindless rage and aggression toward the living.
Malice: Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice
The Malice is the second stage in the undead cycle.
This entity has shed its weak restless sinews and gained a focused and evil preternatural mind.

Mad Monks of Kwantoom
Spectre: ?
Wight: ?
Vampire Kitsune: ?
Shadow: ?
Skeleton: ?
Undead: Magic Effects 86-90
Ghost: ?
Groaning Spirit: ?
Vampire: ?
Vampire Cleric: ?
Vampire Magic-User: ?
Vampire Monk: ?
Rolong: Rolong are magically constructed undead creatures akin both to golems and to ghosts.
They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time.
They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time. A manual of rolongs is worth 2,000xp and 15,000gp. It requires 20,000gp and 15 days for a rolong with full hit points and can be read both by clerics and magic-users. Characters from other classes touching a manual of rolongs will suffer 5d4 points of damage from opening the work.
Tanwo: Once a victim is paralyzed, the tanwo forfeits its sword attack and begins to chew on them in order to feed itself, causing d4 damage per round of such treatment. When a victim dies because of these bite wounds, it rises from the dead as a tanwo itself d4 rounds later.
Zulang: Zhulang spirits are undead creatures risen from the grave of exceptionally greedy and covetous humanoids.

Myrkridder – The Demonic dead
Myrkridder: Myrkridder are intelligent undead animated through magical means, usually by a necromancer exhuming a corpse or assembling one from other bits of corpses, and either by calling back the spirit that once occupied the corpse or by summoning a different fiendish spirit, devil, or demon to animate the assembled corpse.
The vast majority of myrkridder spirits are summoned from Hell or one of the other Underworlds of the Damned. These Evil souls are usually quite happy to be dragged back to the world of the living, even in service as an undead creature enslaved to their creator, as this means they are no longer being tormented, and can often act in the evil and vile ways that they enjoyed in life. Souls condemned to one of the more neutral afterlives could be called back, but would be more free-willed and more likely to resist the control of their maker. Some necromancers, if they trap the soul of a recently deceased Goodly person ere it goes to its rightful reward, can magically force the Good soul into a corpse and compel it to serve them as a myrkridder; these accursed beings live a virtual hell on earth, forced to do the vile bidding of their unnatural master.
Most myrkridder are created from humans; a few are created from elves, while dwarf and halfling myrkridder are virtually unknown.
Myrkridder Carrion Steed: Hestermorth myrkridder outrider special ability.
Once per night a myrkridder outrider has the ability to kill a horse (or horse-like animal that can be used as a mount) with a mere touch; the horse rises again as a carrion steed 1d3 rounds later. Carrion steeds created this way are destroyed with the light of the next sunrise.
Myrkridder Champion: Myrkridder champions are myrkridder soldiers and sergeants who have risen through the ranks or were prominent villains in their mortal lives; some were created from the body parts of the most despicable villains and animated by the spirit of a potent devil or demon.
Myrkridder Hag: The only common female myrkridder are myrkridder hags, created by necromancers with certain unnatural lusts beyond even those common to their kind. These are usually the animated bodies of once-beautiful women; some were witches or sorceresses in life, returned to serve a new master, others courtesans or noblewomen animated by the spirits of devils or demons.
Myrkridder Minstrel: Myrkridder minstrels are special myrkridder, in their former lives bards, skalds, minstrels, troubadours, or other musically-inclined entertainers of little to great talents.
Myrkridder Myrkulf: Myrkulfs are a horrible form of undead that combines body parts from humans and dire wolves, infused with the magical essence of werewolves and the blood of trolls.
Due to the methods and rituals involved in their creation, myrkulfs can pass on the werewolf lycanthropic disease to those whom they have damage, as per any normal lycanthrope.
Myrkridder Outrider: ?
Myrkridder Sergeant: In life, myrkridder sergeants were warrior noblemen, robber barons, and other mid-level villains of some talent, wealth, and status.
Myrkridder Soldier: They are the animated corpses of common soldiers and rabble, their vile souls summoned back from Hell to do their creator’s bidding.
Most are inhabited by the souls of brigands, thieves, ruffians, and ne’er-do-wells, though a few are of more elevated origins, such as noblemen or infamous outlaws, and like to remind their fellow myrkridder and their victims of their high-society or famous status.
Purple Svein: PURPLE SVEIN was a poisoner in life; he was slain by application of large quantities of the same poison he used to kill his victims.
Finnbogi the Flayed: FINNBOGI THE FLAYED was a cannibal and murder, flayed to death for his crimes.
Janglebones: JANGLEBONES had lost most of his flesh before he was animated.
Arkyn the Ancient: ARKYN THE ANCIENT died of old age and got away with his terrible crimes unpunished during his lifetime.
Garm the Wolf: GARM THE WOLF literally has a wolf’s head; his creator discovered the body of a mighty but headless warrior and his dire wolf companion in a barrow, and decided to have an interesting experiment.
Goldbelly: GOLDBELLY was a greedy glutton in life, and was put to death for embezzling from his chieftain.
Grimhilda: GRIMHILDA was thought to be a witch, but really she was merely an old gossip who used her knowledge to blackmail her neighbors. They had her condemned as a witch and had her body staked in a bog to keep it from rising as a draugr. Some of the magic of other nearby staked witches passed on to her ere she was brought back as a myrkridder.
Crow Killer: CROW KILLER was a wild-man who killed anyone foolish enough to pass through his fells; eventually the local lord and his men caught up with his and hung him for the crows.
Pete o' the Bog: PETE O’ THE BOG is a bog myrkridder; in his case he was a cultist of Loki who stole from his priest and ended up being a sacrifice, tied and drowned in a bog.
Lovely Varskuld: LOVELY VARSKULD was the concubine of a chieftain who sought to rise higher by killing her master’s wife; she failed, was caught, and was punished by being torn apart by oxen. Her necromancer master re-assembled her, hoping to create a paramour, but her damned soul ripped from Hell was too drear and evil even for him.
Garth the Heartless: GARTH THE HEARTLESS was a fallen paladin of Hermod; he was a giant of a man, given to great mirth and kindness, ere he fell to the wiles of an enchantress. He was slain by his paramour’s enemy, the necromancer who now commands him as a myrkridder champion. His master carved out his heart, which still had a glimmer of hope and goodness, and keeps it in a magically locked and trapped box in a hidden crypt. In place of the heart, in the open wound, Garth now carried a jar holding a cackling imp who mocks the former paladin with the recitation of his sins merely for his master’s amusement.
Einar the Angry: EINAR THE ANGRY was a member of a band of outlaws; he rarely followed orders, and ended up getting himself and several of his companions killed when he didn’t retreat when he was ordered to do so.
Eirik the Odious: EIRIK THE ODIOUS was a most unpleasant man in life; he was an inveterate molester, buggerer, and rapist of anyone and anything he could get his hands on. The law finally caught up with him and he was thoroughly broken on a wheel. His shattered body was mostly re-assembled by his master, though the bits he valued most had been cut away and burnt to ashes by his executioner. He makes for a bitter, angry myrkridder; he walks in a disjointed way, with many a creak and clatter, as his bones never really fused together well with the necromantic ritual.
The Spider: THE SPIDER was a strange experiment; his creator thought perhaps he could get more use out of a single myrkridder with a human body, four human legs, four human arms, and the head of a giant spider, and so one was assembled, with a bestial demon summoned to inhabit the corpse.
Audolf: AUDOLF was a noble warrior, part of a warband, though he was craven and cowardly fled from a battle that got his chieftain’s son killed. As punishment he was buried alive in a barrow; too cowardly to kill himself, he drank barrow water and ate rats and the rotting flesh of the barrow’s inhabitants until he slowly died from lack of fresh water and real food.
Big Bruin: BIG BRUIN was a werebear in life; as a myrkridder he is eternally cursed to be caught in the form of a half-man, half-bear, with blood-matted fur, great fangs, and terrible claw-like hands. He betrayed his clan to his necromancer master for gold and power; he just did not understand what the “power” offered by his new master meant.
Jigsaw: JIGSAW is stitched together from dozens of different bodies and is inhabited by a potent demon; he has a few too many fingers, a couple of odd eyeballs in strange places, and a second face in place of his genitals.
Wee Jack: WEE JACK was merely a child of 10 years when he was staked; what crimes he committed none know, not even his master, but the terrible smile that crosses his face when he is asked makes even hardened myrkridder shudder in fear.
Black Andras: BLACK ANDRAS was a midwife who amused herself by ensuring the stillborn-births of women she disliked. She was drowned in a bog for her crimes.
Storr the Mighty: STORR THE MIGHTY was a great outlaw chieftain in life; he now serves his master as a champion.

Petty Gods
Ghoul: Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred.
Ghast: Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred.
Kahladaht: Kahladaht the Once Deified was once a great knight in the service of a god of law and virtue. During a crusade in a foreign land Kahladaht was tricked by a necromancer into slaying the avatar of his own god during an execution. Upon realizing what he had done the knight wandered into the desert. There he dwelt for forty days attempting to repent for his sin. In the end his god was unforgiving. Kahladaht, lost, now thought only of revenge. He sought the necromancer out, but in his fragile state of mind was seduced by the necromancer’s honeyed words. Kahladaht served the necromancer until he was slain in battle, after which he was brought back as a powerful undead being to serve his new master for eternity. Kahladaht, however, grew ambitious and struck his master down, claiming his keep and undead legion for himself. The undead knight spent years studying the forces of necromancy and cults related to the dread practice. In doing so he discovered some of the secrets of immortality, and indeed divinity. From a demon prince, he learned a secret which allowed him to siphon some level of power from the goddess of death. He had secretly stolen enough power to nearly become a true god, but the followers who flocked to him upon acquiring such power also attracted the unwanted attention of adventurers and would-be heroes. One of these bands was able to perform a ritual in an ancient palace known as “Where Angels Fear to Tread.” It alerted the goddess of death to Kahladaht’s scheme and he was stopped. Some of his power was taken from him at this time and he was left a broken and petty god, always ambitious and seeking more power.
Nyctalops: ?
Vampire: It is also rumored that it is Nyctalops, not Ambrogio*, who is truly the first vampire.
* According to The Vampire Bible, Ambrogio was the first vampire, cursed jealously by Apollo for Selene’s affection.
All those who find themself lost, both literally and figuratively, are his “children,” and he is their “father.” When the moon is bright, he stalks the fields in search of those who have gone astray and “leads” them (willingly or unwillingly) back to his home Aloas—a grotto set high in a dark cliffside. It is there he forces his children to drink his lunar wine (fermented from the blood of the moon) from a battered chalice forged of alien metal (akin to silver). Any living creature taking a sip of this wine must save vs. death or be turned into a vampire (with an additional save required for each additional sip).
Hedel Man: Those with the wherewithal to resist her gaze will still have to contend with Xinrael’s hedel-men entourage, a motley assortment of humanoid, rotting fruit-folk brought to un-life by the necro-vivimantic properties of her divine sputum.
Bogling, Bog-Standard Bogman: Bog-standard bogmen are the remains of people who died after a long struggle to get unstuck from an ignominious death in swamps or tar pits. Just as the torches of the search parties disappeared into the surrounding mire, they squeaked a last, pathetic plea for salvation and were summarily instilled with a mote of blasphemous quintessence of the god of that bog (known in some locations by the name “The Bogfather”). As years of erosion or human activity sometimes results in a situation in which a bogman becomes uncovered again, it will finally rip itself free of its prison as the first rays of moonlight touch it. A bogman desires to find living souls to take its place beneath the muck; and any humanoids it places there will rise in a similar manner the next night.
Bogling, Hanged Bogman: Criminals in some areas are often hanged and given over to The Bogfather (a dark, petty god of swamps and coal), or to other gods of the bog, as a form of eternal punishment. However, sometimes a soul escapes the cool reach of the bog god’s realm and returns to its body. Preserved in weird ways by the acids of the swamp waters, hanged bogmen resemble soggy mummies.
Gloaming: ?
Heartless Dead: These spirits are the remains of mortals who were subjected to ixiptla or sacrificial heart-extraction whilst alive.
Sepultural Wyrm Captive Spirit: Additionally, each wyrm holds 1d3 captive spirits of warriors still being digested (a process that takes decades) which they can spit forth in ectoplasmic form at will to serve them.
Skeletal Servitor: Skeletal servitors are created from the corpses of dead angelic servitors through a process known only to the inner circles of the gods; what is known is that an animate undead spell alone is not enough to create one.
Skeletal Servitor Dreambringer: ?
Skeletal Servitor Enflamor: ?
Skeletal Servitor Hunter: ?
Skeletal Servitor Messenger: ?
Skeletal Servitor Negator: ?
Skeletal Servitor Temple Guardian: ?
Tetsuizke: As she was the first head priestess chosen by Curdle herself to be the head priestess of the order, Curdle took pity on her in death. Curdle begged her father, Ywehbobbobhewy (Lord of Waters, etc., etc.) to beseech the Jale God to grant Tetskuize’s soul immortality on the godling planes. The Jale God challenged Ywehbobbobhewy to a game of Crown & Anchor, and as the game ended in a draw, the Jale God begrudgingly assented to partially fulfill the request: he made Tetskuize a lich whose phylactery (a small cheese press) is kept locked away somewhere secret on one of the godling planes.
Animated Fallen Warrior: Animate Fallen Warrior spell.

Animate Fallen Warrior
Level : 5 Magic-user
Range: 60'
Duration : 1 turn
Similar to the spell animate dead, this spell animates a number of recently deceased warriors (who died within the last turn). The number of warriors that may be animated is equal to the level of the spellcaster plus 1d6. Each animated warrior fights and saves as a 1 HD monster (with 1d8 hp). Like all undead, animated warriors are immune to sleep, charm, and hold, and they are susceptible to the effects of turning. Animated fallen warriors will remain animated until all their newly required hp are lost, or until 1 turn has passed (whichever comes first). This spell may only be used on any fallen warrior once, after which they will immediately be taken up by The Fallen One.

Red Tide Campaign Sourcebook
Undead: A corpse left without funerary rites leaves its owner’s soul naked to the hunger of the Hell Kings in the afterlife. Good and pious souls can hope for the intercession of the kindly gods and their protection for their wayward soul, but less noble spirits have no such guarantee. Some are too frightened to leave this world, and so linger as fearful ghosts who nurse an unthinking hatred for the living who left them unshriven. It requires either a blessed servant of the gods or a stout weapon to force them onward into the afterlife. Places where great numbers of people died without the care of priests or funerary rites often serve as nests for groups of angry, frightened undead. Due to their lack of souls elves can never become undead, but dwarves and halflings sometimes experience the same terror of the world to come.
Skeleton: ?
Animate Corpse: ?
Hungry Ghoul: ?
Restless Specter: ?

Silent Legions
Undead: The undead have a special place in the shadow world. Some seem to the product of human sins and vices, while others appear to be the consequence of magical contamination or otherworldly incursions. Some occultists theorize that the undead are actually intrusions of a different state of being from some neighboring Kelipah, an infection of a different order of life than this world supports. Others claim that they are actually the product of a parasitical outer entity that infests the corpses and minds of the wretched dead. The types given below are merely the most common varieties. Death blooms in strange abundance in the varieties of undead, and unique monstrosities are common to many investigators’ experience.
Zombie: ?
Ghoul: ?
Vampire: ?
Ghost: ?

Sinister Serpents New Forms of Dragonkind
Skeleton: Creatures slain by the slime dragon's acid are turned into undead skeletons and shadows (so two monsters per slain victim).

Stonehell
Undead: In recent years, the nixthisis‘ ever-waxing power has exerted a new influence on the dungeon. Due to the sheer amount of turbulent emotions that the creature has fed upon over the decades, the nixthisis has become a powerful force of Chaos. Like a massive turbine, the nixthisis constantly generates and expels waves of chaotic energy. This energy is causing the normally immutable forces of Law to degrade within the dungeon. On Stonehell‘s lowest levels, this malignant Chaos has transformed sections of the dungeon into nightmare realms of unpredictability, with the nixthisis as their ruler. Closer to the surface, the influence of Chaos is less visible, manifesting mostly in the form of the spontaneously created undead which prowl the upper levels.
For many decades, these prisoner-slaves worked away at the gold veins under the mountains. It came to pass that, as the miners dug away at a seam of gold, they uncovered a curious stele entombed in the earth. With the discovery of this ancient stone monolith, the miners unleashed a malevolent spirit back into the world, and, in an orgy of violence and blood, the miners turned on one another. Those who died in the mines rose again in new and awful undead forms.
Phantasm: Phantasms are the mindless, ghost-like spirits of those who died from catastrophe and are doomed to continue the actions they performed prior to their deaths.
Ghoul: ?
Skeleton: ?
Zombie: ?
Bone Thing: ?
Crypt Shade: This undead creature is a roughly human-shaped collection of shadows, dust, rotted burial linens, bone fragments, and other sepulcher debris. Spawned from chaos and lingering hate, crypt shades feed on the fear and pain of their victims.
Bone Monkey: Spawned by a mixture of the magical residue in this area and the Chaotic energies of the nixthisis, these creatures are the animated skeletal remains of baboons.
Agony: Agonies are the undead spirits of those who were judged unworthy of receiving the Lady of Whips‘ final reward.
Pitman: ?
Ore Bones: Ore bones are indistinguishable from normal undead skeletons until observed up close. Only then are the mineral deposits that cake their exposed bones discernable. These mineral deposits, similar to those that form stalagmites and other cave formations, have seeped into the marrow of the ore bones‘ skeleton and encrust the exposed bones, making it tougher and more resistant to damage.

Stonehell Buried Secrets
Klydessia: So strong was her devotion and magic that she lingers on long after she should have gone on to her final reward. She has become an abide, a minor form of lich sustained by her power and the nixthisis‘ duplicitous mission.
Klydessia‘s magic and devotion have prolonged her existence long beyond her natural span of years. These forces have transformed her into an abide, a rare type of undead similar to a lich.
A note about Klydessia: She is an unusual abide due to the fact that she wasn‘t a true magic-user or cleric prior to her transformation. Klydessia was a witch-priestess, a special NPC class that will be detailed in a future Stonehell Dungeon Supplement.
Cthonic Hound: Chthonic hounds are the reanimated corpses of dogs that have been sacrificed to Chthonia Trimorphia. Infused with the deity‘s power, these zombie dogs act as guardians of sanctuaries dedicated to the goddess, Unlike most reanimated corpses, Chthonic hounds are in near-perfect condition, their bodies only marred by the sacrificial knife wounds that took their lives.
The most common sacrifices to Chthonia Trimorphia are dogs, some of which the goddess reanimates to serve her devotees.
Abide: When a magic-user or cleric of 8th level or greater achievement possesses an abnormally powerful drive or devotion towards a specific goal, that willpower can be sufficient to overcome Death itself. Sustained by both their sheer will and mystical energies, these atypical mortals linger on past their allotted time to become undead creatures known as abides.

Slumbering Ursine Dunes
Rusalka: ?
Zombastodon: Though colloquially called “zombastodons” by feckless wags who care not for life and limb, the Mammut Morbidium is a reanimated spirit-demon of the more mundane mastodon.
It is said that Kostej the Deathless himself had a hand in the base sorcery that first revivificated the lifeless corpses of the wooly elephantine pack animals so very much beloved by the northern rump-states of the Hyperboreans in the long glacial age that ended their civilization.

The Cursed Chateau
Lord Jordain: Lord Jourdain turned to necromancy, black magic, and eventually demon worship as means to alleviate his world-weariness and boredom. He communed with elemental spirits, slew his servants and raised them from the dead, and even summoned dark beings from the netherworld, but he found no pleasure in any of these activities. Lord Jourdain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed ritual suicide in the hope that the next world might prove more interesting than the present one.
Lord Jourdain’s spirit survived his death as he had hoped, but it was bound to his earthly home by a curse he could not explain. "us, he could not move on to whatever reward – or punishment – awaited him in the afterlife. Instead, he remained forever linked to his chateau.
This secret room is also where Lord Jourdain committed ritual suicide, spilling his blood into a large basin that contained numerous magical herbs and chemicals. He hoped that this ritual would not only end his life but allow his spirit to roam freely through the cosmos. Unfortunately, he misunderstood the nature of the ritual he was attempting and so bound himself to the grounds of his chateau.
Skeleton: A result of Lord Jourdain’s intervention.
An undead ooze can also expel skeletons from its body, which fight on its behalf.
Hervisse the Cook, Wight: ?
Landri the Majordomo, Spectre: ?
Rixende the Maid, Wraith: ?
Zombie: ?
Ghoul: Servants of Lord Jourdain whom he tricked into cannibalism and thereby set on the path to becoming ghouls.
Dame Helissente, Spectre: "is locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Jourdain,
who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Jourdain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to having forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful spirit rose as a vengeful spectre.
Undead Ooze: Created by Lord Jourdain through necromantic rituals.
Ghast: ?

The Cursed Chateau
Lord Jordain: Lord Jourdain turned to necromancy, black magic, and eventually demon worship as means to alleviate his world-weariness and boredom. He communed with elemental spirits, slew his servants and raised them from the dead, and even summoned dark beings from the netherworld, but he found no pleasure in any of these activities. Lord Jourdain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed ritual suicide in the hope that the next world might prove more interesting than the present one.
Lord Jourdain’s spirit survived his death as he had hoped, but it was bound to his earthly home by a curse he could not explain. Thus, he could not move on to whatever reward – or punishment – awaited him in the afterlife. Instead, he remained forever linked to his chateau.
This secret room is also where Lord Jourdain committed ritual suicide, spilling his blood into a large basin that contained numerous magical herbs and chemicals. He hoped that this ritual would not only end his life but allow his spirit to roam freely through the cosmos. Unfortunately, he misunderstood the nature of the ritual he was attempting and so bound himself to the grounds of his chateau.
Skeleton: A result of Lord Jourdain’s intervention.
An undead ooze can also expel skeletons from its body, which fight on its behalf.
Hervisse the Cook, Wight: ?
Landri the Majordomo, Spectre: ?
Rixende the Maid, Wraith: ?
Zombie: ?
Ghoul: Servants of Lord Jourdain whom he tricked into cannibalism and thereby set on the path to becoming ghouls.
Dame Helissente, Spectre: This locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Jourdain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Jourdain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to having forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful spirit rose as a vengeful spectre.
Undead Ooze: Created by Lord Jourdain through necromantic rituals.
Ghast: ?

The Village of Larm
Undead: One day the new Abbot, Erkmar, was given a strange book made of human skin and written in blood, the so-called Dark Book of Grimic.
He knew he had to destroy it, so he initiated a ritual involving every single monk and cleric in the temple. They gathered in the church crypt, began chanting songs and prayers, lit magic candles and a huge fire, then threw the book on top of it.
The complex ritual wasn’t necessary, as this sort of book “wants” to be destroyed (see Appendix 6). Erkmar could have destroyed it with just a candle. Still his quick actions afterwards, and the fact that he immediately sealed the temple, prevented an even greater catastrophe occurring.
At first nothing happened, the book seemed to resist the fire. But suddenly, the Abbot was blinded by a roaring flame and the whole temple was engulfed in heavy black smoke that made it hard to breathe.
When he was able to see and breathe again, he gasped in horror, for what he saw was too terrible for him to behold.
Everyone in the temple, except for himself, had been transformed into a zombie, skeleton or other terrible form of undead. In shock, he stumbled all the way out of the temple and banged the door shut behind him, never to return again.
All the undead in this temple were transformed by The Dark Book of Grimic about 30 years ago.
Skeleton: Like all the monks and clerics in the temple, these acolytes were transformed into undead when the Dark Book of Grimic was destroyed 30 years ago.
Dark Book of Gimric.
Zombie: Dark Book of Gimric.
Ghoul: Dark Book of Gimric.
Wight: Dark Book of Gimric.
Wraith: Dark Book of Gimric.

