Undead Origins

Voadam

Legend
The Player's Guide to Arcanis
3.5
Undead Animal: ?
Skeletal Companion spell.
Spirit Warrior: ?
Undead Template: “Undead” is a template that can be added to any corporeal humanoid that has a skeletal system.
Val'Mordane 4th level Bloodline Neroth's Final Blessing power.

Undead: Sentient undead are the blessed of Neroth; only those whose souls are close to purity can live on as beings of pure intellect, free to contemplate spiritual perfection, unhindered by the demands of living flesh.
Within the church of Neroth there is an Order, not even spoken of outside of Canceri, and even then only in whispers, known to outsiders as the Order of the Still Heart. To those within, they call it the Blessed Path of Neroth. To most Nerothians, Neroth’s gift is to be sought after, and treasured if it is given. To these ambitious people, however, unlife is not a gift to be given, but a secret to be discovered, and taken. Once a willing soul is taken through the rituals to begin this process, there is no stopping it – he will become an undead creature, dying and rising again.
In the world of Arcanis, undead are created differently than suggested by the core rules. Therefore, all undead do not automatically radiate as evil creatures. Unless stated otherwise, undead radiate like any other creature (as described above) regardless of their origins. This change affects no other aspect of undead other than alignment and all other spells affect undead normally. Unless detailed otherwise, undead are created with negative energy. However, some undead on Onara are animated through the use of positive energy.
Intelligent undead are created by using the soul of the person as the fuel that powers the transformation.
Deathbringer's Life Beyond Life power.
Order of the Still Heart's Death and Rebirth power.
Ghost: Hold the Spirit spell.
Skeleton: Mark of Thralldom spell.
Zombie: Mark of Thralldom spell.

Hold the Spirit
Necromancy
Level: Clr (Beltine) 2, HC (Beltine) 3, Spirit 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature that died within the last 24 hours
Duration: 1 day/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
Beltine owns the sprit and has granted her devout followers the power to hold the sprit to the body for a short amount of time. By casting this spell, the spirit may be bound to the body for longer than the standard 24-hour period. As long as the soul is bound to the body in this fashion and the other requirements of the spell are met, a raise dead spell will bring the target back to life even after the 24-hour limit associated with the cosmology of Arcanis.
However, death is not easily cheated and this spell is not cast without substantial risks. First, binding the soul to the body in this manner is very traumatic. For every day the target’s soul is bound to its body through this spell, there is a chance the experience will drive the intellect insane. Every day the target is under the effects of this spell, it must make a Will save (DC 10 plus the number of days under the spell’s effect) or become insane as if affected by the insanity spell. Only a heal, limited wish, miracle, or wish can restore the target’s mind. Second, any target of this spell that is not returned to life, for any reason, is forever cursed in the afterlife. When the spell expires without the target being returned to life, it rises, becoming an undead menace to the living. The target gains the ghost template and immediately switches alignment to Chaotic Evil. The first priority of this abomination is to seek out those who where responsible for its death, as well as the caster of the spell who caused its current state. If these goals cannot be met for any reason, the ghost will wander an area equal to one square mile per character level or Hit Die it had in life, slaying all living creatures who enter its domain.
Material Component: A pearl worth at least 50 gp, which is placed in the corpse’s mouth and remains there until life is returned to the body. The pearl is consumed when the soul returns to its body or when the spell’s duration ends and the body rises as an undead abomination.

Mark of Thralldom
Necromancy (Creation)
Level: Clr 3 (Neroth), Sor/Wiz (val’Mordane) 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One living creature
Duration: One year and one day
Saving Throw: Will negates
Spell Resistance: Yes
By casting this spell on a single living creature, you ensure that when that creature dies, it will animate as an undead within 1-3 rounds. The target will become either a zombie or a skeleton depending on how intact the body is immediately after death. At the time of the casting, you may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out for further orders” or “Kill the Elorii in the red tunic.”
Once the spell is cast, the mark of thralldom lasts for one year and one day, and it is very difficult to remove. First, the victim must have a remove curse cast by a higher level caster than the caster of the mark of thralldom. This nullifies the effects of the mark for 24 hours and allows further steps to be taken to remove it. Next, the victim must have an erase spell cast to remove the mark, then a heal spell cast to nullify the remaining effects. Once this final step is taken, the red dye will seep from the skin and flake away.
Due to the nature of the casting of this spell, it may not be cast through a spectral hand spell.
Material Component: A red dye worth 100 gold pieces that is smeared on the subject.

