Undead Origins

Voadam

Legend
Mythic Monsters 23: Worms

Mythic Monsters 23: Worms
Pathfinder 1e
Mythic Ghast: Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.

Ghast: Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime.
Wight: Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime.
Mohrg: Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.
A humanoid of less than 3 Hit Dice rises as a ghast.
A humanoid of 3–9 Hit Dice rises as a wight.
A humanoid of 10 HD or more rises as a morhg.
There is no limit to the number of undead a conqueror worm can create with its slime.
Ghoul: Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.
 
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Voadam

Legend
Mythic Monsters 25: Lords of Law

Mythic Monsters 25: Lords of Law
Pathfinder 1e
Sakathan: Sakathans were once ancient kings of the lizardfolk race on a now-forgotten Material Plane who bargained with the infernal powers and found themselves bound by corrupted wishcraft into a dreadful blood pact and cursed with a twisted form of vampirism.
Sakathans were the high noble caste of an ancient lizardfolk empire, but so great was their ambition and their pride that lordship over their kind was not enough to slake their thirst for power. A cabal of sakathans came together to tap into secret spells that promised great power to those who spoke into existence what they wished to be their destiny. The sakathans wished to unleash the divine spark within themselves, to make their strength eternal and authority absolute, so they could drink deeply from the wells of power and revel in the suffering of their enemies. What they meant for a simple affirmation of purpose, however, became so much more when they their prayers answered and their wishes granted by the scaled masters of Stygia, in the heart of Hell. The sakathans were indeed crowned in power and glory, ascending to heights of power undreamed of, overthrowing rulers not part of their cabal and conquering on every hand. After 13 years enthroned as god-kings adored, however, their Stygian benefactors revealed that their gift was not without cost. Yes, they had become as gods, but their great power was bought with a price. now a hellish hunger awoke within them and the shining sun burned their accursed flesh.
Sakathan Spawn: A sakathan can elect to create a sakathan spawn instead of a full-fledged sakathan when using its create spawn ability after slaying a reptilian humanoid with its blood drain or energy drain.
A sakathan can create spawn out of reptilian humanoids it slays with blood drain or energy drain. The victim rises from death as a sakathan spawn in 1d4 days, under the control of the sakathan that created it, and remains enslaved until its master’s destruction.
 
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Voadam

Legend
Mythic Monsters 27: COLOSSAL

Mythic Monsters 27: COLOSSAL
Pathfinder 1e
Mythic Zombie Titan: ?

Fast Zombie: Whenever a non-mythic creature with fewer than 10 Hit Dice dies within 30 feet of a mythic zombie titan, that creature rises again 1 round later as a fast zombie (DC 15 Fortitude negates). These zombies are uncontrolled but do not attack the zombie titan. If a mythic titan zombie expends one use of mythic power as an immediate action when a creature dies within 30 feet, the save DC increases to 20 and it can affect mythic creatures and creatures with 10 or more Hit Dice. Mythic creatures add their mythic rank or tier as a bonus on this saving throw.
 
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Voadam

Legend
Treasury of Winter

Treasury of Winter
Pathfinder 1e
Zombie: Invader's Bugle magic item.
Haunt: ?
Incorporeal Undead: ?

INVADER’S BUGLE PRICE 59,000 GP
Slot none; CL 10th; Weight 2 lbs.
Aura moderate necromancy
This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further.
Twice per day as a standard action, the wielder may blast one note on the bugle as a standard action, causing the ground in a 30-foot cone-shaped spread to become muddy and soft, as soften earth and stone. This chilling mud is bitter cold, and creatures beginning their turn within the area must succeed on a DC 13 Fortitude save (DC 15 if they are prone) or take 1d6 points of nonlethal cold damage and become fatigued for 1 minute. Additional failed saves cause damage but do not increase fatigue to exhaustion. After 1 minute, the mud is still cold to the touch but no longer causes damage or fatigue.
In addition, once per day the trumpet can sound a mournful note, animating corpses within 60 feet of the horn and no more than two feet underground are animated under the control of the wielder, as animate dead, to a maximum of 20 HD worth of creatures. These undead fall into rank behind the sounder of the invader’s bugle and only obey commands to attack, halt, or march; other commands are ignored. These zombies remain animate for 24 hours, though the user can sound the horn again each day to keep them animated. These zombies are covered in frozen mud, gaining fire resistance 10, and when destroyed they collapse into a pile of chilling mud filling their space, as if soften earth and stone had been cast upon that square, and the mud is bitter cold, as described above.
When used as part of a bardic performance or raging song, an invader’s bugle increases the range of a dirge of doom or frightening tune performances to 60 feet.
CONSTRUCTION REQUIREMENTS COST 29,500 GP
Craft Wondrous Item, creator must have 3 ranks in Perform (wind instruments), animate dead, ice storm, soften earth and stone
 
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Voadam

Legend
d20 Evil Dead

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

Legend
D20 Ghostbusters

D20 Ghostbusters
d20 Modern
Ghost: Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6.
 
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Voadam

Legend
d20 Paranoia

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

Legend
Monster Manual 3.5

Monster Manual
3.5
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.
Bodak: Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
Humanoids who die from this attack are transformed into bodaks 24 hours later.
Devourer: ?
Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6.
Ghost Human Fighter 5: ?
Ghoul: Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Ghoul Fever.
Lacedon: ?
Ghast: An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Ghoul Fever.
Lich: A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing.
“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.
Lich Human Wizard 11: ?
Lich Nonhumanoid: ?
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Mummy Lord: Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death.
Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.
Nightshade: Nightshades are powerful undead composed of equal parts darkness and absolute evil.
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Greater Shadow: ?
Skeleton: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Human Warrior Skeleton: ?
Wolf Skeleton: ?
Owlbear Skeleton: ?
Troll Skeleton: ?
Chimera Skeleton: ?
Ettin Skeleton: ?
Advanced Megaraptor Skeleton: ?
Cloud Giant Skeleton: ?
Young Adult Red Dragon Skeleton: ?
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Vampire: “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.
Vampire Human Fighter 5: ?
Vampire Half-Elf Monk 9/Shadowdancer 4: ?
Vampire Spawn: Vampire spawn are undead creatures that come into being when vampires slay mortals.
A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.
Wight: Wights are undead creatures given a semblance of life through sheer violence and hatred.
Any humanoid slain by a wight becomes a wight in 1d4 rounds.
Wraith: Wraiths are incorporeal creatures born of evil and darkness.
Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Dreadwraith: The oldest and most malevolent wraiths.
Zombie: Zombies are corpses reanimated through dark and sinister magic.
“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system
Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control.
Kobold Zombie: ?
Human Commoner Zombie: ?
Troglodyte Zombie: ?
Bugbear Zombie: ?
Ogre Zombie: ?
Minotaur Zombie: ?
Wyvern Zombie: ?
Umber Hulk Zombie: ?
Gray Render Zombie: ?

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