The Dark Book of Grimic
This strange book, made of human skin and written in blood, is a powerful tool of the chaotic god Grimic, “the Slaughterer”.
It is written in the goblin tongue.
Every worshipper of Grimic who reads this book, which takes 1d4 days, can add 1 point to his strength score and 1 point to his wisdom score.
The true purpose of the book is only fulfilled when lawful beings try to destroy it. The book can only be destroyed by fire, but the moment the pages catch alight, black smoke will erupt from the book, turning every living thing within its cloud into an undead thing of comparable hit points (e.g. level 1 persons are transformed into skeletons, level 2 beings become zombies, those of level 3 will become wights, level 4 – wraiths, level 5 - mummies, level 6 - spectres, and those of level 7 or higher will become vampires).
The sole purpose of these undead beings is to destroy all living things in the immediate surroundings, which gives them a morale of 12.

Theorems & Thaumaturgy Revised Edition
Leprous Dead: In melee, the leprous dead attack with their fists. Each successful hit carries with it the risk of leprosy infection. The target must save versus poison, with a +3 bonus, or contract the disease. Infected victims suffer a loss of 2 points of CHA per month, dying when CHA reaches 0. Those who die from the disease will themselves become leprous dead.

Undead Curse of Undeath spell.
Death Geas spell.
Raise Dead Lesser spell.
Summon Necromantic Familiar spell.
Steal Life Force spell.
Death Ward Ring magic item.
Wraith: Guardian Spirit spell.
Wight: Reinstate Spirit spell.
Skeleton: Skeletal Army spell.
Skeletal Servitor spell.
Skeleton Teeth magic item.
Zombie: Zombie Servitor spell.

Curse of Undeath 6th level [Enchantment, Necromancy]
Duration: Permanent
Range: 30’
The necromancer places a curse on a single target in range, declaring that their fate upon death is to rise again as undead. The target may make a saving throw versus spells to resist. If the save fails, the victim’s soul is forfeit and the doom is inevitable. It may only be dispelled by remove curse or limited wish.
The exact form of undead which the victim becomes depends on the victim’s level or Hit Dice and is determined by the Labyrinth Lord.

Death Geas 7th level [Charm, Necromancy]
Duration: See below
Range: 30’
Similar to the cleric spell quest, this spell compels the target to undertake a quest determined by the caster. The death geas functions identically to the quest spell, save for one addition: if the victim dies while performing the quest, he or she will rise as undead and not rest until the quest is fulfilled. The type of undead the victim rises as depends on the victim’s level or Hit Dice and should be determined by the Labyrinth Lord.

Guardian Spirit 5th level [Necromancy, Summoning]
Duration: 1 day per level
Range: 0
Casting Time: 2 hours
Cost: 250gp (dust of skulls and black opal)
The necromancer summons a lost soul from the underworld and tasks it to guard the location where this spell is cast. Once summoned, the spirit lies dormant and invisible in the locale to be protected, but will manifest when any living being enters the area. When casting the spell, the necromancer must choose from the following options:
• The spirit manifests as a wraith and attempts to fight off intruders.
• The spirit manifests in the necromancer’s current location, warning of the intrusion.
• The spirit manifests as a chilling fog, having the same effects as the fog cloud spell, but additionally causing 1hp of cold damage per round.
The guardian spirit will only manifest once, after which the spirit is released from its task.
The summoning and binding of the guardian spirit takes the form of a two hour ritual and requires three humanoid skulls and a black opal worth 250gp. These components are ground into a fine dust which must be sprinkled throughout the area as the spell is cast.

Raise Dead, Lesser 4th level [Necromancy]
Duration: Permanent
Range: 120’
Similar to the clerical spell raise dead, this spell enables the necromancer to bring the dead back to life. However, unlike the true raise dead, this spell lacks the power to permanently reunite spirit and flesh. The raised creature suffers the fortnight of weakness, as described in raise dead, and may then act as normal for one day per level of the caster. Once this grace period has passed, the resurrected spirit becomes restless and the body begins to weaken, spiralling toward a second, inevitable death. The subject must roll each day on the following table, with a cumulative +3% modifier per day.
Raise dead, lesser, daily effects
d% Result
01–24 Lose 1d4 hit points.
25–34 Lose one point of CON.
35–44 Lose one point of DEX.
45–54 Lose one point of STR.
55–59 Fingers, teeth, or hair start rotting away or falling out. CHA reduced by one.
60–64 A limb dies and drops off.
65–69 Lose one experience level.
70–73 Overcome with murderous lust.
74–78 Overwhelmed with sorrow.
79–83 Lose the will to eat—starvation begins unless force-fed.
84–87 Can only gain sustenance through cannibalism.
88–91 Become semi-corporeal—AC improves by 2 points, but unable to manipulate fine objects.
92–94 Become fully incorporeal—can only be harmed by magical weapons, but cannot affect the physical world in any way.
95–99 Become undead (the Labyrinth Lord decides which type).
00+ Death.

Reinstate Spirit 9th level [Necromancy, Summoning]
Duration: Permanent
Range: Unlimited
Casting Time: 1 hour
With this ritual, the necromancer may summon the spirit of a deceased being whose name is known and to cause it to be reinstated into a corpse which is in the caster’s presence. The spirits of long-deceased beings dwell in the more distant realms of death and are less easily tempted back to life—as the necromancer increases in experience, he may successfully send his summons to spirits of ever more advanced age, as shown in the table below.
Reinstated in the new body, the spirit becomes an undead creature equivalent to a wight. It does, however, retain its personality and all knowledge of its life (and beyond).
The newly undead creature is not necessarily in any way favourably disposed towards the caster and may, indeed, resent being forcibly brought into a state of undeath. Powerful spirits may, at the Labyrinth Lord’s discretion, be allowed a saving throw versus spells to resist being reinstated.
The casting of this spell to revive the spirits of the long-dead is extremely taxing on the necromancer’s sanity. When reinstating a spirit which has been deceased for 70 years or more, the caster must make a saving throw versus spells or permanently lose one point of WIS. For spirits of 140 years or older, the save at a -2 penalty and, for those of 1,000 years or older, a -4 penalty applies.
Reinstate spirit, maximum age of spirit
Caster Level Time Deceased
17 7 years
18 70 years
19 140 years
20 1,000 years
21+ Unlimited

Skeletal Army 8th level [Necromancy]
Duration: 1 hour per level
Range: 120’
Cast in a graveyard or at the site of a battle, this spell causes up to 1d6 HD of skeletons per level of the caster to reanimate and rise up from the earth, ready to do the caster’s bidding. The skeletal legion are equipped with whatever weapons and arms they were buried with. When the duration ends, the raised skeletons and their weaponry crumble to dust.

Skeletal Servitor 1st level [Necromancy]
Duration: 6 turns, +1 turn per level
Range: Touch
A single humanoid skeleton is reanimated under the caster’s control for the duration of this spell. Apart from the short duration and the limitation of a single skeleton, it functions in the same way as animate dead.

Steal Life Force 9th level [Necromancy]
Duration: Permanent
Range: Touch
An energetic conduit is opened between the necromancer and another sentient, living being. The subject must save versus death or be aged 1d10 years. If the subject is aged beyond his natural life-span, it dies.
The energy drained from the victim is channelled into the necromancer, who is rejuvenated by an equal number of years (restoring him to a state of at most young adulthood). Some evil necromancers make use of this spell to indefinitely extend their life-span by stealing the lives of victims.
Each time this spell is used, there is a 1 in 6 chance that the caster will permanently lose one point of CON. When the number of CON points lost equals the necromancer’s original CON ability score, he enters an undead state.

Summon Necromantic Familiar 1st level [Necromancy, Summoning]
Duration: See description of magic-user spell
Range: 10’ per level
Casting Time: 1-24 hours
Cost: 100gp (rare herbs)
This spell works in a similar way to the magic-user spell summon familiar, but with the following differences:
• The reanimated corpse of a creature from the normal familiars list may respond to the spell—an undead cat or raven, for example.
• Necromancers casting this spell may also summon gruesome creatures such as an unnaturally large spider or centipede.
• The probability of a special familiar remains at 5%, but only an imp or quasit will respond to this spell.

Zombie Servitor 2nd level [Necromancy]
Duration: 6 turns, +1 turn per level
Range: Touch
This spell causes a single humanoid corpse to reanimate as a zombie under the necromancer’s control for the duration. Apart from the short duration and the limitation of a single zombie, it functions in the same way as animate dead.

Death Ward Ring
This ring grants the wearer the ability to cheat death a limited number of times—it typically has 1d4 charges when found. When the wearer of the ring reaches 0 or lower hit points, a charge of the ring is automatically expended. Each time a charge is used, the Labyrinth Lord should roll on the following table to determine the effect.
Death ward ring, effects of usage
d10 Effect
1–5 Wearer revived to 1hp.
6 Wearer revived to 1hp but permanently loses 1 point of CON or WIS.
7 Wearer revived to 1hp but becomes resistant to raise dead, which has a 50% chance of failure the next time it is cast.
8 Wearer revived to 1hp but unconscious for 2d4 days.
9 Wearer does not suffer the damage which would have caused death; it is instead reflected to its source.
10 Wearer becomes undead (perhaps a ghoul, wight, or zombie).

Skeleton Teeth
These enchanted teeth are usually found as a set of 2d6, either laced onto a necklace or kept in a pouch. The teeth are typically human, but may be of any species. When a tooth is taken and thrown onto the ground, an animated skeleton bearing a sword springs up immediately. If the person throwing the tooth is a necromancer, he can command the skeleton to do his bidding. Characters of other classes have a 75% chance of being able to command the conjured skeleton; otherwise the creature will turn and attack the one who summoned it. The skeletons and their swords crumble to dust after 6 turns.

Vampires of the Olden Lands
Bhabaphir, Granny Soul-Sucker: Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed.
Ekimmu, Spirit Vampire, Vampire Lord: They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos.
Strighoiphirs who have ascended beyond their physical bodies.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Spectre: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Lhamira, Vampire-Witch: A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.
Lhamphir, Plague Bearer: The lhamphir arises on rare occasions from those who were slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
Mhoroiphir, Living Vampire: Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others:
 Dying without being consecrated to the God of Law;
 Committing suicide;
 Practicing sorcery, black witchcraft, or eldritch wizardry in life;
 Having a spell-caster’s familiar jump on your corpse before you are buried;
 Eating the flesh of an animal killed by a vampire;
 Being slain by a lycanthrope;
 Death by murder un-avenged;
 Dying while cursed by a sorcerer or witch.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.:
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Strighoiphir, Dead Vampire: A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Szalbaphir, Vampire Gamin: Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Wraith: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Ghast: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ghoul: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Zombie: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.

Wraith: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
Ghast: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
Ghoul: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.
Zombie: If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.
A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.
A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.

Westwater
Ghoul: ?
Mummy: ?
Skeleton: Skeletons are those animated skeletal remains of humanoid (most often but not always) creatures.
Specter: ?
Vampire: ?
Wraith: Wraiths are undead creatures, spirits of those who have died violently.
Creatures slain by a wraith will raise as a wraith themselves in 1d4 days.
Wight: Any creature drained to level 0 will die and become a wight themselves in 1d4 days.
Zombie: Zombies are mindless undead creatures, being the animated remains of humanoids (mostly).

Wrack & Rune
Ghost: Before Nacor returned to claim the booty, he died at sea.

Yoon-Suin
Undead Amphisbaenid: These amphisbaenids sometimes, for reasons unknown, are able to extend their life beyond death and live an immortal existence in the deep forests of Láhág.
Chokgyur, Who Has Seen the Afterlife:
Chokgyur Worshipper: Undead monks who he drained the life from and took with him when he left the Walung monastery.
Sokushinbutsu: ?

Lamentations of the Flame Princess
Lamentation of the Flame Princess
Undead: Animate Dead spell.
Animate Dead Monsters spell.
Summon spell entity's Victims Rise as Undead power.
Animate Dead
Magic-User Level 5
Duration: Instantaneous
Range: 10'
This spell energizes the faint memories of life that cling to the corpses and skeletons of people, allowing them to move and act in a gross mockery of their former existence. Because the entities inhabiting these bodies are chosen by the caster, these undead are under his total control. However, the faint memories of life retained by the corpse or skeleton constantly struggles with the invader introduced by the caster, a conflict that drives the host corpse or skeleton to destructive urges. The animated dead will always interpret any instructions in the most violent and destructive manner possible. They will also prefer to attack those that they knew in life, no matter their former relationship with the person in question. The bodies remain animated until they are destroyed.
For each level of the caster, he creates 1 Hit Die, the total of which is then used to determine the Hit Dice of the undead and any special abilities. One or two Hit Dice must be assigned to each undead as the caster desires. This is each undead’s Hit Dice for the purposes of its Hit Points, saving throws, and to hit rolls. If the undead is to have special abilities, each increases the Hit Dice “cost” by one (except energy drain, which increases it by two). Adding special abilities does not increase the actual Hit Dice of the undead. Only mindless undead are created by this spell, and they must be commanded verbally.

Animate Dead Monsters
Magic-User Level 6
Duration: Instantaneous
Range: 10'
This spell energizes the faint memories of life that cling to the corpses and skeletons of creatures, animating them to a mocking caricature of their living selves. Each creature’s intellect and willpower is no longer present, allowing these undead to be under the total control of the caster. However, the faint memories of life retained by the corpse or skeleton constantly struggles with the invader introduced by the caster, a conflict that drives the host corpse or skeleton to destructive urges. They will always interpret any instructions in the most violent and destructive manner possible. The bodies remain animated until they are destroyed.
For each level of the caster, he creates 1 Hit Die, the total of which is then used to determine the Hit Dice of the undead and any special abilities. One or two Hit Dice must be assigned to each undead as the caster desires. This is each undead’s Hit Dice for the purposes of its Hit Points, saving throws, and to hit rolls. If the undead is to have special abilities, each increases the Hit Dice “cost” by one (except energy drain, which increases it by two). Adding special abilities does not increase the actual Hit Dice of the undead. Only mindless undead are created by this spell, and they must be commanded verbally.

Summon
Magic-User Level 1
Duration: See Below
Range: 10'
Magic fundamentally works by ripping a hole in the fabric of space and time and pulling out energy that interacts with and warps our reality. Various mages have managed to consistently capture specific energy in exact amounts to produce replicable results: Spells.
The Summon spell opens the rift between the worlds a little bit more and forces an inhabitant From Beyond into our world to do the Magic-User's bidding. What exactly comes through the tear, and whether or not it will do what the summoner wishes, is wholly unpredictable.
Once the Summon spell is cast, there are a number of steps to resolve:
The caster chooses the intended Power of the ¶¶Summoned Entity
The caster makes a saving throw versus Magic ¶¶
Determine the Entity’s Form ¶¶
Determine the Entity’s Powers ¶¶
Resolve the Domination Roll ¶¶
Step One
The caster must decide how powerful a creature— expressed in terms of Hit Dice—he will attempt to summon. This cannot be more than two times the caster's level, but this effective level for this purpose can be modified by Thaumaturgic Circles and Sacrifices—see below.
Step Two
The caster must make a saving throw versus Magic. Failing this saving throw means a more powerful creature than anticipated might come through the tear in the fabric of reality, which can have dire consequences for all present.
Step Three
The creature's form and powers will be randomly determined on the following tables, with different results altering the creature's basic stats.
Those default stats are: AC 12, 1 attack for 1d6 damage, Move 120' (ground), ML 10.
To determine the creature’s basic form, roll 1d12 if the original casting save was made, 1d20 if it was not.
Form
1–2 1 Amoeba
2 Balloon
3 Blood (immune to norm. attacks)
3–4 1 Brain
2 Canine (Move 180')
3 Crab (2 attacks, +2 AC)
5–6 1 Crystal (+4 AC)
2 Excrement
3 Eyeball
7–8 1 Frog (leap 150')
2 Fungus (Move 60')
3 Insectoid (+2 AC)
9–10 1 Organic Rot (causes disease on a hit)
2 Polyhedral
3 Seaweed
11–12 1 Slime (Move 60')
2 Snake (50% poison, 50% constriction)
3 Squid
13–19 1 Anti-Matter (HDd6 explosion on every contact)
2 Dream-Matter (all touched become Confused)
3 Flowing Colors
4 Fog (immune to normal attacks)
5 Lightning (Move 240', immune to normal attacks, 1d8 damage touch, touching it with metal does 1d8 damage)
6 Orb of Light (immune to normal attacks)
7 Pure Energy (immune to normal attacks, touch does 1d8 damage)
8 Shadow
9 Smoke (immune to normal attacks, Move 240', suffocation attack)
10 Wind (immune to normal attacks, Move 240')
20* 1 Collective Unconscious Desire for Suicide
2 Disruption of the Universal Order
3 Fear of a Blackened Planet
4 Imaginary Equation, Incorrect yet True
5 Lament of a Mother for her Dead Child
6 Lust of a Betrayed Lover
7 Memories of Pre-Conception
8 Regret for Unchosen Possibilities
9 Space Between the Ticks of a Clock
10 World Under Water
*If an Abstract Form is rolled, ignore the rest of the steps and go straight to the particular Abstract Form description below.
Each basic form that is not from the Abstract Forms category will have a number of additional features.
The base Hit Dice of the creature that the caster wished to summon determines the die type used to determine additional features as follows: Hit Dice ie Type
0 (1d6 hp) 1d2
1 1d4
2 - 4 1d6
5 - 7 1d8
8 - 10 1d10
11 - 13 1d12
14 + 1d20
Roll the indicated die type… This is the Base Number. Roll that die again. If the new roll is less than the Base Number, then roll an appendage on the following table. Roll again and keep adding appendages until a new roll greater than, or equal to, the previous roll is made.
Appendages Adjective Noun
1 1 Adhesive Antennae
2 Beautiful Arms
3 Bestial Branches
4 Chiming Claws
5 Crystalline Eggs/Seeds
6 Dead Eyes/Great Eye
2 1 Dripping Face
2 Fanged Feathers
3 Flaming Fins
4 Furred Flowers
5 Gigantic Foliage
6 Glowing Fronds
3 1 Gossamer Genitals
2 Gushing Horn
3 Humming Legs
4 Icy Lumps
5 Immaterial Machine
6 Incomplete Maggots
4 1 Malformed Mandibles
2 Necrotic Mouths/Great Maw
3 Negative Oil
4 Neon Proboscis
5 Numerous Pseudopods
6 Petrified Scales
5 1 Prehensile Shell
2 Pungent Sores
3 Reflective Spine
4 Rubbery Stinger
5 Running Stripes
6 Skeletal Suction Pods
6 1 Slimy Tail
2 Smoking Teats
3 Stalked Teeth
4 Thorned Tentacles
5 Throbbing Wings
6 Transparent Wrapping
Step Four
To determine the number of powers that a creature has, use the base Hit Dice of the creature that the caster wished to summon to determine which die type to use according to the following table: Hit Dice ie Type
0 (1d6 hp) 1d2
1 1d4
2–4 1d6
5–7 1d8
8–10 1d10
11–13 1d12
14+ 1d20

Roll the indicated die type… This is the Base Number. Roll that die again. If the initial saving throw in Step Two was successful, the entity has a special power if the second roll is less than the Base Number. Roll again and keep adding special powers until a new roll greater than, or equal to, the previous roll is made.
However, if the initial saving throw was failed, a new power is gained on a roll less than, or equal to, the Base Number, so the creature will have a greater chance to have more powers than if the casting was more controlled. If a 1 is rolled, however, no further rolls can be made.
The possible powers of a summoned entity can be randomly determined on the following table. Reroll any duplicate results.
1. AC +2d6
2. AC +1d10
3. AC +1d12
4. AC +1d12, immune to normal weapons
5. AC +1d20
6. AC +1d4
7. AC +1d6
8. AC +1d6, immune to normal weapons
9. AC +1d8
10. AC +1d8, immune to normal weapons
11. Animate Dead (at will)
12. Blurred (always on, first attack against creature always misses, otherwise +2 AC)
13. Bonus Attack (if initial attack hits, opportunity for another attack)
14. Bonus Damage on Great Hit (does one greater die damage if hits by 5 or more, or rolls a natural 20)
15. Chaos (at will, one at a time)
16. Cloudkill (at will, one at a time)
17. Cold Attack (ranged, HDd6 damage)
18. Confusion (on a successful hit)
19. Continuing Damage (after a hit, victim takes one die less damage each Round until creature leaves or is killed)
20. Damage Sphere (all within 15' take 1d6 damage per Round)
21. Darkness (at will, one at a time)
22. Detect Invisibility (always on)
23. Drain Ability Score (on a successful hit)
24. Duo-Dimension (always on, but does not take extra damage)
25. Electrical Attack (ranged, HDd6 damage)
26. Energy Drain (on a successful hit)
27. ESP (always on)
28. Explosion
29. Feeblemind (on a successful hit)
30. Fire Attack (ranged, HDd6 damage)
31. Gaseous Form (at will)
32. Globe of Invulnerability (always on self)
33. Grapple (+5 to rolls involving grappling)
34. Haste (always on self)
35. Immune to Cold
36. Immune to Electricity
37. Immune to Fire
38. Immune to Magic
39. Immune to Metal
40. Immune to Normal Weapons
41. Immune to Physical Attacks
42. Immune to Wood
43. Impregnates (victims hit must save versus Poison or carry a thing)
44. Incendiary Cloud (at will, one at a time)
45. Lost Dweomer
46. Magic Drain (on a successful hit)
47. Maze (on a successful hit)
48. Memory Wipe (on a successful hit, but no other damage)
49. Mimicry (can duplicate sounds and voices it has heard)
50. Mind Control (at will, one at a time)
51. Mirror Image (always on)
52. Move Earth (at will)
53. Multiple Attacks (additional 1d3 attacks)
54. Paralysis (on a successful hit)
55. Pernicious Wounds (do not naturally heal)
56. Phantasmal Force (at will, one at a time)
57. Phantasmal Psychedelia (at will, one at a time)
58. Phantasmal Supergoria (at will, one at a time)
59. Phasing (can move through solid objects)
60. Plant Death (all vegetation dies within 10' x HD)
61. Poison (on a successful hit)
62. Polymorph Other (on a successful hit)
63. Prismatic Sphere (at will)
64. Prismatic Spray (at will)
65. Prismatic Wall
(at will, one at a time)