Skeletal Companion
Necromancy
Level: Clr (Neroth) 1, Blackguard 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One corpse or skeleton
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With this spell you may create a skeletal companion. Though limited by its mindless nature; a skeletal companion can be quite useful. This spell animates the body or bones of a Medium-sized or smaller creature and turns it into a skeleton that will follow your simple spoken commands. This skeleton remains animated until destroyed or dismissed by the original caster. Once animated by this spell, the skeleton may never be animated again by any other means. Only a single skeleton from this spell may be controlled at any one time. Any further castings of this spell will fail if you already have one skeletal companion.
This undead companion does not count against your limit on the number of Hit Dice of undead creatures you may control at any one time. A skeletal companion can only be created from a mostly intact skeleton or corpse. If made from a corpse, the flesh falls off of the bones during animation. The skeletal companion is equal in all respects to the Human Warrior Skeleton entry found in Core Rulebook III.
This spell will not work on any recently deceased corpse or any corpse that has a spirit still bound to the body in some way.
Material Component: A small black onyx worth 50 gp, which is placed in the skeleton or corpse’s eye socket or mouth.

Death and Rebirth: When the character reaches enough experience to gain 6th level in the Order, he dies (but does not lose a level). This death cannot be stopped short of a wish or miracle. If the character does circumvent this death in some fashion, he may not progress any further in this or any other class. Assuming the character allows his death to overtake him, the next morning, after the warming rays of Illiir illuminate his corpse, the true blessing of Neroth takes hold. The character rises as a free-willed undead. His type changes to Undead and he gains all of the undead characteristics (see Core Rulebook III for the characteristics of this type).

Life Beyond Life (Ex): At the apex of his career, after a lifetime punishing those who have spent their lives doing evil unto others, the Deathbringer is granted the power of unlife; the exact nature of his transformation into an undead creature is subject to the GM’s discretion and is proportional to how well the Deathbringer has carried out his mission during his mortal lifetime. The typical transformation is for the Deathbringer to be granted some powerful undead form that permits him to continue carrying out his charge as a member of the Order, but sometimes Neroth has other plans for these most devoted and puissant of His servants.

Neroth’s Final Blessing (Ex)
The greatest blessings of Neroth do not come lightly, and few receive them with such open arms as the val’Mordane. The journey into un-life carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting, though only those closest to Neroth’s teachings truly comprehend this. In such a measure of understanding, the Val’s body is reborn as that of a walking dead, gaining the Undead template.
 
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Voadam

Legend
Ultimate Toolbox
3.5
Undead Skeleton: ?
Undead Fish: ?
Undead Crew: ?
Undead Pirate: ?
Undead Bound Spirit Adnan, Sailor: Haunts inn where he was killed.
Undead Bound Spirit Armigar, Tinker: Trapped inisde a golem.
Undead Bound Spirit Belfius, Wizard: Trapped inside his own rings.
Undead Bound Spirit Byrent, Saint: Watches over his church.
Undead Bound Spirit Delleria, Pirate: Bound to the ship she died on.
Undead Bound Spirit Eniggi, Wizard: Cursed to fix a broken spyglass.
Undead Bound Spirit Forredain, Centaur: Protects sacred falls.
Undead Bound Spirit Gerae, Pixie: Bound to the sword that killed it.
Undead Bound Spirit Jorien, Druid: Guards grove of rare trees.
Undead Bound Spirit Khanor, Lich: Trapped inside his own soul jar.
Undead Bound Spirit Lutior, Elf Illusionist: Believes he is still alive.
Undead Bound Spirit Majeleron, Cardinal: Sworn to serve forever.
Undead Bound Spirit Mazrath, Jannisary: Guards family as a spirit.
Undead Bound Spirit Ordent, Wizard: Bound to magical figurine.
Undead Bound Spirit Ox, Nomad: Wanders the wastes, searching…
Undead Bound Spirit Razathon, Gravekeeper: Roams his cemetery.
Undead Bound Spirit Saratine, Angel: Bound to a great holy sword.
Undead Bound Spirit Sevron the Tyrant: Bound to a crumbling keep.
Undead Bound Spirit Thronn, Dwarf General: Moored to a runestone.
Undead Bound Spirit Thaddeum, Senator: Cursed to never be free.
Apparition: The victims of a ghastly massacre.
Created: ?
Grudge Spirit: ?
Haunt: The victims of a ghastly massacre.
Poltergeist: ?
Revenant: ?
Soulforged: ?
Spirit: ?
Abarenth, Revenant: Haunts his brother who killed him for an inheritance.
Alteniat, Revenant: Wealthy merchant killed by debtor to cancel debt.
Anio, Revenant: Young groom killed accidentally, kills any man close to bride.
Artenios, Revenant: Framed by family and seeks their downfall.
Doniar, Revenant: Guild lied by omission and caused his untimely death.
Ellema, Revenant: Brother was cursed and killed her; he won’t let her pass on.
Fromion, Revenant: Overcome by priests and hates their religion and followers.
Jorathan, Revenant: Murdered by wife’s lover, seeks both still.
Lotemvar, Revenant: Locked in an oubliette and left to starve to death.
Manarette, Revenant: Seeks the man who let her drown.
Marwond, Revenant: Accidently killed by adventurers, hunts them now.
Onlortus,Revenant: Betrayed by fellow adventurers for his treasure.
Prisema, Revenant: Lost her love to a black widow noble, wants to stop her.
Salivar, Revenant: Bard killed so another could claim his creativity.
Saranar, Revenant: Spies on bandit that killed him, needs hero to help.
Schemastria, Revenant: Husband killed her to marry another, hates all men.
Sparial, Revenant: Sadistic serial killer victim tries to warn future victims.
Tremestar, Revenant: Killed so another could claim his identity.
Trinella, Revenant: Burned to death, seeks to purge fire from the world.
Turestos, Revenant: Died in prison and haunts all involved in his sentence.
Arbor Wood: ?
Butcher’s Mire: A brutal killer was chased into the woody swamp and executed by the guard. The locals say he still preys on anyone foolish enough to enter the swampy forest.
Chessup Barn: Old man Chessup’s son went mad and killed himself in this huge red building, the house and outlying buildings haven’t been used since due to unexplained occurrences.
Crazy Quinn’s: This huge tree has the remnants of a house in its branches — once the home of a slightly mad hermit that traded with locals. His body was found missing its head.
Dark Grove: This stand of stones was once a druid’s grove. Now it is twisted and defiled. No one admits to the deed, Nature spirits once guarding the shrine are trapped there, crying for release.
Darken Fields: ?
Esfir’s Mark: A gypsy caravan was killed and burned in this secluded spot by an angry mob. The ground is scorched and dark to this day. The nomad spirits remain trapped until vindicated.
Frostfire’s Rest: A mountain cave where an old red dragon with two breath weapons was killed by adventurers for its unique qualities and riches. Ever since then the mountain rumbles…
Ghoston: All the villagers here claim they have at least one ghost living with them in their homes. The spirits are generally friendly, but anyone threatening them risks their displeasure.
Graven’s Wood: A bandit king buried treasure in this wood, when he was about to pass on he went back there and guards it even now.
Kevril’s Library: ?
Liberator’s Rest: The entire population has recently been sacrificed to the Cult of Pestilence. A cultist introduced a potent disease that spread through town. The ghosts want peace.
Lover’s Leap: Two lovers were chased to this ridge by bandits, the young man died defending the woman and she leapt off the cliff rather than get captured.
Nightmare Run: This dark section of road haunted by the spirit of a black horse, no one claims to remember why, but the creature tries to spook mounts and run them off the road.
Old Well: The buildings surrounding the boarded up well are abandoned. They say a dead body poisoned the water. When retrieved they found signs of wrongful death on the corpse. The victim’s ghost wants revenge.
Rosewood: Many years ago during a war this forest was en route to a military base. It was entered by a unit of soldiers who stripped it of anything they found useful, destroying even things they didn’t need. The forest fought back and killed them almost to a man. It still doesn’t welcome visitors.
Sephra’s Gem: ?
Slaver’s Ride: Once the well used road of a slave caravan, it’s now usually called Freedom’s Ride. A rebellious slave was once beaten to death and his ghost now guards the area.
Trenk’s Rule: An orc scouting patrol lead by a particularly smart and ambitious orc was ambushed and killed here. The patrol’s leader Trenk Stonerival couldn’t accept his own death and now his ghost rules the area, killing any one, even other orcs and leaving grisly markers around his territory.
Wayfarer's Rest: ?
Wraith Lord: ?
Shadow Soldier: ?
Undead Vermin: ?
Mummy Priest: ?
Plague Gaunt: ?
Damned and Evil Fey Spirit: ?
Elven Ghast: ?
Gaunt: ?
Vampire Sorcerer-King: ?
Souls of the Damned: Submerged reliquary where the souls of the damned have broken free and hunt the living.
Undying Soul of Tormented and Vile Crewman: Sunken ship filled with the undying souls of tormented and vile crewmen.
Lich Lord: ?
Undead Zealot: Venerable throne room littered with undead zealots, still serving their unclean gods.
Songbolt Muse: Manifested from song.
Ghostly Undead Spirit: Bound by magic.
Lord of Kaloria: ?
Krazul, Liche King: ?
Undead Immune to Fire: Ritual Effect 29 Raise an undead creature and bind a fire elemental to it, immune to fire damage.