66. Psionic Attack (auto-hit, 1d6 damage)
67. Psionic Scream (auto hit in 30' radius area, 1d6 damage + victims must save versus Magic or be Slowed)
68. Radiation Attack
69. Radioactive
70. Ranged Attack
71. Regenerate (regains 1d3 hp a Round)
72. Reverse Gravity (at will, one at a time)
73. Silence (always on in 15' area)
74. Slow (once every ten Rounds)
75. Spell Turning (always on)
76. Spellcasting (as Magic-User of 2d6 levels – random spells)
77. Spore Cloud (all in area must save versus Poison or become infested)
78. Stinking Cloud (continuous around creature)
79. Stone Shape (at will)
80. Summon (as per this spell, no miscast, creatures under control of this creature, not original caster)
81. Swallow Whole (on a natural 20 or hitting by 10 or more)
82. Symbol (one type, randomly determined, at will)
83. Telekinesis (at will)
84. Teleportation (at will)
85. Time Stop
86. Transmute Flesh to Stone (on successful hit)
87. Transmute Rock to Mud (at will)
88. Valuable Innards (worth 500 sp × HD)
89. Ventriloquism (at will)
90. Victims Rise as Undead
91. Vulnerable to Cold (takes +1 damage per die)
92. Vulnerable to Cold Iron (takes +1 damage per die)
93. Vulnerable to Electricity (takes +1 damage per die)
94. Vulnerable to Fire (takes +1 damage per die)
95. Vulnerable to Metal (takes +1 damage per die)
96. Vulnerable to Physical Attacks (takes +1 damage per die)
97. Vulnerable to Silver (takes +1 damage per die)
98. Vulnerable to Wood (takes +1 damage per die)
99. Wall of Fire (at will, one at a time)
100. Web (at will, one at a time)
Step Five
The Domination roll requires two 1d20 rolls, one on behalf of the caster, the other on behalf of the summoned entity.
The caster's level, Thaumaturgic Circle Modifiers, and Sacrifice modifiers are added to his roll.
The creature's Hit Dice is added to its roll, and it also receives +1 to the roll for every Power it has.
Domination Roll Results
If the Magic-User wins, the margin of victory determines how many d10s to roll to determine how many Rounds the creature will be under the caster's control. The caster must concentrate on controlling the creature for this period of time, and if the caster's concentration is broken (by being damaged, or casting another spell, for instance), there must be another Domination roll to determine if the creature will remain under control (this second roll can only confirm the original term of control, not extend it, and at most the creature can only win a basic victory in this second contest). The creature returns to its dimension when this time ends.
If the Magic-User wins by a Great Margin (equal to, or greater than, 5 + creature’s Hit Dice + the number of its Powers), the caster can demand a longer service from the creature without needing to consciously direct it. The details of this service must be communicated in a clear and succinct manner.
If the caster wins by a margin of 19 or more (or double a Great Margin), the creature is bound permanently in our world, and under the complete control of the caster, with no direct concentration required to maintain this control.
If the creature wins the Domination roll, it will simply lash out, attempting to kill and maim all living creatures while it is stable in this reality (a number of Rounds equal to d10 × the margin it won the Domination contest, minimum number of Rounds equal to its Hit Dice).
If the creature wins by a Great Margin (equal to, or greater than, 5 + Magic-User's Hit Dice + Sacrifice + Thaumaturgic Circle modifiers), the caster is completely at the mercy of the creature, mind,
body, and soul. Roll
1d6 and consult the Dominating Creature table below to determine what happens.
If the creature wins the roll by 19 or more (or double a Great Margin), it must make a 1d20 roll. On a 1–19 it is empowered by energy from its own dimension and multiplies its Hit Dice by 1d4+1. Re-roll its powers using its new Hit Dice as a base. It will then go on a killing rampage.
If this extra roll is a 20, the barrier between realities is sundered, and innumerable monstrosities begin dropping through. Hundreds of them will come through in the first hour, then about a hundred a day for the next week, then just a few each day. All will be hostile, as their passage to this world is accidental and our reality will be unfamiliar and unpleasant to their sensibilities.
If the domination roll is a tie, then roll again, but this time, the caster uses a d12 instead of a d20, and Thaumaturgic and Sacrifice modifiers do not apply.
Dominating Creature
1. The creature retreats to its own reality, bringing the caster back with it. The caster's physical body is destroyed, but his mental essence exists forever in misery.
2. The creature's presence in this universe is stable and it will not be drawn back to its world. The caster's will is replaced with that of the creature, and the character becomes an NPC. If the creature and the Magic-User together have the strength to destroy everyone and everything in their immediate surroundings, they will do so. If there is doubt about their ability to accomplish this, the creature and caster will retreat and begin their long-range campaign to bring about Hell on Earth.
3. The creature holds the rift open longer than it was supposed to be; 1d10 more creatures with Hit Dice ranging from 1 to the summoned creature's Hit Dice, flood into the physical world. They will attempt to slay and consume every living thing.
4. The creature and the Magic-User merge to form one being. It can switch between the two physical forms at will, and in either form possesses all the powers of both beings. The creature is in control.
5. The creature explodes on contact with our universe, disrupting all sense of self and identity. All human or human-like characters within 120' are randomly switched into new bodies, with the levels and class abilities of the new body (all bodies must change, even if a random roll puts a character back in their original body). Characters retain their previous Charisma, Intelligence, and Wisdom, and take on the Constitution, Dexterity, Strength, Class, Level, and Hit Points of the new body. All present are now Chaotic in alignment, and any Clerics lose their Cleric spells.
6. The creature is not at all interested in being in “reality,” nor does it care about anyone present. It is however supremely vexed at being called through the veil by a piece of meat. It will take one of the caster's comrades as compensation. The caster must choose one of his fellow player characters, and then that character will simply cease to be. If the caster delays, or chooses anyone else than a player character, then all the player characters in the area will be winked out of existence… and the caster will be left alone.
Thaumaturgic Circles and Sacrifices
Using Thaumaturgic Circles and offering Sacrifice while casting the spell makes the portal between worlds more interesting, attracting greater creatures to the summoning point and so allowing them to be summoned. It also numbs the consciousness of these creatures, such as it is, allowing a Magic-User to more easily control greater creatures.
Each full 2 Hit Dice of sacrifices gives the caster a +1 bonus to the Domination roll, or 1 Hit Die for a +1 bonus if the sacrifice is the same race as the caster. To count as a sacrifice, the victim must be helpless at the time of the slaying and purposefully slain for just this purpose. Combat deaths do not count.
Thaumaturgic Circles are magical diagrams (or mathematical equations which are nonsense in our
world, but important in some other) used to focus magical energy and give the caster greater control over his summoning. The diagrams are not enough, though. The materials used to draw and decorate the circles are crucial to communicating their information to the summoned creatures. 500 sp worth of materials is required to invest in a circle for every +1 bonus to the caster's Domination roll, and this is consumed with every casting.

Lamentations of the Flame Princess Grindhouse Edition Referee Book
Undead: Certain undead are so infested with disease that they slowly kill those they damage. Those damaged by such undead must make a saving throw or turn into the same type of undead within a set period of time.
Vampire: Vampires may create other vampires. Any charachter drained to 0 Constitution by a vampire over multiple sessions – not through a total drain – will rise at sunset d6+1 days later as a vampire with one hit point.

A Red and Pleasant Land
Vampire: If a vampire successfully slays a victim through energy drain, the victim will become a vampire of the same type of the lowest rank (pawn or ace).
Voivodjan Vampire: ?
Nephilidian Vampire: ?
Colorless Bishop, Nephilidian Vampire: ?
Colorless Knight, Nephilidian Vampire: ?
Colorless Pawn, Nephilidian Vampire: ?
Colorless Queen, Nephilidian Vampire, Nyvyan: ?
Colorless Rook, Nephilidian Vampire: Colorless Rooks are made from the remains of dead Pale Rooks: first the corpse is sat on a throne and enmeshed in a kind of rolling frame pulled by horses. Then the top of the Rook’s head is sawn off like the lid off a pot and the head is filled with sea water nearly to the rim. If a vampire then sits floating in the head, the Colorless Rook comes to life, and can act as a powerful battle oracle or magical battery.
Decapitated Lord, Voivodjan Vampire: ?
Elizabeth Bathyscape, Heart Queen, Voivodjan Vampire: ?
Pale Horse: If a Stalking Horse is slain, a Pale Horse—a kind of horse-headed ghoul— will burst forth and simultaneously attack all nonvampires within 7’, attempting to strangle them with the slain horse’s entrails at +6 to hit for 2d10hp. This happens as soon as the Stalking Horse dies (no initiative roll) and the Pale Horse then dies immediately after the attack, regardless of its outcome.
Nadasdy, King of Hearts, Voivodjan Vampire: ?
Knave of Hearts, Voivodjan Vampire: ?
Order of Clubs, Voivodjan Vampire: ?
Order of Diamonds, Voivodjan Vampire: ?
Order of Hearts, Voivodjan Vampire: ?
Order of Spades, Voivodjan Vampire: ?
Pale Bishop, Voivodjan Vampire: ?
Artorius, Pale King, Voivodjan Vampire: ?
Pale Knight, Voivodjan Vampire: ?
Pale Pawn, Voivodjan Vampire: ?
Red Bishop, Voivodjan Vampire: ?
Red Bride, Voivodjan Vampire: ?
Vlad Vortigen, Red King, Voivodjan Vampire: ?
Red Knight, Voivodjan Vampire: ?
Red Pawn, Voivodjan Vampire: ?

Carcosa
Mummy: Mummies are sorcerous devotees of Nyarlathotep entombed beneath the ground in various places, most notably beneath the vast Radioactive Desert.
The mummies of the world of Carcosa are not mindless, shambling things wrapped in bandages! Rather, they are dead Sorcerers (of any level) whose services to Nyarlathotep have earned them the state of being undead.
Mummy Brain: As millennia pass, the dry bodies of mummies gradually crumble to dust. Usually the living brains of mummies rot away upon the dissolution of a mummy’s body. But a few of the brains of mummies who are of 8th or higher level and have an 18 intelligence score continue to think and exist.
Unquiet Worms: The nethermost caverns are not for the fathoming of eyes that see; for their marvels are strange and terrific. Cursed the ground where dead thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth’s pores ought to suffice, and things have learnt to walk that ought to crawl.
Sometimes the worms that feed on a dead Sorcerer’s brain will assimilate the Sorcerer’s memories and sorcerous and psionic powers. Such worms swell to thrice their normal size and assemble in a horrid, vaguely humanoid shape that walks as a man.

Death Frost Doom
Risen Dead: Grimoire of Walking Flesh. This text, written in the Duvan’Ku language, allows the creation of a flesh golem. It requires the parts of 10d4 fresh bodies, takes two weeks time as the parts are assembled, and then requires a strong electrical charge (a lightning bolt will do) to activate the body. There is no monetary cost to making the golem with this book, and an unlimited amount may be made. When the golem activates, the mutilated remains of the bodies used for parts will rise and seek to destroy the creator of the golem. The golem will not fight these undead. The risen dead will be 2 Hit Dice 50% of the time, 2 Hit Dice and able to paralyze 40% of the time, and 4 Hit Dice and able to drain levels 10% of the time (check each creature individually). If the bodies have been utterly destroyed, then the creatures will be incorporeal, and 4 Hit Dice and energy draining (75%) or 7 Hit Dice and double energy-draining (25%). Anyone using the book will of course not know about the vengeful dead until it’s rather obvious.
Ghoul: ?
Undead Creature: ?
Sarcophogus Corpse: ?
Altar Corpse: ?
Disembodied Ghost: ?
Mummy: ?
Hideous Undead Thing: ?
General Overlord Cyris Maximus, Vampire: ?
Child Corpse: ?
Commoner Corpse: ?
Priest Corpse: ?
Warrior Corpse: ?
Above-Ground Corpse: ?
The Sleepless Queen: This woman in life was a streetwalker who was kidnapped, murdered, and corrupted into this form specifically as bait to lure greedy people to their deaths.

Death Love Doom
Restless Dead: If the child is touched, the clock will begin to spin backwards at great speed, and all corpses on the grounds will rise. The clock will then stop, and the undead will converge on this point.
Animated Fetus: Then her husband gave her this gift which brought a demon, and it told her that she was not her husband’s deepest love. The look on Erasmus’ face told her it was true. As flesh tore and bent around her, she directed all of her hate to the latest of his offspring which she was carrying, and it gained unnatural life. No one but her knows that this is her doing and not that of the demon’s, but it has gotten away from her now.
Myrna is a wreck of a human being, as her late-term fetus gained self-awareness and miscarried itself. After dying, it rose from the dead, its mother’s blood and nourishment still coursing through its veins.

England Upturn'd
Oannes Neverborn, Animated Mutant Foetus: The thing inside the jar is Oannes Neverborn, a foetus who cut his way out of his mother—a mentally disabled woman who lived in St. Mark’s—with the egg tooth on his face before being trapped by the local witch and preserved by William Jackson, the local physician.

Hammers of the God
Dwarf Sentinel: Dwarf Sentinels are those dwarfs so loyal to a cause that they continue to serve even after their body dies a natural death. It must be noted that their existence is not an unnatural affront to the gods; indeed, their existence is a testament to their devotion to the gods.
Stories about dwarfs that place so much importance on their duty that death itself does not deter them. These Sentinels maintain their posts as undead things, as the Old Miner grants them their greatest wish: To continue to serve.

Lusus Naturae
Progeny of Lilith: These undead children are not actually the spawn of Lilith; they are human children who have been bitten by fleas contaminated with Wastrel blood. Anyone who is bitten by such a flea, and has not yet reached puberty, becomes one of the Progeny within 1-20 minutes.
If one of the Progeny manages to bite a child, he becomes one of them in 1-6 rounds.
Undead: Void's Memory wields a nightmarish sword called Hymn To Forgotten Mothers Who Buried Stillborn Children in Shallow Graves Beneath Rotting Sycamores. Anyone struck by the blade takes 7-12 damage, and must save vs. Magic or become undead for a period of 1-100 days.
Crawler: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.
Devourer: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.
Leaper: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.
Shambler: In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.

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

No Salvation for Witches
Undead Fish: Until recently, the pond was full of perch, carp, and trout, but these all died when the spheres manifested. Shortly thereafter, an incandescent spiral full of twisted sorcery tore through the brambles and splashed into this pond, imbuing the dead fish with a twisted form of life.
Hooded Man: To each side of the nave, in the transept,
a hooded man waits silently. These two men are actually nothing more than animated skins—Woolcott tracked down and killed two witch-hunters, then flayed them and animated their skins (tossing their muscles, bones, and organs into the gutter). Though hollow, these attendants are quite strong, and serve Woolcott unto death.

Qelon
Angry Ghost: ?
Araq: The araq are invisible guardian spirits, usually family ghosts of powerful or notable ancestors. They have become angry as families are slaughtered and villages destroyed.
Beisaq: The beisaq are hungry ghosts, spirits of men or women killed by violence and unburied – lots of those around during wartime.
Daereqlan: These are the spirits of villagers forced to flee into the wilderness to die. Their spirits reincarnate or possess warm-blooded wild animals (deer, panthers, tigers, dholes, boars, apes, birds, bears, etc.).
Qmoc Praj: These are the ghosts of women who died in childbirth.
Quon Praj: ?
Varangian Cool Hand: Given the decades of war that they have been fighting, it is understandable that the Varangians may have undergone some wear and tear, to be repaired as best he can by Hagen, their dwarven necromancer-alchemist.
Varangian Dead Eye: Given the decades of war that they have been fighting, it is understandable that the Varangians may have undergone some wear and tear, to be repaired as best he can by Hagen, their dwarven necromancer-alchemist.
Hound-Lich: Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy.
Elephant-Lich: Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy.
Garuda-Lich: Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy.

Scenic Dunnsmouth
Skeleton: ?
Zombie: Uncle Ivanovik lives in a log cabin, much the same as 4. Anyone he captures is strapped to the dining room table, and Ivanovik begins the process of mummification while they still live. Unlike 4 above, Ivanovik is cold and dispassionate and will not say a word throughout the whole process, however much his victim pleads and screams. He will then row the body out to a specific point in the bog, utter some chants and dump the body. If the player characters raise any of these bodies out of the swamp they will rise as “bog people” zombies within a few Rounds and attempt to fill their bellies with warm flesh.
If any of these skeletons manage to kill someone they will instantly de-animate. Within two Rounds the person slain will rise as a zombie and attempt to kill the nearest living person in same fashion using his weapons.
The skeleton is clutching a two-handed, double-edged copper axe known as Kinslayer. It is also wearing several pieces of copper jewelry worth a total of 24sp or 200sp if sold to a university or archaeologist. Kinslayer deals double the normal amount of damage to people of Celtic descent (Irish, Scottish, or Welsh), as it literally causes their blood to boil in their veins. Any human killed by the axe will rise at the next full moon as a flesh hungry, free-willed, intelligent zombie intent on revenge, unless it is buried on hallowed ground or has Bless cast on its body.
Ensouled Dead Ensoul the Dead spell.
Ghost of the van Kaus: Anyone who is killed in the van Kaus crypt will have their corpse possessed by a ghost of the van Kaus family.
Van Kaus Dead: ?
Fir Mac Nolg: If all four of the gold coins are removed from the pots before the axe is removed from the skeleton, it will awaken.

Kinslayer
This two-handed double-bladed copper axe dates from Paleolithic times. The axe head is beaten copper, engraved with ancient sigils, circles and crosses. Any attempt to map them to astrological patterns will show that they are binding rituals based upon the constellations in the sky. The hilt itself is an aged wood, flying rowan soaked in the blood of the dark druid’s goddess to seal its dark pact.
The two-handed axe deals double damage to any individual with at least 1/16th Irish, Welsh, or Scottish ancestry. Any human (of any ancestry) slain by the blade will rise on the next full moon as a free willed undead with two main urges: a belly full of warm mammal flesh and revenge upon their killer. They will instinctively know the direction of the axe at any given time. The only way to prevent this from occurring is to bury the body on hallowed ground or cast Bless upon its corpse before it rises. If it cannot eat fresh, warm meat at least every other day it will expire.
Move: 120’
Armour: as Armour
Hit Dice: Living total + 1
Attacks: d4 or by weapon
Special: suffers damage from direct sunlight (1d6 /round).

Ensoul the Dead
Magic-User Level 4
Range: Touch
Duration: Permanent
This spell summons a tem poral pathogen to stitch the remaining psychic echoes of a person’s life to his rotting corpse, moving back in time to pull his mind from the last moment of his existence. This is extremely painful as these shards of a mind are stitched together and the subject of the spell will scream in pain and beg for an end to their suffering if they are able to speak. While the resulting undead is as intelligent as it was in life, it cannot harm the caster and must obey the Magic-User’s every order, but as it seeks to relinquish its own curse, it will try to involve as much murder in the orders given by the Magic-User as possible (including murdering anyone it was not specifically ordered not to).
If an Ensouled Dead manages to kill a living person, it will de-animate. The person it just killed will rise in the next Round as an Ensouled Dead. The Ensouled Dead have as many Hit Dice as it had in life, increased by 1 if its corpse is still coated in flesh. It also retains its combat bonus and any spells still in memory. The caster can raise one corpse per caster level, but cannot raise the corpse of an Ensouled Dead that has de-animated by killing another person.

The Cursed Chateau
Lord Joudain: Lord Joudain turned to necromancy, black magic, and eventually devilry as means to alleviate his world-weariness and boredom. He communed with elemental entities, slew his servants and raised them from the dead, and even summoned demons from Beyond, but he found no pleasure in any of these activities. Lord Joudain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed suicide according to a ritual found in an ancient grimoire in the hope that the next world might prove more interesting than the present one.
Lord Joudain’s consciousness persisted after his death, just as he had hoped. Rather than moving on to some other plane of existence—or even the heaven, hell, or purgatory preached by the Church—his being was instead bound to his earthly home for reasons he had neither anticipated nor could explain. He could not move on to whatever reward—or punishment—awaited him in some afterlife. Instead, he remained forever linked to his chateau.
Arnaud: Joudain slew him with his sword and reanimated him later, but sewed his lips shut so that he might never again utter a word against Ysabel.
Bertrand: ?
Clareta: When Clareta died at an advanced age, Joudain deeply missed her. One of the few times he can remember actually praying to God was when he asked that Clareta be restored to life like Lazarus of Bethany in the Gospel of St. John. When this did not happen as he demanded, it only confirmed to him that God was, at best, a myth or, at worst, impotent. Regardless, he had no need for belief in him. When Joudain committed suicide and his consciousness was bound to the chateau, he found he could call Clareta’s ghost from beyond the grave and she has served here ever since.
Elias: Elias was very loyal to Joudain and remained in his service until he died of fever. Conseq-uently, he was one of the first servants whom Joudain reanimated. Unfortunately, the effects of the fever—paralysis—remained even after death and Elias moves somewhat slowly and stiffly. In addition, his face is grotesquely contorted by rigor, which impairs his ability to speak clearly.
Esteve: Lord Joudain took advantage of this by ensuring that he partook of Hervisse’s “special” meals, which ultimately resulted in his current state. He is now a ravenous nigh-immortal mockery of his former self.
Guilhem: Guilhèm died when he was ten years old after a fall from the window of the Observatory. Joudain sincerely mourned his death and continued to ponder why it was that he had such affection for the boy. After Joudain committed suicide, he found that Guilhèm’s consciousness lingered about the chateau as well.
Hervisse: His consciousness was called back from the Beyond by Joudain.
Jaume: Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity, a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties.
Miquel: Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity, a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. Not long afterward, Joudain decided that, because the twin footmen no longer “matched,” he had no choice but to inflict the same fate on Miqèl, who now looks exactly like his older brother.
Julian: When he died, he was buried in the garden, under his beloved rose bushes. Joudain called to his consciousness after he committed suicide and his incorporeal form answered.
Landri: Joudain kept Landri around, because it amused him to taunt and mock him and his beliefs. He even hoped that he might eventually break him, but it never occurred and Landri remained steadfast in his faith. Annoyed by this, Joudain slew Landri with his sword in the Chapel (see p.48) and then raised him from the dead in that very room, using it to once more sneer at Landri’s faith.
Laurensa: ?
Martin: ?
Mondette: ?
Rixenda: ?
Ysabel: In his blasphemous Black Masses, Joudain needed a young and virginal woman whose naked body would serve as his altar. He found such a woman in Ysabel, whom he brought to the chateau after searching across southern France for a “perfect” woman with all the right qualities he sought. Though ostensibly a maid, Joudain treated her very well and provided for her every need, provided she never leave his domain and that she perform her “religious” duties without complaint.
In time, Jaume seduced Ysabel and her deflowering made her no longer suitable for Joudain’s purposes. He killed Jaume in retaliation and Ysabel, her sanity already tenuous by this point, took her own life by drinking poison. He tried to reanimate her like his other servants but, for some reason, the process did not work as he had hoped and the result was a semi-corporeal ghost-like being with transparent “skin” who spends most of her undead existence weeping.
Undead: A character who dies on the chateau’s grounds can be reanimated by Joudain as the result of certain results on the Random Event table.
Dame Hellisente: This locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Joudain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Joudain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room (included its windows) bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to have forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful consciousness remains here, mad with grief and rage.

The Squid, the Cabal, and the Old Man
Mummy-Squid: The Treasury is guarded by five mummies that have had their arms replaced by tentacles. The mummies have been here longer than the current members of the cult who believe that the mummies were also stolen during the assault on the Library of Alexandria. Making use of all the knowledge gathered in the Treasury, the cultists were able to reproduce old Egyptian rituals several centuries ago to revive them, adding a special touch – the tentacles – of their own to the beasts.