Undead: All of the original inhabitants are undead, walking the halls because of botched funeral rites long ago.
Any who fall within will rise to be added to the tomb’s selection of undead patrolmen.
Betrayed by someone loyal.
Bitten by a vampire.
Buried in desecrated grave.
Completed complex ritual to become undead.
Cursed.
Dead body was never found.
Died in honor-bound service to a king.
Died under intense circumstances.
Drained by a mummy or wraith.
Drowned.
Hell doesn't want you.
Left behind something of value.
Magic.
Murdered in particular violent fashion.
Oath to serve forever.
Returned to protect wards left behind.
Ritual sacrifice or murder.
Terrified (to dead) by a ghost.
Unavenged death.
Unfinished task or unfulfilled oath.
Ghost: ?
Ghast: ?
Ghost: The victims of a ghastly massacre.
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Spectre: The victims of a ghastly massacre.
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
 
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Voadam

Legend
Vikings - Midgard
3.5
Gunnar Gunnarson, undead Fighter 6/Northern Navigator 8: According to the legend, Gunnarson became some kind of sea zombie and still commands his ship, attacking other Vikings’ ships in his eternal search for the lost sword.

Undead: ?
Ghost: ?
Wraith: ?
Ghoul: ?
Skeleton: ?
Spectre: ?
Mohrg: ?
Zombie: ?
Shadow: ?
Allip: ?
Ghast: ?
Bodak: ?
Vampire Spawn: ?
Mummy: ?
Vampire: ?
 