Thulian Echoes
Work Detail: ?

Tower of the Stargazer
Ghostly Attackers: ?

Towers Two
Voiden: For Razak has discovered the power of the Loi-Goi (or rather it discovered him), and with it he has created an undead force of warrior-zombies (The Voiden) which he plans to use in the final campaign to destroy his brother and lay absolute claim to the Towers Two.
The Voiden are creatures Razak has created in the shops of necromancy he calls home, under the direct guidance of the Loi-Goi, who has reached into Razak’s mind through the questing tentacle-pod of the Loi-Goi, which Razak discovered beneath his tower, in the deep catacombs near his mother’s tomb. The Voiden are created using the parts of those once alive...they are then bathed in various sorcerous and chemical compounds which merge the various bits and pieces together.
Captain Chaulk: Captain Chaulk, a captain whose rule caused such derision in his own crew that half rose against him in mutiny, bringing about such a violent upheaval that every man involved in this bloody brawl was killed... every man save the Captain, who, though mortally wounded, lashed himself to the wheel and somehow piloted the ship into the port of Mlag. Here it crashed itself onto the large rock outcropping on the south side of the bay, and has remained there ever since. And even though Captain Chaulk and his crew were given a decent burial, it did not deter the Captain from returning to his duty.
Lord Javon, The Damned Thing: The guilt-stricken Lord Javon spent years weeping beside his dead wife’s stone coffin praying for the forgiveness that could never come. He heaped flowers and jewelry on her decaying corpse, but nothing could assuage his undying guilt. The despondent lord finally climbed into his coffin and slashed his own jugular, but even death could not cure his despair. Javon rose weeks later in undeath, cursed for all eternity as a damned thing.
Tomb Zombie: The guilt-stricken Lord Javon spent years weeping beside his dead wife’s stone coffin praying for the forgiveness that could never come. He heaped flowers and jewelry on her decaying corpse, but nothing could assuage his undying guilt. The despondent lord finally climbed into his coffin and slashed his own jugular, but even death could not cure his despair. Javon rose weeks later in undeath, cursed for all eternity as a damned thing. The curse allowed the undead lord to raise any corpse back to life except his beloved Lady Morose.

Vaginas are Magic
Undead: Raise the Dead spell.
Storming Through Red Clouds and Holocaustwinds spell miscast.
Undead Wizard: Raise the Dead spell.
Undead Dead God: Raise the Dead spell.

RAISE THE DEAD
While Biblical scholars have determined that the Earth is about 6000 years old, mystic explorers guess the world may be much older, perhaps as much as three or four times older than that! That’s a lot of time for a lot of humans to live and die. Hordes of the dead in less civilized times were never
properly buried, and many of the graves of those who were have no markers. We tread on the dead with every step.
Raise the Dead allows the caster to animate a number of these ancient dead, 1d6 of them per level of the caster, with the dimmest semblance of cohesion, motor function, and awareness. With all reason and natural instinct rotted away, all that is left is the primal need to kill and devour the living, though sustenance does these things no good.
The creatures will pop up out of the ground, including the walls, or the ceiling, if this is more appropriate, within a 50’ radius of the caster, fairly evenly distributed. If the caster is inside a structure, understand they will pop out of the ground, not the floor, and the distinction is important. If there is no ground within this area, the spell has no effect.
These creatures are not in any way under the caster’s control, although they will not harm the caster in any way, or even acknowledge her if there are other living beings nearby to attract their attention. If there are no such other beings, the dead will congregate around the caster, and often mimic her actions.
The creatures are Armor 12, Move 60’, 1 Hit Die, 1 rending and biting attack doing 1d6 damage, Morale 12. Because they cannot feel pain, the lower half of any damage roll has no effect. For example, if a weapon does 1d4 damage, a 1 or 2 result does no damage; with 1d8 damage, a 1–4 result does no damage; and so on.
W
MISCAST TABLE (1D12)
1. The undead are all very angry with the caster, and will move to rip her apart to the exclusion of all other activities before settling back to their rest.
2. Ten times the amount of undead are raised.
3. All of the undead retain their intellect and full memories of their former lives (assume corpses this close to the surface will be 1d100x1d4 years old), and will behave accordingly.
4. Every living creature in a 10’ x level of caster area, centered on but not including the caster, turns undead. Basically, they are dead but still retain consciousness and motor function, but do not need to breathe, eat, etc. They also never heal.
5. Only one undead creature is raised. It is the corpse of a wizard, level 1d6 + 1d12, who will rise with a full spell complement, full memories and intellect, free will and autonomy, and a bad, bad attitude.
6. A Dead God is raised. It will wreak havoc on all, without bounds. Armor 25, Move 150’, 150 Hit Dice, one sweeping attack per round doing 1d4 instigators worth of damage, Morale 12.
7+. Refer to Miscast Table, inside front cover.

STORMING THROUGH RED CLOUDS AND HOLOCAUSTWINDS
Humans are tribal creatures, that much is plain. What is perhaps more shocking is the ease in which a human’s tribal identification can be manipulated. Storming Through Red Clouds and Holocaustwinds creates a barely perceptible red mist cloud, the consistency perhaps of the edges of spurting blood,
which touches the perception of everyone it envelops. The mist originates at a point up to 20’ per caster level away, and covers a space of radius 10’ per caster level.
Everyone in the mist must save versus Magic. Those succeed retain themselves. Those who fail become territorial, paranoid, xenophobic, and bestial in thought. They will attack anyone within sight as fiercely as possible, in this order:
Whoever is within immediate striking distance
Whoever has been touched by the mist but is not affected by it
Whoever has been touched by the mist and was affected by it
Whoever is closest.
The cloud travels 120’ per round directly away from the caster, and persists for one round per caster level. After failing a saving throw, effects last (caster level)d6 rounds, persisting for this duration even if the mist itself has dissipated.
When the spell ends, the cloud does not entirely disappear. It is diluted in the greater atmosphere to the point that it is no longer effective. But every time the spell is cast, additional red cloud particles saturate the atmosphere. How long until the very air we breathe will become hostile to human cooperation and civilization?
H
MISCAST TABLE (1D12)
1. Anyone killed in the cloud will rise as undead, seeking revenge on the caster.
2. The cloud does not affect anyone in it, but the caster will go berserk.
3. The cloud will have no immediate effect on anyone in it, but each person exposed to the cloud will go berserk in 1d12 hours, mindlessly attacking anyone nearby.
4. The cloud’s effect on those exposed to it are permanent, although victims will only be berserk towards others affected by the cloud. As each such victim dies, the remaining survivors each gain a +1 to their Attack Bonus and +1 to their maximum hit points.
5. Everyone in the cloud gains 1d8 hit points and a preternatural sense about other people: they can always know when a particular person is thinking about them.
6. All affected by the cloud clump together to form a Constructicon-style superbeast that has the combined Hit Dice of its constituents (treat 0 level characters as ½ Hit Dice for this purpose) with the resulting hit point and Attack Bonus advantages. It smashes for 1d6 damage per 10 human-sized members or fraction thereof.
7+. Refer to Miscast Table, inside front cover.
MISCAST TABLE
ROLL 1D12 TO DETERMINE THE EFFECT OF A MISCAST SPELL
1-6. Effect custom to the specific spell.See the spell description for details.
7. An extradimensional entity has slipped into this reality through a hole created by the casting attempt. Treat as if the Summon spell has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control.
8. An entirely different spell has been cast. Randomly determine what spell was cast from the campaign spell list (reroll if the intended spell comes up) with a 1d10 effective caster level. If the spell requires a specific target or target area, determine this randomly.
9. Uncontrolled extradimensional radiation floods an area equal to the intended spell level x 20’ radius. Every biological creature of at least one Hit Die (except the caster) suffers 1d6 damage. The sum of the damage done is pooled together, and this pool of damage heals the caster up to maximum hit points, but all remaining damage beyond that is subtracted back from the caster’s hit points.
10. The misappropriation of magical energy causes time to slide ahead:
If play is in “slow time” (wilderness exploration, staying put in a particular location for healing or research purposes, or any such gameplay where time passes at a great rate), then 1d6 days for every spell level passes instantly. All characters within 20’ staying in the same place the entire time. Any environmental effects of the character being in that spot unmoving for that many days are instantly applied (for instance, if they are in an unforgiving tundra, they will suffer the results of 1d6 days of cold exposure). The characters are then affected as if they have not eaten or slept in that entire time.
If play is in “medium time” (such as dungeon exploration or any game play where time is measured in 10 minute turns), then 1d6 turns per spell level pass instantly. All characters within 20’ stay in the same place the entire time. Light sources are expended, encounter checks are made, and any effect of the characters being in that spot unmoving for that period of time are instantly applied.
If play is in “fast time” (such as combat or any game play where time is measured in six-second rounds), every biological being within 20’, including the caster, rolls 1d6 per spell level, and is effectively paralyzed for that many rounds.
11. Odd and alien light floods a 100’ area, destructive and harmful to physical life, but so strange that biological bodies don’t know the proper response to the harm suffered. Bodies therefore guess at how they are supposed to respond to the malignant force, deciding to “remember” the last damage suffered and recreate that to express the harm caused by the light. Every character within the area re-suffers the last damage inflicted upon them. If the specific damage suffered cannot be remembered, then surely the foe that caused it can be; assume maximum damage was suffered. If even that cannot be remembered, the character suffers 1d20 points of damage. If a character has never before suffered hit point damage and is subject to this effect, it does no damage and instead doubles their maximum (and current) hit point amount.
12. Microscopic organisms floating in the air are engorged with strange energies, growing large enough to be seen and emitting glowing hues. They pass through all matter freely and devour all perishables (food, oil, torches, ammunition, gunpowder, basically any item individually accounted for and expended in a character’s inventory, money and other such valuables excepted) within a 10’ per spell level radius.

Veins of the Earth
Egg Dead, Pseudo Oolites: When a pregnant dragon dies, the young starve in their eggs. Very occasionally something bleak and awful seeks the corpse. It wants a toy and, finding one, cranks up the wasted flesh with automatic fires. The moonwhite eggs forgotten in the corpse-fat earth.
The foetal wyrmlings curling in necrotic yolk, stir. Cold miniature hearts flex. The eggs crack late and undergrown. Cold curls of baby lizardflesh poke through. They spew out from the grave-nest in a snapping tangle. Moving like a knotted pile of wet garden hose sloping down steps. The last thing they recall is starving to death inside.
A Dragon, even pre-birth, has the intelligence of a man. These un-dead ever-starving children, genetically prepped for raptorous majesty, are unshaped by material experience. They are hungry, cannot eat, and cannot die. They wander in birth-flocks, looking for something they cannot find and do not understand. Then they return to the egg. They do not understand the world. Rot has written invisible curls on the still-developing brains. Their bodies are unripe. The egg is all they know.
They crawl back inside and carefully rebuild the shell. This takes long weeks of agonised failures as they learn. But they have time, infinite time, and nowhere else to go. They wait inside. Sleepless and tense.
Perhaps the endless shiftings of the river-pools remind them of their mother’s heart. They don’t feel cold. The thoughtless bubbling flow that gently and ceaselessly rocks them in the infinite night may fake a parent’s touch. Lulling them to the edge of unachievable sleep. Perhaps underground nothing will bother or disturb them. Perhaps the cold, smooth Oolites in the cave-wells remind them of a nest they’ve never seen. But perhaps, it is just possible, that something places them there, a half-deliberate trap or lure, of what purpose noone knows.
They crawl into the pools in river-caves where Oolites form. Scatter amongst them in re-assembled eggs, and wait. Until you disturb them.
Fossil Vampire: Vampires cannot die. Long ago they infested the earth. When day came, they swarmed under the soil like worms shifting in bait. There was never enough space. The weak were thrust up through the topsoil into the sunlight to die. Their ash made thicker soil to save the rest. At sunset the land heaved and vomited out continents of pale writhing undead. They killed everything. They ate all living things. They fed off each other, unable to die and afraid to walk into the sun.
No-one knows how, but in a single day they were destroyed. The world turned inside out. They were burnt, buried and eaten by angry tectonics. Frozen in stone, fossilised and crushed. Most were torched by unknown cosmic fire but the ash-clouds exploded so fast that large pockets remain. They are still there. There is a vampire stratum. A thin band of shadow in the rock, two feet thick, coal-black. No-one mines it. They go around.
Panic Attack Jack: THE JACK IS THE BODY OF A caver of some sighted, civilised, humanoid race. They’re dead, and often wrapped in ropes that broke their neck. The limbs are all splintered from falls, the spine is bent. The wet ropes trail behind them like a veil. The pack is still unopened on their back. The Rapture killed them and took the body for a spin. The skin is bleached. The flesh is puffed. They are screaming for their mother and praying now, locked forever in the seconds of their death.
Spectre of the Brocken: The Bröcken was intended to end the world and drag it down in flames. Not this one, a better one. She failed. And died.
You are the shadow of a five-dimensional being existing in a higher plane and this is why much of your life makes no sense. Sometimes you sleep and dream, and if your dream dreamed and that last dream thought it was alive, then that is your relative position to the world the Bröcken was fated to destroy. You are a shadow of a shadow of that five-dimensional plane. There are lots of you, parallel selves and places, not quite real. You’ll never meet them.
When the Bröcken fell her spirit flowed away, Trickled, surprisingly, into a lower dimension like a hole in a shopping bag. She is a ghost-thing now. A spectre. A memory. But still real. Hyper-real like nothing else can be. She might be dead but she is still slumming it here.

Vornheim The Complete City Kit
Hollow Bride: ?
Plasmic Ghoul: ?
Parnival, Vampire Monkey: ?
Vampire: If Parnival successfully slays a victim with his energy drain, it will become a vampire.
Vorkuta, The Nephilidian Vampire:
Nephilidian Vampire: If Vorkuta successfully slays a victim with her energy drain, it will become a nephilidian vampire.

Weird New World
Minor Vampire: ?
Vampire: Victims who die as a result of a minor vampire's bite rise as a vampire.
Vampire King: ?
Undead Crewman: Killed and animated by elf raiders purely for amusement.
Invisible Dead: Killed and animated by elf raiders purely for amusement.

World of the Lost
Ogbanje: These undead were conjured by Henriette, a necromancer. She refers to them as "ogbanje," referring to a local myth about undead children. In reality, these undead are simply mindless ghouls summoned by her necromantic incantation; still, ogbanje is as good a name as any.
These walking corpses are mostly citizens of Akabo who were infected and are now undead. Behind them, a dozen dead bodies twitch; soon, they will rise up.
A necromancer named Henriette cursed the city, and the dead have risen. These undead, known as ogbanje, attacked the living, and the curse spread to those who have been bitten.
Ajimuda: These walking corpses are mostly citizens of Akabo who were infected and are now undead. Behind them, a dozen dead bodies twitch; soon, they will rise up. One of these is Ajimuda, the chieftain of Akabo.
 
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Voadam

Legend
OSR M-Z

OSR M-Z
Mazes and Minotaurs
Creature Compendium
Animate: The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.
Charont: Charonts are the spirits of misers and selfish hoarders turned into wraiths by the powers of the Underworld.
Empusa: Empusae are the revenants of seductive witches who have given their souls to Hecate, goddess of darkness, in exchange for eternal unlife.
Ghost: ?
Mummy: Specially preserved corpses from the Desert Kingdom reanimated by foul necromancy.
The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.
Skeleton: Human skeleton animated by magic.
These Animates can be produced by a variety of means, including the necromantic arts of Anubians and Stygian Lords and the famous Hydra Teeth method.
The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.
Hydra Teeth
Stichios: Stichioses are trees possessed by vampiric spirits.
Stygian Hound: Huge skeletal undead dogs “bred” by the necromancers of Stygia.
The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.

It is a well-known fact that a Hydra’s teeth can turn into animated Skeletons. Each Hydra head holds four such magical teeth - so a dead seven-headed Hydra could mean a small army of 28 Skeletons! Simply toss the tooth on earthy ground: one battle round later, a sword-wielding Skeleton will sprout from the ground, ready to obey your every command – but only for 10 battle rounds, after which it will fall apart, crumbling into a pile of old dead bones. This is a one-time trick, since each tooth can only be used once.

Creature Cyclopedia
Dark Mormo: According to some sources, these sexless-looking beings are actually the undead, cursed spirits of demented mothers who have slain their own children in a fit of madness. Other sources identify them as the revenants of mortals who dabbled in necromancy and forbidden rituals of child sacrifice during the darker days of the Age of Magic.
Dark Muse: According to some tales, Leanans were once true Nymphs who, like the Alseids, became corrupted by the powers of darkness; other sources, however, deny them any link with the forces of nature, presenting them as undead temptresses akin to the sinister Empusae.
Silent Guardians: They were created during the Age of Magic by the use ancient (and now forgotten) Urok rituals.
Skeletar: The undead skeleton of a Minotaur, animated by the foul power of Stygian necromancy.

Atlas of Mythika: Charybdis
Tokoloshe: A human transformed into a pain-driven, zombie-like humanoid whose flesh is slowly turning into living wood. This horrendous process causes terrible agony to the unfortunate subject, driving him mad, warping his body into a grotesque parody of humanity and eventually turning him into a mindless, semi-vegetal undead. Tokoloshe are the results of infection by the Hili seed.

Seeds of Doom
The Hili seed is a particularly dreadful vegetal (and probably semi-magical) toxin used by the Red Hill Pygmies to bring a fate worse than death to those who have offended them. The usual method of delivery is through the use of a coated dart or javelin but the poison can also be mixed with food or drink but has a distinctive, bitter, “woodsy” taste.
In all cases, the victim must make a Physical Vigor saving roll against a target number of 15.
If this saving roll fails, the victim immediately falls unconscious for 1d6 hours, after which he will awaken in incredible pain, transformed into a Tokoloshe. 1d6 days later, the Tokoloshe will become Mindless, usually obeying the orders of its vicious creators (as long as these orders are not too complex).
There is no natural way to prevent this horrible and irreversible fate: only magical healing can prevent the transformation, provided it is given before the fateful 1d6 hours have passed (use the rules for curing poison by magical means given in the M&M Companion).
Only the Red Pygmies know how to brew this concoction – and trying to steal this secret from them is a sure way to end up as a Tokoloshe…

Atlas of Mythika: The Untamed North
Dwimmerlaik:
Wight:
Wights are brought back to life (or rather ‘undeath’) by the Life-Energy Drain ability of Dwimmerlaiks. There is no other way of creating a Wight. Since their soul is still trapped in their undead bodies, they qualify as Spirits rather than as Animates.
Humans killed by a Dwimmerlaik’s Life Energy Drain automatically become Wights.
As hinted above, they are responsible for the creation of Wights, which are brought back to unlife by the Dwimmerlaik’s foul life-energy drain powers.

Mazes & Perils
Mazes & Perils Deluxe Edition
Ghoul: ?
Mummy: ?
Skeleton: These animated armatures obey only the orders of their creator.
Spectre: Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. At the GM’s discretion, a spectre drains constitution instead of levels.
Vampire: Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons.
Anyone killed by a vampire becomes a lesser vampire under the control of their slayer.
Wight: Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer.
Wraith: ?
Zombie: Animated corpses created by an evil Cleric or Magic-User.

Garret's Guide to the Undead
Ghost: Ghosts are the spirits of the wrongfully murdered.
Ghosts are spirits that have been wrongfully murdered.
Ghoul: ?
Mummy: Let's just say that the magical powers used to create them, whether arcane or divine, are more than a drop in the bucket. We're talking impressive rituals, components, and will as the major ingredients for creating them.
There is also some debate about the idea of victims of Mummy Rot turning into mummies themselves. We have reports of emaciated bodies attacking at known mummy locations but without the traditional trappings of such creatures. Such a transformation is possible, but not confirmed at this time.
Skeleton: We have seen talented mages and priests create skeletons from the smallest piles of bones.
Spectre: Spectres do both physical damage and drain life experience from their victims. If killed, these victims will become spectres themselves.
Let's get the ugly part out of the way. Why are these creatures so very dangerous? They can steal your life essence. Entire years of experience, gone without a trace. And if they take enough, to the point where you forget yourself entirely, you become one of them, a minion of the spectre who killed you.
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?
Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him.
Vampire: Each of these evil creatures is descended from Cain, cursed to forever walk the world thirsting for the blood of innocents.
Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons.
Anyone killed by a vampire becomes a lesser vampire under the control of their slayer.
Wight: Any victims drained to the point where they forget themselves entirely become wights themselves and under the control of their new master.
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?
Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer.
Wraith: With a touch, they will drain your life experience. If they drain enough, you will become a wraith under their command for all eternity.
Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?
Zombie: They are most likely animated pawns of evil Clerics or Magic-Users typically set to guard a location.
Animated corpses created by an evil Cleric or Magic-User.

OSRIC
OSRIC Pocket SRD
Undead: A player character drained below level 1 is slain (and may rise as some kind of undead creature).
Banshee, Groaning Spirit: The legendary banshee is the ghost of an evil elven female.
Coffer Corpse: They are the bodies of the dead who are left behind, never given a proper burial, their souls never finding rest.
Ghast: Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls.
Ghost: Ghosts are the spiritual remains of extremely evil humans who have been denied the ordinarily inexorable movement of their souls to the outer planes of existence after discarding their mortal shell. This sundering of their metaphysical essence creates a foul thing, roaming dark and desolate places, existing in both the æthereal plane and the prime material, seeking to slake a thirst that can never be sated.
Ghoul: Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric.
Ghoul, Lacedon:
Lich:
Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is.
Mummy: ?
Poltergeist: Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human.
Shadow: Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point.
Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls.
Skeleton: These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids.
Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Unlife in forgotten catacombs and foul dungeons.
Animate Dead spell.
Spectre: Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.
Vampire: Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed.
Vampire Eastern: ?
Wight: A human killed by a wight becomes a wight under the control of its maker.
Wraith: Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.
Zombie: Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences.
Animate Dead spell.
Zombie Monster: Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres.
Zombie Juju: Juju zombies are undead specially created by evil magic users practising a little-known and universally-banned magic known as necromancy. This unholy process involves draining all the life force from the unfortunate victim, who can be a human, demi-human, or humanoid.

Animate Dead
Clerical Necromancy
Level: Cleric 3
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 1 round
Saving Throw: None
By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.

Animate Dead
Arcane Necromancy
Level: Magic user 5
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 5 rounds
Saving Throw: None
Other than as noted above, this spell is identical to the clerical spell animate dead.

OSRIC 0.02
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Animate Dead
Clerical Necromancy
Level: Cleric 3
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 1 round
Saving Throw: None
By casting this spell, the cleric calls the dead bones or bodies of dead humans to rise and become lesser undead, skeletons or zombies. The undead will obey their creator’s commands, following him, guarding a location he designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment, and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.

Animate Dead
Arcane Necromancy
Level: 5
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 5 rounds
Saving Throw: None
Other than as noted above, this spell is identical to the clerical spell animate dead.

OSRIC 1.00
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Animate Dead
Clerical Necromancy
Level: Cleric 3
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 1 round
Saving Throw: None
By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator's commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell's effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.

Animate Dead
Arcane Necromancy
Level: Magic user 5
Range: 10 ft
Duration: Permanent
Area of Effect: See below
Components: V,S,M
Casting Time: 5 rounds
Saving Throw: None
Other than as noted above, this spell is identical to the clerical spell animate dead.

Monsters of Myth
Barrow Corpse: ?
Crawling Corpse: Crawling corpses are created (usually unintentionally) when animate dead is cast upon skeletons or corpses with damaged legs, or when normally created undead are damaged after being animated.
Deceived of Set: The Deceived of Set were once priests of Set. Greedy and sadistic, they were misled by their superiors into thinking that they would be granted great status in the afterlife by performing a series of hideous rituals upon themselves. However, these rituals instead cursed them, condemning them to an eternity of torment and madness.
Ghoul Monkey: Whatever foul magic is used to animate and control simian undead in this form is not widely known, but these loathsome creatures are found from time to time in the service of witch doctors or other evil spellcasters. More commonly, however, they are created without human agency, in places where there is a residue of great evil such as ancient sacrificial sites, forgotten temples, and similar locales. When monkeys die near such places, their corpses may rise as ghoul monkeys, filled with vile cunning and hungry for living flesh.
Ishabti: Ishabti are undead warriors embalmed and preserved with many of the same techniques used in mummification.
They are not ordinarily wrapped in grave bandages as mummies are, but do show the effects of magical embalming.
Rimmeserker: Rimmeserkers are the undead remnants of berserkers who died by freezing to death instead of falling in honorable battle. While alive, these battle-mad killers sought entry into a warrior’s heaven (Valhalla, for those following the Norse gods), but by failing to die in battle they have consigned themselves to a lesser status in the afterlife. It is said that their very rage keeps them tied to the material plane, refusing to move on to an afterlife they will not accept.
Shade Walker: On very rare occasions, the tortured soul of an evil person manages to escape somehow from the nether planes, fleeing into the prime material plane by unknown means. These escaped souls become shade walkers.
Skeleton Altered: An altered skeleton is the undead skeleton of a large animal, its bones rearranged to suit the purposes of the necromancer who animated it.
The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.
Skeleton Altered Equine: The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.
Skeleton Altered Tauran: The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.
Skeleton Slime: Slime skeletons are odd undead creatures resulting from a skeleton’s long-term immersion in living slimes, jellies, or oozes. What process prevents the digestion of a victim’s bones is not known, but seems to be related to unholy influences in the area where the victim fell prey to the slime.
Eventually, the rubbery horror rises from its place of death and walks the earth again, dripping (harmless) drops of slime from its bones.
Sleeper: They are created when a powerful chaotic evil cleric, and his congregation (of at least 13), purposefully commit suicide in the hopes of returning as a single, undead entity. When successful (which is very rare), such an entity is composed of not only the souls of the cleric and his congregation, but also the souls of any who are killed by the evil entity.
Zuul-Koar, The Forgotten: ?
Ktthjj: Sages say they are “made of dreams, decay and old magic” and they are creatures of strong chaos.
These creatures appear in several of Steve Marsh’s various worlds. Some are associated with the Starstrands, some with the World Tree, and some are touched by the runes of Undeath and Dream. Some seem to breed with creatures called Stoorwyrms, or other greater chaos creatures to procreate; others are formed from men.
Shadow Vampire: ?
Fell Troll: ?

Wight: Any person drained of all life energy by a Zuul-Koar rises within 1d6 turns as a wight under the Zuul-Koar’s control.

Advanced Adventures 1: The Pod-Caverns of the Sinister Shroom
Ghast: ?
Ghoul: ?

Advanced Adventures 2: The Red Mausoleum
Harbinger: If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The re-animated body becomes a harbinger and serves at the direction of some powerful force for evil.

Ghast: ?
Shadow: ?
Wraith: ?
Crypt Thing: ?
Crypt Thing Aberration: ?
Skeleton Warrior: ?
Ghost: ?
Apparition: Tzen-Wahr, the high priest of the Mausoleum’s temple, is interred here and he has become an Apparition.
Banshee: ?
Zombie: ?
Skeleton: ?
Ghoul: ?
Wight: ?
Mummy: ?
Lich, Gaheris Lord of the Red Mausoleum: ?

Advanced Adventures 3: The Curse of the Witch Head
Spectre: ?

Advanced Adventures 6: The Chasm of the Damned
Wraith: ?

Advanced Adventures 8: The Seven Shrines of Nav'k-Qar
Ghoul Drider: They are the reanimated remains of driders who were once trapped here and driven to suicide.

Spectre: ?

Advanced Adventures 10: The Lost Keys of Solitude
Avatar of Famine: Formed through a horrible ritual where at least 500 hundred sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. The avatar of famine is the will of the god of famine made permanent.
Bone Sovereign: Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath.
Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity.
Flesh Sovereign: ?

Skeleton: Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round.
Apparition: This living quarter is haunted by the spirit of a slain Keeper who returned as an apparition.
Zombie: ?
Ghoul: ?
Shadow: ?

Advanced Adventures 12: The Barrow Mound of Gravemoor
Zombie: A group of reavers killed during a raid wander eternally through the bog as zombies. Their willpower was strong enough to return them from the battlefield upon which they perished, but they can never complete the journey.
Wight: In life he was a sadistic murderer, who skinned his victims and wore their flesh.
Wraith: This wraith is a vengeful spirit, a victim of a murderous outlaw, who mistakes any human for his assailant.
Richard Dirkloch, Wight:
Shadow:
The tortured remains of the murdered monks.
Crawling Hand:

Advanced Adventures 13: White Dragon Run
Zombie: Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead.
Wight: ?
Ghast: An especially evil fighter was abandoned here when the outpost was sacked. He died and became a ghast.
Shadow: ?
Ghoul: ?
Skeleton: ?
Poltergeist: ?
Coffer Corpse: Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead.

Advanced Adventures 15: Stonesky Delve
Slavering Mouthers: Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers.

Advanced Adventures 20: The Riddle of Anadi
Groaning Spirit: ?
Shadow: ?
Wraith: ?
Spectral Troll: ?

Advanced Adventures 21: The Obsidian Sands of Syncrates
Duplicate Zombie: ?

Skeleton: ?
Zombie: ?
Ghoul: ?
Wight: ?
Crypt Thing Aberrant: ?

Advanced Adventures 23: Down the Shadowvein
Zombie: ?
Skeleton: ?
Ghoul: ?
Coffer Corpse: ?

Advanced Adventures 24: The Mouth of the Shadowvein
Lich Tyrhanidies: ?

Zombie: ?
Skeleton: ?
Ghoul: ?
Wraith: ?
Juju Zombie: ?

Advanced Adventures 26: The Witch Mounds
Haugbui: These are undead Maerling warriors, servants of Sorana who were so evil in life that they attracted the interest of the goddess.
Haugbui Draugir: ?
Haugbui Jormungandr: ?
Minotaur Zombie: ?

Skeleton: ?
Ghast: ?
Specter: ?
Zombie: ?

Advanced Adventures 28: Redtooth Ridge
Ghoul: ?
Haunt: This was the favorite room of a Mrs. Cornelia Metella, whose prim and proper spirit still resides within the room as a haunt.
The haunt desires to punish the lazy servants who ruined her best dress.
Zombie: The former servants of the Ivory House. These servants were left behind to perish of thirst by their masters. The three weakest zombies are child zombies.

Cloud World of Arme
Skeleton: ?
Zombie: ?

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

Malevolent and Benign
Autmnal Mourner: As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.
Avatar of Famine: Avatars of famine are formed through a horrible ritual where at least 500 sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. An avatar of famine is the will of the god of famine made permanent.
Bone Sovereign: Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity.
Flesh Sovereign: ?
Cadaver: Cadavers are the undead remains of people who have been buried alive or given an improper burial (an unmarked or mass grave, for example).
Dark Voyeur: Dark voyeurs are incorporeal undead that live and travel in mirrors. A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form and trapped part of the departing soul within its glass.
Foul Spawner: Foul spawners are obese masses of undead flesh that result from a truly evil hill giant returning from the grave.
Gray Lady: Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies.
Harbinger: If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil.
Haze Horror: Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. It is a malevolent spirit that strongly resembles normal haze until it comes across a living creature. Then, as it lashes out in its hatred for the living, visages of a life long-forgotten surface and become visible in a misty, human-sized outline. The forms are rotted and decayed corpses, usually in the semblance of the person the haze horror used to be or those close to him. A haze horror typically lingers in the area of its death. Its presence causes the temperature in the vicinity to be unnaturally warm. It is as if the heat that killed it originally is being forever re-released into the world.
Haze Horror Variant: ?
Hearth Horror: A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory.
Heartless: Natives of gehenna, heartless are the animated remains of planar travelers that died in that foul realm, left behind by their comrades.
Hellscorn: Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender.
Lostling: Lostlings are the pitiful souls of lost individuals who died in the wilderness from exposure.
Lostling Variant: ?
Neverlasting: The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife, never truly living, yet never dying - these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron.
Sabulous Husk: Walking corpses filled with sand, sabulous husks are the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence and are animated through the will of the desert itself, being mere containers for the scourging sand within.
Shadow Lord: ?
Skeleton Black: Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil, and, within days after their deaths, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Slavering Mouther: Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers.

Skeleton: Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round.
Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
In addition to the undead it accumulates with its subjugate undead ability, a deadwood may animate the circle of bones that surrounds it. Every round, it may cause 1-6 skeletons to assemble themselves, moving to attack any opponents of the tree in the next round.
Zombie: Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
Those pushed into the abdominal cavity of a foul spawner suffer 1-10 hit points of damage per round. In addition to this gut-grinding damage, a paralytic poison is excreted within the cavity, and any living creature must make a save against poison or become paralyzed for one turn. Any creature killed in this manner rises as a zombie within the hour under the control of the foul spawner.
Ghoul: Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
Any human that consumes more than three pieces of the ghoulfruit tree’s fruit, or more than three cups of ghoulfruit tree liquor, in the space of a week must save against poison. Those failing die and rise as ghouls in two weeks. Only humans are affected in this manner by ghoulfruit.
Ghast: Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
Wight: Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
Wraith: Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).
Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).
Undead: Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves.
Shadow: Good-aligned creatures hit by a black skeleton (either by a weapon or natural attack) must succeed on a save vs. spells or take 1-3 points of temporary strength loss. A victim heals 1 point of strength per turn. If a creature is drained of all its strength and reaches strength 0, it dies and returns as a shadow during the middle of the night of the next full moon.

Old School Gazette 1
Ghoul: Animate Dead spell using grim dust.
Ghast: Animate Dead spell using grim dust.
Wight: Animate Dead spell using grim dust.

Grim Dust: When a grim axe crumbles it leaves behind grim dust. This dust is highly valued by necromancers as it can be used during the casting of animate dead to create ghouls, ghasts, or even wights. Like normal animated dead, the creatures created through the use of grim dust are faithfully loyal to their creator and obey his every command. A single use of grim dust weighs one pound and animates 2 undead (user’s choice) from the above list. Experience Point Value: 500 G. P. Value: 2,000.

OSRIC Player's Reference
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

animate dead Clerical Necromancy level: Cleric 3 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 1 round Saving throw: None
By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.

animate dead Arcane Necromancy level: Magic user 5 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 5 rounds Saving throw: None
Other than as noted above, this spell is identical to the clerical spell animate dead.

OSRIC Monster Listing
Banshee, Groaning Spirit: ?
Coffer Corpse: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Poltergeist: ?
Shadow: ?
Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie Juju: ?
Zombie Monster: ?
Zombie Animal: ?

Pyramid of Gorsh
Ghoul: ?
Zombie: ?
Gorsh, King of the Desert by the Sea: If the sarcophagus is opened the body will animate.

Teratic Tome
Banshee Ivory: The ivory banshee is the ghost of an elven woman who worshiped the demon queen Abyzou.
Demimondaine: The demimondaine, in the form of a pale green light, descends upon the body of an unavenged female murder victim, typically a prostitute or courtesan. The undead spirit animates the corpse and sends it lurching after the murderer.
Ghast Ash: ?
Ghast Cicatrix: ?
Ghost Palimpset: The palimpsest ghost is the spirit of a halfling so ferocious in its cruelty that it has broken the bonds of mortality to become undead.
Ghoul Lesion: Created by an errant demon lord while visiting the Prime Material plane.
Malchior: A legendary thief, Malchior the Deft accumulated great wealth during his adventures, but it was never enough. Eventually, he heard tales of the Malist Oubliette, a horrific dungeon. There, those who use magic are hunted and destroyed; those who pray are excoriated; those who stand and fight are rent and devoured; and those who skulk and sneak are rewarded for their guile.
He deceived his fellow adventurers, and they entered the Oubliette; treachery ensued. Malchior backstabbed his allies and left them to die so that he could survive the dungeon.
Eventually, he reached the Inconcessus, a place where a daring thief might even steal the secrets of death itself. He did so, and became a lich.
Querist: Once a mighty pit fiend, and personal servant of an archdevil in the coldest of the Hells, the devil known as Vassago was infected by a verminate zombie (q.v.) while on the Prime Material plane. His body was transformed: though deathless, he decays, dropping bits of putrescent viscera as he stumbles from one room to the next, muttering to himself.
Skeletal Warden: Twelve dark paladins served their dark masters so well that they continue to do so beyond death: these are the dreaded skeletal wardens. Heavily armored undead warriors, they carry out the will of their creators, the archdevils of Mictlan.
Spectre Battle: ?
Xarualac: The xarualac is the restless spirit of a dead musician, one who loved music so much that it could not move on.
Zombie Verminated: Verminated zombies are small animals, such as rats, weasels, rabbits, or cats, which have contracted the red plague.
Once infected with the red plague (known to chirurgeons as necrosis), a victim will lose 1-8 hit points per hour, and must also save vs. death each hour or become a zombie. A cure wounds spell will restore hit points, but the save vs. death must still be made on the hour. The only way to end the spell is with cure disease, heal, or remove curse.

The Forgotten Temple of Baalzebul
Stone-Cleaver, Specter: The work gang leader from area 18d, Stone-Cleaver, was so cruel to his workers in life that he earned undead status in death. Almost immediately after his death resulting from a cave-in that occurred during the final construction phase of the temple, he was interred herein. He arose again, three days later, as a powerful specter infused with absolute evil.
Aerdolph, Vampire: Aerdolph was second in command to the bishop himself. When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich and Aerdolph a vampire.
Sundar, Ghost: Over time, the corrupting influence of the clerics and their evil edifice began to exert its hold on the originally neutral-aligned Sundar. Whereas before he was only slightly wounding those students failing their tests, he was now inflicting grievous harm upon them, in some instances killing them outright with his extensive arsenal of offensive spells. The bishop, at first, tolerated Sundar’s increasing depravity. But when Sundar began killing his students outright, the bishop decided that drastic measures would have to be taken. He ordered a group of his most powerful cleric/assassins to assassinate the troublesome instructor; this they did whilst he slept. Shortly after his death, Sundar’s tortured spirit took the form of a ghost.
Sorcerell, Lich: In order to convert Sorcerell into a lich, Asalon needed to slay him in a most violent manner while calling on his dark lord to curse the cleric. Sorcerell still bears great enmity towards Asalon for first gouging out his eyes and then plunging a ceremonial dagger into his heart.
Malignaant, Lich: When Malignaant fell to Asalon’s sacrificial knife, in much the same manner as Sorcerell before him, he became a lich almost instantly.
Sarmux, Lich: When the time was at hand to dissolve the order, Asalon urged Sarmux to undergo lichdom, despite his strong protests. The proposition of merging with the Negative Material Plane mortified poor Sarmux. But, in the end, he relented, falling to the same sacrificial knife as Malignaant and Sorcerell before him.
Celrax, Huecuva: When told of Asalon’s plan to have himself along with his most loyal servants transformed into various forms of the undead, Celrax thought the bishop to be insane. As the time of his forced undead rebirth neared, Celrax became mad with worry. Before the sacrificial knife was to be plunged into his chest, Celrax opted to take his own life in a mad fit of despair. Now, because of his final act in life, Celrax haunts his beloved temple as a huecuva, an undead abomination composed of chaotic energy.
Asalon, Lich: He performed the necessary rites to transform himself into a powerful lich long ago.
When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich.

World of Arkara Gazetteer of the Known World
Lich: Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.
Mummy: Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.
Vampire: Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.

Zor Draxtau Issue 3
Xerksis, The Mage-King: Seeking a means to quash the ranger’s ‘pitiful little band’ of rogue humans and pathetic demi-humans from the northern peninsula on the Usher Arm Peninsula, Xerksis created the Bone-Hilt sword; a thing of purest, darkest evil. And into the sword, Xerksis sacrificed a portion of his evil soul, so that whomever should wield the weapon, would also be invoking his spirit. And during this process, Xerksis also achieved his life-long desire to ultimately commit himself to the dark life of a lich.

Romance of the Perilous Lands
Romance of the Perilous Land
Ghost: Ghosts are the incorporeal remnants of the dead a restless spirit whose work on earth is not yet done.
Vampire: Vampires are the living corpses of those who had committed a cardinal sin.

Saga of the Splintered Realms
Saga of the Splintered Realm Book 1 Core Rules
Banshee: The banshee is a wailing spirit of a fallen mortal, often a female elf.
Ghost: A ghost is the spirit of a mortal that has been left behind, consigned to the realm of the living due to some curse.
Undead: Undead are the remains of the deceased infused with unholy power.
Skeleton: Animate Dead spell.
Zombie: Zombies, as mindless animated corpses of humans, demi-humans and humanoids, are often placed to guard treasures or used to perform mundane tasks.
Animate Dead spell.
Ghoul: ?
Wight: Wights, undead spirits indwelling human, demi-human or humanoid corpses.
Wraith: ?
Mummy: Mummies are the preserved remains of powerful creatures.
Vampire: ?
Skull Warden: The remains of a fallen paladin, the skull warden is a vengeful spirit, a skeleton clad in ruined armor wielding a cruel blade.
Lich: The lich is the undead remains of a powerful magic user from before the Great Reckoning.

Arcane Magic Sphere 5 Faith Magic Sphere 4
Animate Dead (60’). Create undead creatures (either skeletons or zombies) of total CL equal to your level. These will obey your commands until destroyed or another caster uses dispel magic to sever your connection to these undead. You may not have more than 2x your level in CL undead under your control at any one time.

Saga of the Splintered Realm Book 2 Adventures
Goblin Zombie: ?
Bugbear Skeleton: ?
Goblin Skeleton: ?
The Summoner, Wight: ?
The Lorekeeper, Goblin Vampire: ?
Skeletal Snake: ?
Skull Warden Captain: ?
Wight Crew Memeber: ?
The Painter, Goblin Lich: ?
Irdana, Vampire Magic User: ?
Undead Goblin Miners: Both the dwarves and the goblins have been cursed to fight perpetual battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting the curse of the Necromancer that cursed them centuries ago.
Undead Dwarf Miners: Both the dwarves and the goblins have been cursed to fight perpetual battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting the curse of the Necromancer that cursed them centuries ago.
Dwarf Provisioner: ?
Goblin Mummies: ?
Dragon Skeleton: ?
Dwarf Ghoul: ?

Zombie: ?
Banshee: ?
Wight: ?
Wraith: ?
Ghost: A ghost of a fallen human thief who attempted to steal from the goblins
Skeleton: ?
Ghoul: Gem of Skulls magic item.

The Gem of Skulls
The gem of skulls appears as a large black obelisk, nearly 6” long. Once per day, this magical gemstone will automatically turn one corpse within 120’ into a ghoul. It may be beyond the abilities of the PCs to destroy the gem, and this may require a special quest or journey to complete. The gemstone is worth 500 gp to the right buyer, but the gemstone will definitely prove deadly in the hands of the wrong character, allowing the amassing of a ghoul army.
The gem gives no power to control or influence ghouls once created, and this gem could quickly lead to a character’s death. A lawful creature touching the gem suffers 1d6 damage. Any creature dying within 120’ of the gem is re-animated as a ghoul within 1d6 rounds. While the gem is valuable (worth up to 250 gp on the market), it is an object of evil, and PCs who sell it will likely live to regret it.

Scarlet Heroes
Scarlet Heroes
Undead: Slaves of Bone and Mist spell.
Ghoul: Some hungry ghosts are touched by the ice of the Hells, animating their unburied corpse with an endless, unbearable hunger for human flesh to warm them.
Hungry Ghost: Some spirits fear to pass on to their ultimate reward or everlasting punishment. Others are unable to leave the living world, having become lost without the guidance of funeral rites or snared by the demands of unfinished business among the living. Without the help of a priest to calm them and guide them onward, these shades are doomed to become hungry ghosts, maddened and anguished undead entities that torment the living.
Hungry ghosts are commonly found in the wake of mass slaughters, plagues, and famines. Even the complete burning of a corpse is not sufficient to prevent their manifestation should proper funeral rites be neglected; the hungry ghost will assemble a body from ash and dust if it must. Some necromancers also have the power to create or bind hungry ghosts, with the more adept among them torturing the maddened souls into new, more hideous forms of undead.
Defilement of the Unquiet Grave spell.
Slaves of Bone and Mist spell.
Jiangshi, Leaping Vampire: The dreaded jiangshi are undead most often produced by a misfortunate death far from home, where an unburied victim’s soul is left unable to find its way back to familiar places. Other jiangshi are the product of dark necromancy or a life of evil, when the soul is too fearful to face its fate in the afterlife.
Langsuyar, The Hungry Mother: These strange undead are the result of the childbirthing death of both a beautiful young mother and her child. Appropriate funerary rites usually prevent such creatures from manifesting, but every so often some poor woman or lonely mother perishes without the help of such rites, and thus leaves her soul vulnerable to the misfortune of this state. In darker cases, some bereaved husbands actually spoil the funerary rites so as to encourage the creation of a langsuyar, hoping only to regain their lost love.
Ma Ca Rong, The Filth Vampire: These loathsome undead creatures are the remains of men and women who uttered ruinous lies and practiced terrible deceits in life. Fearing the punishment that awaits them beyond the grave, their spirit animates their restless corpse as a ma ca rong, tearing loose their viscera as their head separates from the rest of their body.
Ma Lai, The Plague Vampire: A relative of the ma ca rong, the ma lai also is an undead creature, one born of the plague-slain or fever-killed. To observers, it appears that whatever sickness claimed them grew very dire before receding; in truth, the plague killed them, but their restless spirits refused to leave their corpses.
Nu Gui, The Vengeful Deceiver: The nu gui is created when placatory funeral rites prove insufficient to calm an outraged spirit, and their vengeful purpose is clothed in the power of an undead form. While many types of undead are the product of such unsatisfied purposes, nu gui are unique for the insidiousness of their actions, for they manifest as the friends and loved ones of their target.
Polong, The Bitter Servant: While most cultures of the isles honor their dead and seek only their dignified peace, some necromancers find the undead make excellent servants. A ghost slave is created from a victim sacrificed in a particular sorcerous fashion, one lingering and terrible. A single unbroken bone remains at the end of the process, most often a skull, and so long as the bone remains intact the polong is forced to obey its creator in all ways. If the bone is smashed, the polong is free to work its vengeance for one hour before it passes on to its eternal reward.
Fashioning a polong is costly, and even those necromancers who would not balk at the price are often leery of the risks of an uncontrolled ghost slave. Creating a polong requires ingredients worth 500 gp per hit die of the victim and a magic-user or cleric level no less than the victim’s hit dice. A necromancer may have no more polongs bound to him than he has levels.
Shui Gui, The Water Twin: The water twin is an undead creature produced by the terror of drowning and the anguish of the unlamented dead.
Skeleton: One of the simplest forms of undead, a skeleton is simply a set of bones animated by the decaying remnants of a spirit’s lower, animalistic soul.

Defilement of the Unquiet Grave Level 4
Duration: Special Range: Touch
The followers of the Nine Immortals cherish the peaceful sleep of their ancestors. That does not prevent other priests from having different ideas on the topic. This spell may forcibly create undead from corpses that were not buried with the correct funerary rites. A number of hit dice worth of undead equal to the caster’s level may be created at once, most often hungry ghosts as per the Bestiary chapter. These undead are obedient to their creator, becoming uncontrolled upon his death. Each ritual costs 50 gp in expendable implements for each hit die of undead created, and the ritual can only be performed on a night of the new moon. Most clerics can command no more than ten hit dice of undead slaves for every level they possess.

Slaves of Bone and Mist Level 5
Duration: Indefinite Range: Touch
Necromancy is profoundly repugnant to most of the cultures of the isles, but some sorcerers are unconcerned with the respect due the ancestors. With a supply of corpses that have not received appropriate burial rites the wizard can call up a number of undead servants. A number of hit dice worth of undead equal to the caster’s level may be created at once, most often hungry ghosts as per the Bestiary chapter. These undead are obedient to their creator, becoming uncontrolled upon his death. Each ritual costs 50 gp in expendable implements for each hit die of undead created, and the ritual can only be performed on a night of the new moon. Other, more powerful or costly rites exist to conjure more numerous or potent undead slaves.

Godbound: A Game of Divine Heroes
Undead: The undead of the realms are products of fear, longing, and dark sorcery. Ever since the fall of Heaven and the corruption of Hell the prospect of an agonizing afterlife has filled countless men and women with dread. While the rites of the Unitary Church, the ancestor cults, and other true faiths can serve to anchor a soul to its native realm in peaceful sleep, not every spirit has the advantage of that shelter. Those who die alone and far from solace might still cling to this world for fear of what comes next.
Others simply cannot endure the idea of leaving their work unfinished, and are sealed to their decaying corpses by their unquenchable will. Even when a spirit is absent and only the dead flesh remains, a skilled sorcerer can imbue the husk with a kind of half-life to create a mindless servitor.
A swarm of minor creeds can be found in the cities and villages of the realm, most of them revolving around a locally-important spirit or heroic ancestor. Few of these faiths have any real power to save, though a few have priests that actually can ensure a peaceful eternal rest to their followers. Sometimes this safety can be granted with a simple ritual or sequence of prayers, but other faiths require expensive or bloody rites to ensure that a soul is safely anchored to the sleep of the mundane realm. Occasionally these rites go awry, and the soul is left to persist as some form of undead. Less often, these rites are intended to create such revenants, either to serve the cult or to act as loci for their devout worship.
A Pale Crown Beckons Death Word Lesser Gift.
Ranks of Pale Bone Theurgic Invocation.
Draugr: The great majority of labor in the skerries is performed by draugrs, the walking dead beckoned up by the witch-queens and their priestesses.
Witch-queens measure their status by the number of living and draugr they command and the richness of their cold palaces. They do not love each other, but the great necromantic rituals they work require the cooperation of several adepts, and so they cannot afford to quash all potential usurpers.
Mob Undead Horde: ?
A Pale Crown Beckons Death Word Lesser Gift.
Lesser Undead: Lesser undead are purely corporeal in nature, dead bodies animated by magical power and imbued with a kind of half-intellect by the spell.
A Pale Crown Beckons Death Word Lesser Gift.
Ranks of Pale Bone Theurgic Invocation.
Greater Undead: Greater undead are qualitatively different. They have a human soul at their core, either animating a decaying corpse or manifesting as an insubstantial wraith. Their minds are usually dulled by the decay of their flesh or the confusion of their death, but they can remember their living days and reason as humans do. Spells to create them are substantially more difficult, and most necromancers must take care to keep greater undead safely bound.
A Pale Crown Beckons Death Word Lesser Gift.
Ancalian Husk: The eruption of the Night Roads in Ancalia has produced the dreaded Hollowing Plague which makes risen corpses of its victims. The desperate husks of those slain rise now as lesser undead, swarming in Mobs to devour the living.
War-Draugr: The biggest and best-preserved of the wretched draugr of Ulstang are swathed in mail and iron plates to become war-draugr.
Dried Lord: This greater undead corpse houses the burning soul of a great warlord or mighty high priest.
Hulking Undead Thing: ?
Greater Undead Revenant: ?

A Pale Crown Beckons Action
Commit Effort for the scene. You can call up undead, summoning parts instantly from the nearest source if necessary. A single greater undead of hit dice no more than twice your level is called, or one Small Mob of 1 HD lesser undead is created for each three levels you have, rounded up. A corpse made into a greater undead must not have received funeral rites or been dead more than a month. The undead are loyal, but dissolve when you use this gift again. Summoned entities or Mobs can be preserved indefinitely for 1 Dominion point each.

Ranks of Pale Bone
The theurge imbues corpses or other remains with an animating force, raising them as soulless lesser undead. For each hit die or level of the caster, 1d6 hit dice worth of lesser undead can be raised, assuming sufficient raw materials are available. The corpses need not be intact, as bones and tissue will merge and flow under the sorcery. Undead that have already been destroyed once, however, are no longer useful for further necromancy.
The great majority of human-sized corpses rise as 1 hit die undead, though the corpses of terrible beasts or fearsome Misbegotten may be more dangerous. The raised creatures are mindlessly loyal to the theurge or any lieutenants they nominate, but otherwise act as do most lesser undead. They remain animate until destroyed or until the invocation that fuels their existence is dispelled. If their creator is slain, the risen creatures will run rampant against the living.

Ancalia: The Broken Towers
Husk: This ended five years ago, in 995. Without warning, nine massive Night Roads erupted in locations throughout Ancalia. Yawning gates of devouring darkness belched forth a sky-blackening miasma and an endless swarm of savage Uncreated abominations. While the darkness in Ancalia's sky cleared after nine terrible days, the tide of Uncreated had already overwhelmed most of Ancalia's cities and towns.Worse still, the darkness brought with it the Hollowing Plague.
Victims of the plague grew light-headed and feverish, their spittle turning black and their chests sunken. A gnawing pain inside their bellies grew worse and worse until the delirious sufferer could only dull it by choking down gobbets of still-warm entrails. The pain was so great that it robbed its sufferers of their reason, and many committed horrible acts against their own families simply to still the mad hunger.
Those who sought death as a relief from the pain were cheated by the grave. When their heart ceased to beat and the blood no longer flowed in their veins, the sufferers rose up once more as lesser undead that came to be called "husks".
There was no cure for the Hollowing Plague that mortal art could devise. It swept over the nation, decimating the survivors. It even managed to infect the corpses of the freshly dead, with perhaps one in ten lurching up from the charnel fields to hunt fresh prey. The worst outbreaks of the Hollowing Plague seem to be over, but anyone who lingers within Ancalia runs the risk of infection. Close contact with a husk may increase the chance, but no clear vector has been determined, nor any sure way of keeping back the sickness. A thousand folk preventatives are mustered, but none seem sure.
The origins of these restless abominations lie in a magical plague that came to Ancalia, and a curse that mere mortal magic could not efface.
The first symptoms of the Hollowing Plague appeared immediately after the opening of the Night Roads. The signs were fever, gluttony, and an irrationality driven by increasingly piercing hunger pains that could eventually only be satisfied by human viscera. The fever inevitably killed its victims within a month of the first appearance of symptoms, assuming that the victim wasn't killed by others in self-defense. By the time the Ancalians understood what was going on, it was too late. More than half the entire population was infected by the plague.
Anyone killed by a husk will inevitably rise as one within a few hours, if not immediately, as will anyone who dies from the plague's fever. The exact vectors of contagion are still not clear; bites don't necessarily seem to transmit it, nor does close contact with the victims. Instead, it seems to be a kind of psychic miasma that affects anyone within the former borders of Ancalia, potentially striking them down despite their best prophylactic measures. Some believe that being in the presence of large numbers of sufferers increases one's chance to fall ill, while others insist on the preventative power of one of a host of holy relics, peasant charms, or learned countermeasures. The reliability of such measures is altogether unproven.
Currently, the Hollowing Plague appears to be ongoing at a lesser rate of infection. There is a roughly one percent chance of developing the plague every month a person remains in Ancalia. Thus, the remaining living population of Ancalians is decreasing at a rate of approximately 11% a year, even aside from the violence and slaughter endemic to the peninsula. If the plague is not stemmed somehow, the population will be effectively wiped out within a decade from the disease's effects alone.
General scholarly opinion is that the plague does not manifest outside of Ancalia. Victims killed by Ancalian husks outside of the country will also rise as undead, but carriers of the Hollowing Plague do not appear to be infectious otherwise. As husks do not normally leave Ancalia unless driven by greater intellects, the chief danger of the infection is that some freebooter could take sick in Ancalia before returning to their homeland. Once there, a victim who dies, rises as a husk, and starts slaughtering their neighbors might form the nucleus of a dangerous outbreak.
Unbeknownst to the populace of Ancalia, the plague is not so much a biological malady as it is an otherworldly curse. The nine Night Roads that opened throughout Ancalia brought with them this magical contagion, and they exude it like a form of magical radiation.
Five years ago, in 995 AS, nine terrible Night Roads ripped open in various locations throughout the peninsula. A black miasma of disaster erupted from the roads, bringing with it a host of horrible Uncreated monsters. Just as awfully, the roads brought the Hollowing Plague; a maddening disease that turned its victims into cannibals before raising their corpses as ravenous, mindless undead "husks".
Deviant Husk: ?
Energumen: Sometimes a soul refuses to leave its corpse even after it's brought low by the plague or the teeth of the dead. Most souls instinctively sense the peaceful repose emanating from the prayers of Patriarch Ezek and will gradually fall into secure slumber over the course of a month, safe from the horrors of Hell and the agonies of their death. Yet those souls that led particularly vile or sinful lives may fear even this end, dreading what awaits them after death so greatly that their soul refuses to leave their body.
On other occasions, dark spirits infest a fallen husk, filling it with an evil intellect and an inhuman set of cravings. Sometimes these wraiths are Uncreated shades, while others are errant ghosts, constructs of dark sorcery, or malevolent natural spirits.
Energumen Depraved: The Depraved are normal men and women who have led lives of such wickedness that their spirits dread the grave.
Energumen Spirit-Ridden: The Spirit-Ridden are those energumen created when a spirit inhabits an empty husk, either the ghost of a fearful victim or another spiritual entity in search of a corporeal housing.
Energumen Uncreated Husk: An Uncreated Husk has been inhabited by an Uncreated spirit.
Energumen Eaten Prince: Eaten Princes are the most powerful variety of energumen, as they've carefully prepared themselves for the transition into an unliving husk. Most candidates fail the process, but those souls that remain clinging to the eviscerated shell of their former body gain great occult power from the gory transition.
Some exceptionally desperate cults have formed around men and women who choose to be devoured by husks in hopes of rising as an energumen. These half-suicidal initiates understand that the more foul and reprehensible a soul's life, the more likely it is to rise as one of these self-willed husks, though few realize that this result is due more to a dead soul's terror of judgment than any quality of spiritual vileness they bring to their grave. By enduring the brief horror of being eaten alive, they hope to win survival for themselves and their cultists, to say nothing of the ageless immortality that undeath brings.
Despite whatever qualms they may have, these candidates perform horrible acts in a ritualized manner in order to prepare themselves for "the new life". When the cult's leadership is confident that they have properly prepared themselves fully, they are shackled to a rack and killed by a husk. Most such souls fall into the dreamless sleep of the grave, but a few spirits cling to their mutilated bodies with such fervor that they rise as energumens, strengthening the leadership of the cult.

The Secret Fire
The Secret Fire
Undead: Call Forth the Dead prayer.
Ghast: ?
Ghost Warrior: Some are bound by oaths that survive death, ties of loyalty or duty that compelled them in life and now do so in death. Ghost Warriors are such, often returning to the same site many times over and walking the same paths as they did when they were mortal. Ghost Warriors are often found in ancient ruins and battlefields, where it is not unknown for opposing forces of Shades to battle once again and forever. They often manifest in specific times and at specific places, or when they are summoned, as with the Avengers of the Fallen prayer.
Ghoul: They usually come into being as the result of a creature that has resorted to cannibalism, or by way of an ancient ritual found in certain necromantic texts.
Mummy: Their internal organs have been removed, stored in Canopic jars, and undergone powerful rituals and alchemical processes to ensure that their former host will endure for eternity.
None know which Elder God was involved in the process, but it is with the utmost cruelty that the god laid these powerful lords to rest, only to see them rise again as Undead, often imprisoned within tombs for eternity.
Revenant: Sometimes, a resurrection spell goes wrong and though the body dies, the soul and intelligence remain. This leaves the subject in a terrible twilight world in which their rotting body is driven by willpower alone.
Sandwalker: It is written in the Scrolls of Ytonethotep that anyone consumed by the Locust Swarm of a Mummy while within a tomb sacred to Horus will be cursed to an eternity of undead service. Forever will they serve the Mummy whose treasure they sought to steal.
Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists.
Skeleton: Skeletons are one of the more common forms of undead, and are the easiest to create for those with a penchant for necromancy. Essentially, Human and Eld remains are imbued with a semblance of life and rudimentary intelligence, allowing them to obey simple commands and have a basic understanding of their environment.
Skeleton Shattering: ?
Vampire: None know how they came into being, but they have fed on mortals from time immemorial. Sages whisper of an ancient curse, while others insist that Vampires are created, not damned. The sages whisper for good reason — any who pry too deeply into Vampire lore tend to disappear.
Vampires can create more of their own kind by draining a victim of all Health then restoring it. Their (possibly willing) victim is drained to the point of death when the Vampire opens one of its veins to enable the would-be Vampire, or Childer, to feed. This results in an intense bond between the creator, or Sire, and the victim. The Childer is dead for all intents and purposes, but rises three days later as a true Vampire at dusk.
Vampire Spawn: Stamina Points lost to a Vampire’s blood drain ability return after a d6 days of bed rest. During that time, the victim is linked psychically to the Vampire but remains in a delirium. Each Health point a Vampire drains gives it an Energy Point that it can use. A Vampire may return to the victim to drain more, but should the victim’s Health drop to 0 as a result, he or she will die — rising three days later at dusk as Vampire Spawn.
Whisperer in Darkness, Wraith: Characters killed from a whisperer in darkness' touch of death return from the grave as a Whisperer in Darkness in 1d6 hours unless they succeed on a Luck Throw.
Zombie: A rotting corpse shambles toward you, animated by the dark art of necromancy.
Zombies are the mindless corpses of beings that have been animated by necromancy.
Zombie Tomb: Mummies often create their own undead servants, called Tomb Zombies, using their Infect ability.
Tomb Zombies are withered corpses, created by a Mummy to enforce his will.

Call Forth the Dead (Death)
Circle: III Casting Time: 1 hour
Range: 10 feet (2 squares) Resistance: —
Area of Effect: Sphere 6 (corpses) Duration: 1 hour/level
Description: Most Holy-Men dare not dabble in powers claimed exclusively by the Elder Gods. Only the worshippers of certain Evil Deities like Set or the foolhardy or utterly desperate, dare to challenge Death itself. Invoking this prayer, you imbue motive force into the corpses of the fallen, the murdered, and the massacred.
The vision of summoning a vast army, unfettered by morale or the base needs of sentience, overcomes any ethical questions or fear of reprisal from Death. You work this dark art in forgotten battlefields or near unmarked mass graves and it is from these macabre sites that large numbers of desiccated undead can be raised. The deeper your knowledge and experience, the more powerful the undead you may raise. Unfortunately, the dead curse the name of anyone who awakens them from their final rest. You have been warned….
Mechanics: All corpses within the area of effect are animated, a number determined by the location in which the prayer is cast (and deteremined ultimately by the MC). An attack roll is made against each corpse, which automatically succeeds, raising the target as an undead creature of the night (see below). However, on a natural roll of 1, 6, or 13, the corpse animates and turns on you, attacking you until destroyed.
The Holy-One determines the type of undead each creature becomes upon being raised, drawing from a pool of twice her own level. For example, a 2nd-Level Holy-Woman (who can create 4 levels of undead) might create a skeleton (level 3) and a zombie (level 1), or four skeletons (level 1), and so forth.
Animated dead automatically follow simple commands given by the Holy-One who raised them. These commands can be no more complex than those she might give a trained animal. The dead follow these commands to the best of their ability until destroyed or until the duration of the prayer expires. If the Holy-Man moves beyond shouting distance, the animated dead continue to perform the last command given them. The Elder God of Death has placed a strong limit on this prayer, preventing a destroyed animated dead from being animated again.
The newly animated dead know very little, and will only act in a manner befitting their existence while alive, namely performing repetitive tasks ingrained in them by years of combat or other occupation. This is another reason battlefields are best suited for raising an army of walking dead.

Curse of Nephren-Ka
Mummies and Tomb Zombies carry a particularly nasty magical curse. As a free action, the curse is invoked and the next melee attack will infect the victim with Mummy Rot. The affected creature immediately suffers great pain as their skin becomes desiccated and covered in lesions. The victim must make a Luck Throw to resist the effects or immediately suffer the loss of 2d6 points of Health. If they are still alive, they will also be scarred and lose 1d6 Presence as a result.
Anyone reduced to 0 Stamina will rise as a Tomb Zombie under the control of the spellcasting Mummy (in the case of Tomb Zombies, then it is their Mummy creator — if the creator still exists). The Tomb Zombie will rise from the dead during the next sandstorm in the domain of their Mummy creator.
Mummy Rot cannot be cured with conventional healing, and requires a remove curse or Aura flensing prayer. The disease also impedes healing, requiring a healer to pass a DC20 Healing check to use any healing spells on the victim.

Curse of Aryneops
Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists. Sandwalkers will rise from the sands only when summoned by their Mummy masunholy landters.

Spears of the Dawn
Spears of the Dawn
Eternal: The Eternal come in several different varieties depending on the nature of the rites used to animate them.
Eternal may be created by humans, but the new-made immortal is under no obligation to obey their creator, and will likely despise them for their hateful liveliness.
It was the
Gods Below who taught the Eternal King the secrets of a twisted immortality, and even now they send dark dreams to their slaves in the living world.
Two centuries ago the eastern land of Deshur, the Sixth Kingdom, was driven to the brink of destruction by the armies of Nyala. The empire’s legions were hurled back into the black deserts of the east and Deshur’s king was driven to take shelter beneath the stones of the mountains in temples long since lost to men. There he discovered new teachers and an old power, and with it he bought a damnable salvation for his people, a salvation that made them Eternal.
The accursed creatures known as the Eternal are the result of a grim and forbidden lore. They are a product of the unholy rites dredged up by the pharaoh of Deshur in the face of his realm’s destruction, learned from serpentine teachers among the roots of the Weeping Mountains. Their existence is an abomination to the Sun and the spirits alike, but the satisfactions of their undying state still tempt many in the Three Lands.
An Eternal is created from an intact human corpse, one lacking no major limb or organ. Through a series of rituals of greater or lesser complexity, the hold of death is broken upon the remains, and the subject rises up as they did in life. Their flesh is in the same condition as it was upon their death, whole or torn, but it has all the warmth, pliancy, and response of life. Indeed, the most perfectly-restored Eternal are indistinguishable in every way from a living human. The Eternal do not age, or breathe, or eat common food, or drink mortal wines. They do not sleep or dream, and they do not weary as mortal flesh wearies.
The Gods Below are hideous things, their numberless names foul upon the lips and tainting to the soul. It was their whispers that taught the Eternal King the black secrets of immortality. Some men secretly worship them for the sorcery they teach, but their rites are invariably and unspeakably loathsome.
The Nyalan empire is blamed for setting off the Long War with their invasion of the eastern kingdom of Deshur. The Black Land’s pharaoh was not a good man but he had done little to earn Nyala’s wrath. Still, Emperor Shangmay would not be content until he ruled the whole of the Three Lands, and his legions pushed the Deshrites up the banks of the Iteru into the foothills of the Weeping Mountains. They made their stand near their stony throne-city of Desheret, and the pharaoh went down into the forbidden temples in the mountains’ roots to make bargains with the servants of the Gods Below.
The secrets he brought back transformed him and his people.
Eternal Dreamer: The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive only the simplest and most cursory rituals rise as dreamers, men and women locked into a half-dreaming existence that leaves them only dimly aware of their surroundings.
The rituals of their creation require at least 1,000 si worth of obscene icons and hideous ritual tools, but once these implements are at hand any number of dreamers may be created with only fifteen minutes’ work each by someone with at least Occult-1 skill and training in the rituals.
Eternal Noble: The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive better rites become nobles, reborn with their full intellect and a clear understanding of their new estate.
Creating a noble requires 10,000 si worth of expended ingredients.
Very rarely, a ritual meant to create a lesser Eternal will somehow result in the creation of a greater variety, either through blind luck or the natural strength of will possessed by the victim.
Eternal Lord: The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive the finest and most glorious rituals of translation will rise as lords, mighty beyond the dreams of ordinary men and gifted with great sorcerous powers.
Creating a noble requires 10,000 si worth of expended ingredients, while the revivification of a lord demands ritual implements worth 25,000 si and ingredients worth 50,000 more.
Very rarely, a ritual meant to create a lesser Eternal will somehow result in the creation of a greater variety, either through blind luck or the natural strength of will possessed by the victim.
Ghost: Both spirit and undead, the ghost is the disembodied shade of some poor, ill-buried wretch, or a victim so tied to the world by grief or need that they cannot pass on to the land of the spirits.
One of the most important functions provided by a priest is the conducting of funeral rites for the dead. While any family patriarch is familiar with the necessary rituals, the spiritual force of the priest is anxiously prized as a further guarantee against the deceased’s suffering in the afterlife. The people of the Three Lands believe that one who has just died is vulnerable and disoriented by their new condition, and must have help and guidance if they are to safely reach the spirit world. Those without this aid will often go astray, becoming tormented ghosts who share their suffering with their kinsmen. To die alone and unburied is a horrifying fate for any man.
The most minimal rites involve washing the body, arranging its limbs neatly, and burying it with appropriate prayers for its peace and right guidance. Such a pauper’s burial is better than nothing, but still a cause for fear and anxiety. A proper funeral involves the entire community, with a great funeral meal, priestly rituals, and sacrifices to the gods for their aid and favor. The Sun Faithful replace the sacrifices with prayer, but they too share the anxieties of their neighbors over safe passage to the Burning Heavens of their god.
Many peasants and common folk are too poor to afford such a grand funeral, and so instead place their reliance in secret societies of funerary adepts. These societies assure members of powerful magical rites to make up for the lack of material expenditure, and conduct elaborate secret rituals over their deceased members. While membership in these societies is common knowledge, the inner secrets of their practices are guarded jealously. Though a great comfort to the poor, they also sometimes form the nucleus of bands of rebels, dark cultists, and other malefactors meeting under the guise of innocent charity. Other societies restrict their membership to the community’s elite and count nobles, chieftains, and great priests among their number. They join not because they cannot afford the customary feasting, but because the society promises a still better place in the world to come for those worthies who aid it on earth. Sometimes that betterment extends to material concerns or the quiet advancement of their members in court society.
The stronger and better the rites, the more aid is given to the spirit of the deceased. If a dead man or woman is courageous and clear-minded their soul can win through to the spirit world even without any aid. Lesser souls require more help, or they may lose their way between this world and the next and forever haunt the living. Their pain and confusion makes them dangerous to everyone, and ngangas or other spiritual adepts must be called in for exorcisms.
Walking Corpse: Born of an unsanctified death, a walking corpse is an undead body
possessed by its furious soul, one baffled in its attempts to reach the spirit world. Those who die without the help of proper funerary rites risk arising as a walking corpse, to haunt the living as a decaying abomination of noisome flesh.
Spirit: Humanoid spirits are often the shades of restless humans who have returned from the spirit world for their own varied purpose, and qualify as undead for the purposes of certain spells and powers.

Stay Frosty
Stay Frosty
Zombie: ?

Small But Vicious Dog
Small But Vicious Dog
Carrion: Blame the death-fetishists of Hekhara for these beauties. Some bright spark just had to see what happened when you feed the giant vultures on a diet of zombie flesh. The answer: nothing good. Although at least we now know what’s grosser than a vulture: a giant stinking undead ghoul-vulture.

Swords and Wizardry
Swords and Wizardry
Banshee: One particularly unusual thing about banshees is that they often associate with living faerie creatures of the less savory variety; they might even be an undead form of faerie.
Ghost: ?
Ghoul: ?
Lich: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: ?
Shadow: Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Animate Dead spell.
Spectre: Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator.
Vampire: ?
Wight: Any human killed or completely drained of levels by a wight becomes a wight.
Wraith: ?
Zombie: The standard zombie is simply a corpse animated to do its creator’s bidding.
Zombie Contagious: If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.
Animate Dead spell.

Animate Dead
Spell Level: Magic-User, 5th Level
Range: Referee’s Discretion
Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.


Swords and Wizardry Monster Book
Allip: The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.
Banshee: ?
Skeletal Remains: In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time.
Cat Feral Undead: Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies.
Ethereal Shade: ?
Exoskeleton Giant Ant: Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.
Exoskeleton Giant Beetle: Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.
Exoskeleton Giant Crab: Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter).
Exploding Bones: ?
Eyeless Filcher: An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either f lee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance).
Ghast: ?
Ghoul: ?
Ghoul Ao-Nyobo, Blue Wife: ?
Glitterskull: ?
Gravebird: Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic.
Head-Stealer: A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck.
Jackal of Darkness: ?
Lich: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).
Nykoul: Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world.
Rusalka: Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned.
Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed.
Shadow: Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow.
Silent Knight: ?
Skeletal Fury: The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Fossil Skeleton: Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon.
Spectral Scavenger: ?
Spectre: Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator.
Spectre Parasitic: ?
Sumatran Rat-Ghoul: ?
Tree Ghost: Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature.
Vampire: ?
Vierd: ?
Wight: Any human killed or completely drained of levels by a wight becomes a wight.
If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes.
Zombie: The standard zombie is simply a corpse animated to do its creator’s bidding.
If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control.
Zombie Contagious: If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.
Zombie Brain-Eating: ?
Zombie Leper: Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie).
Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds.
Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again.
Zombie Pyre: ?
Zombie Raven: Zombie Ravens are the rotting, undead bodies of ravens.

Monstrosities
Allip: The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.
Banshee: Ellyllon was an elf warrior who visited the monastery to learn the secrets of the world and to achieve his own inner peace. He instead found ancient words carved into the hollow bells. Reciting them turned him into a deadly banshee.
Skeletal Remains: In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round.
Cat Feral Undead: Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies.
Unfortunately, her beloved cats wandered into a necromancer’s garden and were turned into 18 feral undead cats.
Ghoul Aquatic: ?
Kraken Zombie: ?
Demonvessel: A demonvessel is a corpse that has been animated by trapping the essence of a demon within the body rather than relying on the more basic necromantic means of animating corpses. Depending upon the exact method used to bind the demon into a dead corpse, these undead creatures usually resemble mummies, but in some cases they will appear to be zombies with strange runes tattooed into the skin.
Since his wife’s natural death, the successful lamp merchant Garrick has wallowed in self-pity. He offered his vast fortune to anyone who could bring Corliss back to life. Unfortunately, the gods deemed her time had come and resurrection lies beyond mortal magic. A priestess of Orcus (under the guise of a cleric of Freya) named Edlyn (Cleric 8) approached Garrick with empty promises.
Edlyn indeed brought Corliss back from death. Her body, infused with a demonic spirit, became a demonvessel.
Ethereal Shade: Lady Baymoral is the true danger in the room. She became an ethereal shade after her death. Her spirit haunts the dining table.
Exoskeleton Giant Ant: Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.
Exoskeleton Giant Beetle: Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell.
Exoskeleton Giant Crab: Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter).
Exploding Bones: ?
Eyeless Filcher: An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance).
The cavern is the home of Jelida Daribe, a vile killer who attacked villages in the dead of night – and left none alive to tell of his foul deeds. Jelida was eventually caught and convicted, but the relatives of his victims tore him apart shortly after his trial. Jelida returned as an eyeless filcher.
Flenser: ?
Ghast: ?
Ghost: There are innumerable types of ghosts with varying qualities, often depending on the nature and circumstances under which the person died.
Ghost Strangling: Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days.
At night, the alley is haunted by 3 strangling ghosts, a trio of assassins who were cut down by mysterious means after leaving the manse one dark and stormy night. They had killed the inhabitant, a sorceress of no little influence in the courts of Hell (where she is said to rule to this day).
Ghoul: Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.)
Ghoul Ao-Nyobo, Blue Wife: The palace of the emperor is enormous, but even the emperor knows not how enormous. Behind the walls covered in gilt plaster and mosaics of tortoise shell and amber there are secret, dank passages haunted by the former empress, a woman called Obomay, who would have ruled the empire from behind the imperial throne had not the emperor took a liking to a dancing girl called Othea who was practiced in the secret art of the of seven venoms. Othea now holds the place of power behind the man-child emperor, and Obomay dwells in the shadows after being unceremoniously dumped into a dry well in the Anemone Garden, her hatred re-awakening her as an ao-nyobo ghoul.
Ghoul Crimson: Crimson ghouls are created by strange and terrible magical procedures worked by necromancers upon a normal ghoul.
Gravebird: Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic.
Head-Stealer: A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck.
Jackal of Darkness: ?
Lich: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).
The lich Arus Kezanlizil rules the Forge-Temple, claiming it after an unforeseen accident transferred his undead spirit into the body of the dwarven cleric Arbor Oakenchisel.
Mummy: ?
Nykoul: Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world.
Redwraith: Weaker redwraiths slowly gain strength over a period of years, eventually becoming full redwraiths that are no longer under the control of the original.
Redwraith Weaker: If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.
Rusalka, Water Witch: Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed.
Shadow: Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow.
Silent Knight: ?
Skeletal Fury: The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Skeleton Fossil: Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon.
The caves contain the remains of the first creatures to call the Seething Jungle their home. The native lizardmen died during a natural disaster that collapsed their tunnel homes into the ground around them. The lizardmen’s broken bodies merged with the flowing limestone to create 18 skeleton fossils trapped in the walls.
Spectral Scavenger:
Spectre:
Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator.
Parasitic Spectre: ?
Sumatran Rat-Ghoul: ?
Tree Ghost: Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature.
The pale woman is a dryad named Melene slain years ago by the vampire Valmont De Shade as he traveled the countryside seeking a permanent lair.
Vampire: Any human killed by a vampire becomes a vampire under the control of its creator.
Four bone pillars stand about this 30-foot-square ossuary. Each four-foot-diameter pillar is crafted from hundreds of random bits of bones and skulls. A low wall of femurs runs from one pillar to the next. Four skull chalices sit on the wall. Each chalice is filled with steaming blood. Anyone drinking from a chalice must make a saving throw or be cursed so he can only drink blood from that moment onward until cured. If the curse is not reversed within 3 months, the victim becomes a vampire.
If a possessed creature possessed by a parasitic spectre is slain, the corpse will instantly transform
into an undead creature, having abilities identical to those of a wight.
Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes.
Varn: These are the restless spirits of dead fighters and warriors whose armor continues to fight long after they are gone.
Inside the structure is a sarcophagus set into the tiled floor. It is carved to resemble the man buried within. Standing before the grave is the warden’s guardian, a Varn who fell in battle protecting the body from those who would defile it, and continues to do so after death.
Vierd: ?
Wight: Any human killed or completely drained of levels by a wight becomes a wight.
If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.
Wight Sea: Sea-wights are highly similar to normal wights, originating from bodies in ocean-flooded tombs, bodies that were consigned to the depths of the ocean, or from individuals – usually those of some power – who perished beneath the dark waves.
As with normal wights, a successful attack by a sea-wight drains one level of experience from the victim, and a fully-drained victim rises as a sea-wight of half normal strength under the command of its killer.
Zombie Giant Shark: ?
Zombie Giant Octopus: ?
Zombie: The standard zombie is simply a corpse animated to do its creator’s bidding.
The bodies of six dwarves are tied to the dead trees of the Hallawstack Trees by their black beards. Each dwarf’s body is cut and bruised, and arrows protrude from their backs. The arrows have ostrich feather fletching. The dwarven bodies have no treasure. They have been dead for six days. One of the dead dwarves is now a zombie that sits facing tree until PCs approach. Its violent death caused it to awake as one of the undead.
If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.
Zombie Contagious: If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.
Zombie Waterlogged: ?
Zombie Brain-Eating: ?
Zombie Leper: Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds.
The woman and her companions drank from the tainted pond and turned into 8 leper zombies.
All of the clothes are tainted with leprosy that turns someone wearing them into a leper zombie if they fail a saving throw.
Zombie Pyre: These undead creatures are weirdly enchanted with some sort of necromancy.
Zombie Raven: Zombie Ravens are the rotting, undead bodies of ravens.

Battle Axes & Beasties
Undead: The restless dead, corpses that are animated by malevolent spirits or foul magics.
Lich: Powerful Wizards or Faithful sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature.
A spellcaster intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the spellcaster becoming ‘blessed’ with eternal undeath.
There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong.
Mummy: The desiccated, undead remains are inhabited and animated by a malevolent spirit.
Skeletal Warrior: Bones animated by the malevolent spirit of a warrior.
Skeleton: The animated bones of the dead, imbued with a souless semblance of life by the spirit that animates their remains.
Specter: Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves.
Vampire: ?
Wampyre: The bite of a vampire drains 2d3 points of Strength from the victim. Those reduced to 0 Strength or lower in this manner become wampyre (lesser vampires) under the control of the creator vampire.
Wight: The touch of a Wraith will drain 1d4 points of Strength from their victim (save for half – minimum of 1 point drained). Victims reduced to 0 Strength or lower will return as a wight in 1d4 days.
Wraith: Powerful, older wights.
Zombie: Zombies are mindless undead creatures, driven by a spirit that hungers for the taste of fresh flesh.
Any humanoid killed or completely drained of strength (1 point per hit unless a successful saving throw is made) by a wight returns as a zombie after 1d3 days.
Zombie Contagious: These zombies carry within their bite or scratch a disease that turns those infected into mindless undead.
Those slain by Contagious Zombies rise in 1d3 combat rounds as common zombies.

Black Books Tomes of the Outer Dark
Zombie: The zombie's bite causes D4 damage and, if the victim is killed as a result of a bite, will infect the victim. This infection turns the victim into a zombie in 1D6 hours.
Create Zombies spell.

Create Zombies This spell requires a human corpse which retains sufficient flesh to allow mobility after activation. The caster puts an ounce of his or her own blood in the mouth of the corpse, then kisses the lips of the corpse and 'breathes part of himself' into the body. Once the spell is cast, the corpse awakes ready to obey simple commands from its creator. Should the caster die, the zombie becomes inactive. The number of zombies than can be created is unlimited (as long as the caster can pay the SAN cost). Part of the invocation refers collectively to the Outer Gods - every caster knows such entities exist, though no names are used. These zombies stay useful indefinitely. SAN: 1D2

Chance Encounters
Null: When a Cleric or Magic-User dies while affected by Feeblemind, the corpse may reanimate as a null, a rare and terrible form of zombie.
Sibilant Corpse: Rarely, after a Chaotic Magic-User dies, especially if in life he sowed dissension through deceit and gossip, the mage's evil takes new form as an undead sibilant corpse. The necromantic forces that animate a sibilant corpse also grant it frightening sorcerous power.

Crimson Blades 2: Dark Fantasy RPG d20 Version
Undead: Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm.
Crypt Corpse: ?
Ghoul: ?
Lich: Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry).
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: ?
Zombie: Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required.
Banshee: ?
Ghost: They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”.
Shadow: Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him.
Wight: Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him.
Wisp: ?
Wraith: ?
Vampire Prince: Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood.
Lich Lord: ?

Crypts & Things Remastered
Undead: With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses.
Evil Priest powers that require blood soaked rituals to invoke include raising the undead
Corpse Colossus: “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics where cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.”
Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer.
Crypt Fiend: ?
Faceless: ?
Ghoul: Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.
The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul.
Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death.
Hanged Man: These undead assassins are created by foul black magic that reanimates thieves after their death by hanging.
Lich: “The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.”
A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: “Some Kings and High-Priests are rich enough and powerful enough to cheat death.”
Red Zombie: These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection.
This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud.
Reincarnate: The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead.
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.
Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round.
Animate Dead spell.
Spore Zombie: “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.”
Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food.
Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend.
Tattooed Warrior: “A famed warrior, long dead but preserved by
black arts to fight on the tribes behalf.”
Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead.
Wight: Any human killed or completely drained of levels by a wight becomes a wight.
Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.
Wind Wraith: Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms.
Zombie: The standard zombie is simply a corpse animated to do its creator’s bidding.
A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand.
Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.
Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round.
Animate Dead spell.
Zombie Contagious: If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.
Great Undead Whale: ?
Hollow: The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them.
Ozzark the Dead King, The Plague Lord: ?
Blood Pope: ?
The Green Man, Minor Corpse Colossus: When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses).
A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man.
Giant Undead Pike: ?

Animate Dead
Spell Level: 5th Level
Colour: Black
Range: Crypt Keeper’s Discretion
Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.

The Countess’ diamond Wedding ring.
This is worn by the Countess and will have to be taken from her cold undead fingers. It is engraved with “Death shall not part us!”’Anyone wearing the ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. Of course they must pass another Saving Throw or else go insane from the transformation. Further Sanity rolls are required when ever the character feeds on raw sentient flesh, which they need to do at least once a weak, or uses their Ghoulish abilities. Furthermore the now Ghoul only heals Hit Points and lost Constitution via feeding (full Hit Points and 2D6 Constitution per corpse) and must make a Saving Throw whenever passing a fresh corpse or stop and feed. The ring has a monetary value of 100 GP.

Chthonic Codex
Lecternomancer: Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations.
Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic.
Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books.
Skullsnatcher: Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways.
Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual.
Savant Emeritus: Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; th reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least.
Hypogean Dragon Ghostly: ?
Hypogean Dragon Mummified: ?
Undead: These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world.
School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare IngredientsTable. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, ofcourse, because the Drink stillworks.
School of Necromancy Level 8 - Drink ofEternalPower - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE.
Interrupted Rest spell.
Zombify spell.
Back from the Graves spell.
Gift of Immortality spell.
Great Gift of Immortality spell.
Lost Company spell.
Grand Celebration of the Chthonic Gods spell.
Zombie: Zombify spell.
Lost Company spell.
Grand Celebration of the Chthonic Gods spell.
Dead Head: Dead Head spell.

Interrupted Rest
Level: 1/i. Range: touch. Casting time: 1 round. Duration: instantaneous.
The touched corpse corpse animates as an undead oflevel 1. Its personality has
been completely corrupted by the ordeal ofwaking up as a rotting corpse; it is
free-willed but spiteful, ravenous and angry with all that is alive.
Dispensation - the caster must pour a pint ofinnocent blood on the corpse.

Zombify
Level: 2/i. Range: touch. Casting time: 8 hours. Duration: instantaneous.
The caster lights incense and candles around a corpse, then rubs it with special
powders and mhyrr. The corpse animates as an undead of level equal to the Tier of the Caster. It is completely subject to the Casters will. The ingredients cost 50c per level of the undead created.
Alteration - Necrosurgery - this spell must be cast within 2d6 rounds of the subject's death. The caster treats the corpse with oils (500c) and replaces the heart with a stone. The subject is animated as a zombie, their powers, skills, levels, personality, will and agency escaping the clutch of death completely preserved, but completely subject to the caster's will. The undead will lose 1 level per month until, at level 0, they instead become a mindless ravenous lvl1 undead.

Back from the Graves
Level: 5/iii. Range: 20'. Casting time: 1 turn. Duration: instantaneous.
The closest humanoid corpses to the caster will animate as undead. The spell affects 2 corpses per Caster level and the undead created are level 1. Their personalities have been completely corrupted by the ordeal of waking up as rotting corpses: they are spiteful, ravenous and angry with all that is alive, but they must save or obey every wish of the caster. The spell ingredients cost 1000c.
Dispensation - the casting time is 1 turn per corpse to be reanimated.

Gift of Immortality
Level: 6/iii. Range: touch. Casting time: 8 hours. Duration: instantaneous.
Like Interrupted Rest except that the subject's powers, skills, levels, personality, will and agency escape the clutch ofdeath completely preserved. The spell also laces the corpse with necromantic energy. The subject gains undead immunities, one Undead Ability determined rolling 1d6 on the following table, plus the ability to see in the dark. The spell needs ingredients costing 1000c.
1: any physical contact transfers 1d6 hits from the victim to the undead
2: immunity to cold and spells up to level 1d6+1
3: any victim killed with natural attacks will raise as a lvl 1 undead minion in 1 turn
4: once per day the undead can teleport between shadows
5: victims hit by the undead natural attack must save or be paralyzed for 1 turn
6: become incorporeal for up to 1 hour, either once per day or spending 1 mana.
While incorporeal the undead can't interact with non-magic objects.

Great Gift of Immortality
Level: 10/v. Range: touch. Casting time: 12 hours. Duration: instantaneous.
Like Gift of Immortality except the subject gains one random undead ability per Tier it had before death. The spell requires ingredients costing 5000c.

Lost Company
Level: 11/iv. Range: 100 yards. Casting time: 1 round. Duration: instantaneous.
Like Zombify except it affects the closest 250 corpses. The spell needs ingredients costing 10000c.

Grand Celebration of the Chthonic Gods
Level: 12/vi. Range: 1 mile. Casting time: 8 hours. Duration: instantaneous.
The caster finds a suitable threshold for having a meal of dog meat and burying
alive 12 innocent people, 6 men and 6 women, each person wearing jewelry worth 2500c. Two hours after the burial 250 corpses within range animate like Zombify. At the fourth, sixth and eight hour of casting a characters of level 1d6+1 animates as per the spell Great Gift of Immortality. They report for duty as lieutenants, their devotion to the caster unshakable. Each lieutenant independently controls 250 corpses that animate together with them. If a lieutenant is destroyed its now free-willed company will do its best to take as many lives as possible. The 12 victims are never reanimated: after the burial they simply vanish from below the ground.
Alteration - Totentanz - Like Interrupted Rest except affecting all corpses in range. The ingredients cost 10000c.

Dead Head
Level: 4/ii. Range: touch. Casting time: instantaneous. Duration: until dawn.
The Caster animates an undead severed head, known as a Dead Head, completely subject to the caster’s will. The head has 1 Hit per caster’s Tier and whispers with a really quiet voice. If an appendage is stitched to it, the Dead Head will be able to use it to move around, flying with bird or bat wings, hopping on a foot, crawling on a hand.
Alteration - Heeding Head - Duration: permanent - a head is set up to watch over a passage or an entrance, and the caster can order it to watch for a particular event or creature. When the head witnesses the event or creature it will report it by talking, whispering or shouting.

Gary vs the Monsters
Dream Stalker: Dream Stalkers are a special kind of ghost of people who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end.
Ghost: Ghosts are the tortured souls of mortals who have stuck around because something keeps them anchored to the material world. This could be lots of things from loose ends of a mortal life, a violent or tragic death, trapped by some crazy necromancer, or even trapped by a more powerful and evil ghost.
Mummy: ?
Necroid: The Necroids are evil demon-like beings who enter the real world and possess corpses.
Psycho-Slasher: Some evil won't die. It keeps going and going. It won't stop. Nothing seems to stop it. Ever.
Spirit: While ghosts were once living mortals, spirits have always been, well, spirits.
Vampire Master: ?
Vampire Thrall: A Vampire may attempt to bite a victim. If the attack is successful then the Vampire latches on and begins to drain the victim's blood at a rate of 1d6 damage per round and healing the Vampire for an equal amount. A victim may attempt an opposed Attack Roll to free themselves. A charmed victim will not attempt to break free. If the blood drain kills the victim then the victim attempts a Saving Throw. If the roll is successful then the victim will come back as a Vampire (Thrall) at the next sunset.
Zombie: If a character is bitten by a zombie attempt a Saving Throw. On a failure, the character dies in 1d6 hours and turns into a zombie.
Zombie Upper Torso: A zombie that has been cut in half.

Rantz's Fair Multitude
Undead: When the Ebon Contagion swept across the Cairn Lands, not even the Kivulis could stem the tide of soulless evil that followed. The sacred burial grounds guarded by the Kivulis for generations became corrupted, and the cairns themselves cracked open as the hallowed dead within clawed their way to the surface as undead horrors.
Hungry Ghost: A hungry ghost was a person with a passion for some pleasure that ruled his life, leading him to commit all manner of crimes to sate his inordinate desires.
Kummua: ?

Ruins & Ronin
Ao-Nyobo, Blue Wife: ?
Azuki-Arai: ?
Banshee: ?
Gaki, Hungry Spirits: Gaki are the undead spirits of the wicked dead turned into horrible monsters for their horrid sins. The precise nature of the crimes committed by the Gaki in life determines their type, 3 kinds are commonly known but they may be more.
Jiki-Ketsu-Gaki: ?
Jiki-Niku-Gaki: ?
Shikki-Gaki: ?
Ghoul: ?
Jikininki, Trash Eating Ghoul: Similar to the Gaki in appearance, these undead originate from greedy, selfish or impious individuals who are cursed after death to seek out and eat human corpses.
Kubi-no-nai-bushi: A Kubi-no-nai-bushi (headless warrior) is a particularly rare and powerful form of undead that is sometimes created when the spirit of a honorable Samurai that was unlawfully or unjustly forced to commit Sepukku returns from the grave in search of vengeance.
Kyonshi, Hopping Vampire: Sometimes when a body is buried improperly or in an inauspicious location, it reanimates with a hunger to kill mortals and consume their lifeforce.
Anyone who suffers damage from a Kyonshi runs the risk of becoming a vampire in turn. Exactly how this occurs is a mystery, but most sages agree it is a form of curse. The percentage chance of turning into a vampire is equal to the amount of hit points lost on a 1d100. Those who succumb to the curse slowly turn into vampires themselves, growing fangs and long fingernails and becoming more and more bestial. The process a number of days equal to the victim’s CON minus 1d6 and usually only becomes evident after a couple of days have passed. To stop the transformation a Remove Curse spell must be cast on the victim.
Lich: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: ?
Shadow: A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes (9 turns).
Skeleton: Skeletons are animated bones of the dead, usually under the control of some evil master.
Animate Dead spell.
Spectre: Any being killed (or drained below level 0) by a spectre becomes a spectre himself, a pitiful thrall to its creator.
Vampire: Any human killed by a vampire becomes a vampire under the control of its creator.
Wight: Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.
Wraith: ?
Zombie: The standard zombie is simply a corpse animated to do its creator’s bidding.
Animate Dead spell.
Zombie Contagious: If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.

Animate Dead
Spell Level: Sh5
Range: Referee’s discretion
Duration: Permanent
This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated per Level of the caster above 8th. The corpses remain animated until slain.

Swords & Wizardry Continual Light
Ghoul: ?
Shadow: ?
Skeleton: Bones of the dead, animated by vile necromancy.
Wight: ?
Zombie: ?

The Cartographer's Guide to the Creatures of Eira
Bone Spider: Bone Spiders are malign spirits who form their bodies from the bones of the dead and who haunt the ancient barrows, tombs, bone pits and crypts of the world growing and gaining power as they add more bones (fresh and ancient) to their form.
The Chained: No one knows for certain what The Chained is, some say it is the avatar of the Goddess of Pure Death, others a freak magical accident created by a mage with a vengeance streak. The stories are endless, but all end the same way; The Chained comes for bad folks and when it does they die.
Guest: Spirits that cannot rest, cursed by broken oaths, business left undone, or something else. Left in this world and slowly driven mad by it. Guests were never meant to be in the realms of the mortals and every day they do not pass on is yet another day insanity inducing pain.
Unquiet Bodere: The undead remnants of a mortal who looked into the Outside and didn't have enough sense to die immediately. Driven insane by what they saw the mortal went through what remained of their short life muttering and rambling in their madness revealing truths – oh so dark truths – of what existed Outside. Even when death finally claimed them the things they saw and remembered refused to die with them.

The Hero's Journey Fantasy Roleplaying
Banshee: ?
Death Knight: ?
Ghoul: Animate Dead spell.
Liche: Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry).
Mummy: ?
Poltergeist: Poltergeists are incorporeal spirits animated by anger.
Sanguine Fog: ?
Shade Lord: ?
Shadow: A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes.
Skeleton: Skeletons are animated bones of the dead and are usually under the control of some evil master.
Animate Dead spell.
Skeleton Flaming: Flaming skeletons have been animated with an unholy fire that radiates from them.
Specter: Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator.
Vampire: Any human killed by a vampire becomes a vampire under the control of its creator.
Wight: Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.
Animate Dead spell.
Wraith: ?
Zombie: These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.
The standard zombie is simply a corpse animated to do its creator’s bidding.
Animate Dead spell.
Zombie Contagious: If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.

Animate Dead
Spell Level: Wizard 5
Range: Referee’s discretion
Duration: Permanent
This spell animates skeletons, zombies, ghouls or wights from dead bodies. The caster determines which type of creature is animated from the corpse. Each casting of this spell produces either 1d6+1 skeletons, 1d6 zombies, 1d6−3 ghouls, or 1 wight. The corpses remain animated and under the command of the caster until destroyed or banished.

The Little Book of Adventuring Classes Vol. 1
Dead Dog Spirit: ?
Undead: Raise Greater Undead spell.
Wight: Raise Greater Undead spell.
Wraith: Raise Greater Undead spell.
Skeleton: Raise Lesser Undead spell.
Zombie: Raise Lesser Undead spell.
Ghoul: Raise Lesser Undead spell.
Unliving: Unliving are created by dying and being resurrected by a necromancer, in much the same way a zombie is.

RAISE GREATER UNDEAD
Spell Level: Deathwitch 5th level, Magic-User 7th level
Range: 240 feet
Duration: Permanent
Greater undead such as wights or wraiths can be created from dead bodies, 1d4 for each level of the caster. They remain under the command of the caster, and will remain until slain.

RAISE LESSER UNDEAD
Spell Level: Deathwitch 3rd level, Magic-User 5th level
Range: 240 feet
Duration: Permanent
Lesser undead such as skeletons (1d8), zombies (1d6), or ghouls (1d4) can be created from dead bodies for each level of the caster. They remain under the command of the caster, and will remain until slain.

The Majestic Wilderlands
Vampire: Kalis, the blood goddess, has created several monsters using the power of blood. The power of blood can infuse mortals with powerful strength and other arcane abilities. However, that power comes at a price of one’s humanity and deadly weaknesses. Kalis has experimented with many ways of infusing the power of blood but the two most common are the vampires and the werewolves.
Vampires are the first of the Children of Blood. Vampires are undead; their immortality and thirst for blood was passed down from Avernus, the first vampire.

The Rising Dark: An Introduction to Agraphar
Undead: The people of Agraphar believe that when you die, you either reincarnate if your soul has not yet advanced enough to ascend, or you are taken to one of two places. If you have led a good and virtuous life, you are ascended; valkyries of the heavens descend, and you are taken to the cosmic landscape of the Beyond, where the gods dwell, and you are cast in to the role of soldier in the never ending war between the light and chaos. Most often, a man who has proven himself a virtuous or determined soul who is a master of his craft is believed to ascend as such to the heavens. If, however, you are a vile and wicked person, and you revel in misery, then you are most likely cast down, dragged by the shadow demons of the underworld to the underworld below even the subterranean realms of Agraphar, where you are shaped in to one of the nameless demons of the horde of chaos, turned in to an undead being, or worse. A few wicked souls go willingly, and they are often promoted, it is said, to sadistic roles as archdemons and lords of undeath. Some people lose their way, or are so tangled with the affairs of their living self that they come back as ghosts and spirits to haunt the land; some demonic beings have powers so vile that they can cause this to happen to otherwise good souls, severing the celestial cords that bind the soul to the heavens of the afterlife.
Lord of the undead, Maligaunt is an enigmatic being who is said to have been the first mortal of Agraphar to master the existence of undeath.
Lich: The necromancer Crotus perished, but his acolyte Varimoth lived and has stolen his master’s secret cache of lore, allowing himself to become a lich!
Burning Skeleton: ?

The Witch: Hedgewitch for the Hero's Journey RPG
Gloaming: It is the undead creature of a large predatory animal.

Tomb of the Iron God
Skeleton: ?
Zombie: ?
Ghoul: Anyone killed by the Eater of the Dead becomes a ghoul under the Eater's command, rising within one round.
Glowing Skeleton: ?

Tome of Adventure Design
Ghost Shipwreck: ?
Undead Giant Crab Carapace: ?

Undead: In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things.

Table 2-64: Basic Types of Undead Creatures
Die Roll
Undead Type
01-04
Corporeal, genius, non-reproductive
05-08
Corporeal, genius, reproduces through prey
09-12
Corporeal, non-intelligent, non-reproductive
13-16
Corporeal, non-intelligent, reproduces through prey
17-20
Corporeal, semi-intelligent, non-reproductive
21-24
Corporeal, semi-intelligent, reproduces through prey
25-28
Incorporeal, genius, non-reproductive
29-32
Incorporeal, genius, reproduces through prey
33-36
Incorporeal, non-intelligent, non-reproductive
37-40
Incorporeal, non-intelligent, reproduces through prey
41-44
Incorporeal, semi-intelligent, non-reproductive
45-48
Incorporeal, semi-intelligent, reproduces through prey
49-52
Non-human corporeal, intelligent, non-reproductive
53-56
Non-human, corporeal, intelligent, contagious Undeath
57-60
Non-human, corporeal, non-intelligent, contagious Undeath
61-64
Non-human, corporeal, non-intelligent, non-reproductive
65-68
Non-human, corporeal, semi-intelligent, contagious Undeath
69-72
Non-human, corporeal, semi-intelligent, non-reproductive
73-76
Non-human, incorporeal, intelligent, contagious Undeath
77-80
Semi-corporeal, genius, non-reproductive
81-84
Semi-corporeal, genius, reproduces through prey
85-88
Semi-corporeal, non-intelligent, non-reproductive
89-92
Semi-corporeal, non-intelligent, reproduces through prey
93-96
Semi-corporeal, semi-intelligent, non-reproductive
97-00
Semi-corporeal, semi-intelligent, reproduces through prey
Table 2-65: Causes of Intelligent Undeath
Die Roll
Cause of Intelligent Undeath
01-10
Cursed by enemy
11-20
Cursed by gods
21-30
Disease such as vampirism
31-40
Prepared by others for Undeath, at or before death (unwillingly)
41-50
Prepared by others for Undeath, at or before death (willingly)
51-60
Prepared self for Undeath, during life
61-70
Rejected from underworld for some reason
71-80
Returned partially by actions of others
81-90
Returned to gain vengeance for own killing
91-00
Returned to guard location or item important to self during life
Table 2-66: Preparations for Intelligent Undeath
Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared.
Die Roll
Preparation
01-10
Actions are taken to ensure that a god will curse the soul with intelligent undeath
11-20
Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart
21-30
Living body parts incorporated into corpse keep it “alive”
31-40
New soul brought into dead body
41-50
Pact with gods/powers of afterlife to reject soul
51-60
Physical preparation raises body with echo of former intelligence
61-70
Physical preparation raises body with full former intelligence
71-80
Ritual binds soul to a place
81-90
Soul captured by ritual, kept in the wrong plane of existence
91-00
Soul captured in item to prevent completion of the death cycle
Table 2-67: Breaks in the Life Cycle
As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature.
Die Roll
Nature of the Break (d100)
01
Deliberately cursed at death by others for actions during lifetime
02
Died after committing crime: Arson
03
Died after committing crime: Assault
04
Died after committing crime: Bankruptcy
05
Died after committing crime: Battery
06
Died after committing crime: Begging
07
Died after committing crime: Blackmail
08
Died after committing crime: Blasphemy
09
Died after committing crime: Breach of contract
10
Died after committing crime: Breach of financial duty
11
Died after committing crime: Breaking and entering
12
Died after committing crime: Bribery
13
Died after committing crime: Burglary
14
Died after committing crime: Cattle theft or rustling
15
Died after committing crime: Consorting with demons
16
Died after committing crime: Counterfeiting
17
Died after committing crime: Cowardice or desertion
18
Died after committing crime: Demonic possession
19
Died after committing crime: Desecration
20
Died after committing crime: Disrespect to clergy
21
Died after committing crime: Disrespect to nobility
22
Died after committing crime: Drug possession
23
Died after committing crime: Drug smuggling
24
Died after committing crime: Drunkenness
25
Died after committing crime: Embezzlement
26
Died after committing crime: Escaped slave
27
Died after committing crime: Extortion
28
Died after committing crime: False imprisonment
29
Died after committing crime: Fleeing crime scene
Die Roll
Nature of the Break (d100)
30
Died after committing crime: Forgery
31
Died after committing crime: Forsaking an oath
32
Died after committing crime: Gambling
33
Died after committing crime: Grave robbery
34
Died after committing crime: Harboring a criminal
35
Died after committing crime: Harboring a slave
36
Died after committing crime: Heresy
37
Died after committing crime: Horse theft
38
Died after committing crime: Incest
39
Died after committing crime: Inciting to riot
40
Died after committing crime: Insanity
41
Died after committing crime: Kidnapping
42
Died after committing crime: Lewdness, private
43
Died after committing crime: Lewdness, public
44
Died after committing crime: Libel
45
Died after committing crime: Manslaughter
46
Died after committing crime: Misuse of public funds
47
Died after committing crime: Murder
48
Died after committing crime: Mutiny
49
Died after committing crime: Necromancy
50
Died after committing crime: Participating in forbidden meeting
51
Died after committing crime: Perjury
52
Died after committing crime: Pickpocket
53
Died after committing crime: Piracy
54
Died after committing crime: Poisoning
55
Died after committing crime: Possession of forbidden weapon
56
Died after committing crime: Prison escape
57
Died after committing crime: Prostitution

Die Roll
Nature of the Break (d100)
58
Died after committing crime: Public recklessness
59
Died after committing crime: Racketeering
60
Died after committing crime: Rape
61
Died after committing crime: Receiving stolen goods (fencing)
62
Died after committing crime: Robbery
63
Died after committing crime: Sabotage
64
Died after committing crime: Sale of shoddy goods
65
Died after committing crime: Sedition
66
Died after committing crime: Slander
67
Died after committing crime: Smuggling
68
Died after committing crime: Soliciting
69
Died after committing crime: Swindling
70
Died after committing crime: Theft
71
Died after committing crime: Treason
72
Died after committing crime: Trespass
73
Died after committing crime: Using false measures
74
Died after committing crime: Witchcraft
75
Died after violating taboo: dietary
76
Died after violating taboo: loyalty
77
Died after violating taboo: marriage
78
Died after violating taboo: sexual
Die Roll
Nature of the Break (d100)
79
Died as a glutton
80
Died as a miser
81
Died as coward
82
Died deliberately
83
Died unloved and unmourned
84
Died while a slave
85
Died while owning slaves
86
Died without children
87
Died without dying (I don’t know, but it sounds good)
88
Died without fulfilling contract
89
Died without fulfilling oath
90
Died without honor (marriage or parenthood)
91
Died without honor (traitor)
92
Died without manhood/womanhood rites
93
Died without marrying
94
Died without proper preparations for death
95
Died without properly honoring ancestors
96
Died without tribal initiation
97
Eaten after death
98
Not buried/burned
99
Not given proper death ceremonies
100
Not given proper preparations for afterlife
Table 2-68: Manner of Death
The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead).

Die Roll
Manner of Death
01
Burned in fire
02
Burned in lava
03
Cooked and eaten
04
Crushed
05
Defeated in dishonorable combat
06
Defeated in honorable combat
07
Died during a storm
08
Died during harvest time
09
Died during peacetime
10
Died in a swamp
11
Died in particular ancient ruins
12
Died in the hills
13
Died in the mountains
14
Died near particular type of flower
15
Died near particular type of tree
16
Died of disease
17
Died of fright
18
Died of natural causes
19
Died of thirst
20
Died while carrying particular weapon
Die Roll
Manner of Death
21
Died while carrying stolen goods
22
Died while wearing particular garment
23
Died while wearing particular piece of jewelry
24
Drowned
25
Executed by asphyxiation
26
Executed by cold
27
Executed by drowning
28
Executed by exposure to elements
29
Executed by fire
30
Executed by hanging
31
Executed by live burial
32
Executed by starvation
33
Executed by strangulation
34
Executed by thirst
35
Executed despite having been pardoned
36
Fell from great height
37
Frozen/hypothermia
38
Heart failure
39
In the saddle
40
Killed by a creature that injects eggs

Die Roll
Manner of Death
41
Killed by a deception
42
Killed by a jealous spouse
43
Killed by a jester
44
Killed by a lover
45
Killed by a lynch mob
46
Killed by a traitor
47
Killed by a trap
48
Killed by accident
49
Killed by ancient curse
50
Killed by birds
51
Killed by blood poisoning
52
Killed by demon
53
Killed by dogs/jackals
54
Killed by gluttony
55
Killed by insect(s)
56
Killed by inter-dimensional creature
57
Killed by magic
58
Killed by magic weapon
59
Killed by metal
60
Killed by mistake
61
Killed by own child
62
Killed by own parent
63
Killed by particular type of person
64
Killed by poisonous fungus
65
Killed by poisonous plant
66
Killed by pride
67
Killed by priest
68
Killed by relative
69
Killed by soldiers during battle
70
Killed by some particular monster
71
Killed by strange aliens
Die Roll
Manner of Death
72
Killed by undead
73
Killed by wine or drunkenness
74
Killed by wooden object
75
Killed for a particular reason
76
Killed in a castle
77
Killed in a particular place
78
Killed in a tavern
79
Killed in particular ritual
80
Killed in tournament or joust
81
Killed near a particular thing
82
Killed on particular day of year
83
Killed under a particular zodiacal sign (i.e., a particular month or time)
84
Killed under moonlight
85
Killed underground
86
Killed while exploring
87
Killed while fishing
88
Killed while fleeing
89
Killed while hunting
90
Killed while leading others badly
91
Killed while leading others well
92
Murdered
93
Sacrificed to a demon
94
Sacrificed to a god
95
Sacrificed to ancient horror
96
Starved to death
97
Strangled
98
Struck by lightning
99
Struck down by gods
100
Tortured to death

Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other.
Zombie: Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie).
Individual Curse Death Magic.
Ghoul: ?
Skeleton: ?
Ghost: ?
Vampire: ?
Wraith: Individual Curse Death Magic.

Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)

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

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

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

WWII Operation White Box
Ghost: A ghost is an undead spirit that is doomed to wander the earth. Ghosts are bound to the place where they died or to a particular object that had special meaning to them in life (locket, diary, etc.).
The touch of an attacking ghost drains one (1) Experience Level unless a Saving Throw is made. If a character is reduced to 0-level by these attacks, he becomes a HD 1 ghost and joins his slayer.
Vampire: ?
Vampire Minion: Anyone drained of blood by a vampire becomes a HD 3 vampire minion unless the corpse is cremated before the next full moon.


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

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

Legend
World of Obsidian Apocalypse: Life After Undeath

World of Obsidian Apocalypse: Life After Undeath
Pathfinder 1e
Calix Sabinus, Vampire Lord Lich: ?
Asi Magnor: ?
Riven: For a PC to become riven, he must die and his player must succeed on a level check at the moment of death. This check represents the force of will required to preserve the connection between soul and body in death. Riven call this moment “rejecting the Threshold.”
Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is 25 or greater, then the character becomes riven.
After the Battle of the Black Crescent, Calix Sabinus realized something curious. A few of his mortal slave soldiers should have died battling the forces of Asi Magnor, but they did not. The vampire lord quickly ascertained that they were intelligent undead—these ones called riven.
The Undead Wars generated many riven.
Sundered: Sometimes an individual cannot reject the Threshold, but possesses too strong a will to simply dissipate into the ravaged world-aura of Abaddon. These disembodied souls are the sundered.
For a PC to become sundered, she must die and her player must succeed on a level check at the moment the soul separates from body. This check represents the force of will required to preserve individuality and sanity. Sundered call this moment “the Collection.”
Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is less than 25, then the character dies normally. If the result is 25 or greater, then the character becomes sundered.
Boss Petward Mazebane, Risen Fighter 8: ?
Shackles Brash Shieldhart, Risen Rogue 9: ?
Whip Udoorin Wyvernjack, Risen Rogue 7: ?
Cage Cruneiros Swordhand, Risen Barbarian 8: ?
Eiltranna Gemviper, Sundered: ?
Ianven Firepeak, Risen: ?
Rician Swordheart, Risen: ?
Crulannan Tombstone, Risen: ?
Panrry Dragonsbane: ?
Zanian Tigerhelm: ?
Riclannan Youngsoul: ?
Crurry Darkbane: ?
Leogeon Taletreader: ?
Mayor Sharil Legendblood, Riven Fighter 15: ?
First Councilor Wielorin Fiedlorsdottir, Sundered Aristocrat 7: ?
Host Councilor Walry Shipsail, Sundered Fighter 6: ?
Guard Captain Vicgold Loyolar, Sundered Paladin 4: ?
Master Kevturnal Emeraldeye, Riven Wizard 7: ?
Mystic Marrath Outrunner, Sundered Sorcerer 5/Sundered 8: ?
Occluded Neristranna Shortcloak, Riven Alchemist 8: ?
Visionary Xanorin Dragonskin, Sundered Oracle 6: ?
Commander Graaver Catacomb, Riven Magus 7: ?

Ghost: ?
Lacedon: ?
 
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Voadam

Legend
World of Obsidian Twilight (PFRPG) Preview

World of Obsidian Twilight (PFRPG) Preview
Pathfinder 1e
Asi Magnor, Mummy: ?
Calix Sabinus, Vampire Lich: He studied, frenziedly, lost, forgotten and forbidden arts before finally empowering himself, going beyond the vampiric to also become a lich.
Kalbna, Ghast: ?

Undead: From out of the dark and forbidding heavens a great meteor, black as night itself, carved through Abaddon’s atmosphere, calved into massive sections and rained down upon the world in great shards. It obliterated cities, shattered the living rock, sent tidal waves swamping over islands and drowning the coasts, ignited volcanoes and set the ground quaking for more than a year.
Over 85% of the sentient population of Abaddon was killed in moments and no sorcery, no prayer, no force of arms nor cunning with the builder’s craft could stand against the destruction. Those who survived found themselves in the ruins of civilization, surrounded by the corpses of their nations, overwhelmed by death and living beneath a soot-black sky.
Their suffering did not end there. The meteor was a black, hellish thing, infused with vast amounts of necrotic energy. The survivors watched in horror as the power of the meteors fragments and its dust began to raise the dead and few of the remaining cities survived the onslaught of their own deceased.
Ghost: The spirits released during the cataclysm were scared, confused, barely sentient, an outpouring of pain and suffering that would lash out at anything that came close to them, little more than necromantic energy themselves, free and wild to animate the dead. In the years since the cataclysm however, the character of the dead has changed. Those who die today die with hatred for the lords on their minds, with revenge and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be.
 
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Voadam

Legend
Intrigue Archetypes

Intrigue Archetypes
Pathfinder 1e
Ghoul: Pitiless Economies feat.
Undead: Pitiless Economies feat.

Pitiless Economies
Your devotion to rapacious greed leaves poverty and suffering in your wake.
Prerequisite: Lawful evil or neutral evil alignment, character level 9th.
Benefit: You gain a +2 morale bonus on all attack and damage rolls against sentient humanoids with a lower cost-of-livingCRB level than your own. You likewise gain a +5 morale bonus on Bluff, Diplomacy and Intimidate checks against such creatures. You automatically confirm all critical hits against sentient humanoids with a cost-of-living level of Destitute.
If you confirm a critical hit in melee against a sentient humanoid, you may forgo the normal additional damage in order to force the target to succeed on a Will save or have its cost-of-living level reduced by one step (DC 10 + 1/2 your character level + your Charisma modifier). This does not reduce its actual living expenses, just the benefits it receives for expenses already paid, and this persists until the end of the current month. The target can resume its former status in the following month by paying its normal cost of living. If the target is already Destitute and fails its save, it immediately loses 1,000 gp worth of non-magical wealth, including coins, gems, art, livestock, buildings, or other possessions, including (but not limited) to those currently being carried or worn. The effect of multiple failed saving throws stacks. This is a supernatural curse effect.
If you are a living creature, you do not age as long as at least one creature is subject to this curse. In addition, each time you afflict a creature with this curse, you become one day younger for each creature affected. You cannot become younger than the base starting age for your race with this feat. If you are slain while not aging, you rise as a ghoul (or other undead creature, as if a caster whose level equaled your Hit Dice had cast create undead or create greater undead upon your body) within 24 hours.
If you are already undead and you are slain while at least one creature is afflicted by this curse, you rise again in 2d4 days (similar to the rejuvenation ability of a ghost), though when you rise again any creature currently afflicted by your curse gains a new saving throw to end the effect.
 
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