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Voadam

Legend
World's Largest City
3.5
Skeletal Undead: ?
Sir Milton Derek, Vampire Paladin 20: ?
Cyric, Mohrg: In fact, he takes great pride in his most audacious experiment to date, even as his fellow aristocrats murmur in revulsion at it. Working in cooperation with an evil cleric of his acquaintance, he has created an intelligent (more or less) undead servant for his household- a mohrg, whom he calls Cyric, and who now serves as his valet. Together, Sir Geraint and his associate cast create undead on the body of his former valet, just deceased, with the cleric compelling the creature to obey Sir Geraint during the process of creation.
Sir Reinholt Snowheart, Ghost Aristocrat 12: Sir Reinholt Snowheart was a wicked, debauched noble who delved deeply into the occult. When old age rendered him infirm, he attempted to bond his soul to a portrait in order to gain immortality. The spell failed and he was left trapped in the painting. His terrified family sealed the hideous thing into the elaborate crypt prepared for his corpse, where it has remained ever since.
Undead Whale: ?
Lord Admiral Kordanus: They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead.

Skeleton: ?
Zombie: ?
Ghoul: The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated.
Undead: An evil cleric raises some or all of the cemetery's residents as undead.
The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead.
The bodies out back of the Reaper, have started to animate spontaneously. Jiggs has only just realized this, and on his order fighters killed in action are now dumped out decapitated.
They also find an immortal sorcerer who turned Kordanus and his crew into mindless undead.
Wight: It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.
The cemetery can also serve as the nexus for a villain thought slain and who, through the dark magicks coursing through this district, rises from the grave as a wight or similar undead.
Ghost: It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.
Lich: It's entirely possible that the crypts could house one or more undead, like the ghouls in location H7. A wight, a ghost, or even a lich could have been entombed here, either rising after its mortal body was laid to rest or sealed in by whatever cult or sinister family created it.
Vampire Spawn: Sir Milton funds Fellnacht's experiments through several layers of unscrupulous moneylenders, keeping his personal involvement to a minimum. He does, however, provide one key function for his very own mad scientist: producing vampire spawn as experimental fodder. H'kuk will kidnap a subject and place him or her in the cage, whereupon Sir Milton will drain the subject's blood and transform him or her into a vampire spawn.
Mohrg: ?
 
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Voadam

Legend
10 All-New Space Monsters
Pathfinder 1e
Astro Zombie: Astro zombies are bodies of the recently deceased reanimated by cosmic radiation. Because of their cosmic origins, astro zombies tend to be members of space-faring races, and often have a dry, mummy-like appearance caused by exposure to open space—essentially freeze drying them. Astro zombies created on the planet where they are encountered generally lack these characteristics and are virtually indistinguishable from normal zombies.
To become an astro zombie, one need only be exposed to cosmic radiation shortly before—or after—death. A single astro zombie emits enough radiation to raise others, allowing them to rapidly increase their numbers.
Astro zombie breakouts often start on poorly shielded ships which are quickly overrun and flown to populated planets or outposts where the astro zombies can greatly increase their numbers.
Any creature that dies while under the effects of an astro zombie’s radiation—or one who is slain by an astro zombie’s burning hand attack—will rise as an astro zombie 1d4 hours later. Creatures that have already died can also be transformed, but require continuous exposure for 1d3 hours. Creatures Immune to—or shielded from—radiation or immune to effects requiring a Fortitude save cannot become astro zombies.

Zombie: ?
 
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Voadam

Legend
10 All-New Undead Monsters
Pathfinder 1e
Giant Crawling Tongue: Its a little-known fact of nature that when creatures of significant size die their bodies are almost immediately swarmed my necromancers, harvesting useful parts like gigantic eyes and hands for use in their dark magics. The tongue is usually one of the last pieces to be harvested—unless it’s taken with the head—and is often the only piece that can be obtained by the smaller and weaker necromancers.
Crawling Tongue Swarm: A crawling tongue swarm is made of around 1,500 animated tongues. Each tongue must be individually harvested and prepared and then raised as a single creature. As such, all but the most dedicated—or obsessive—of necromancers don’t bother creating such creatures.
Sokushinbutsu Mummy: In a rarely practiced ritual, a monk will enter a deep meditative state which they will not break even to eat or drink. To the uninformed observer this seems to result in the monk’s death; however, the truth is that the monk has transcended to a higher state of enlightenment.
While most never return from this state, if the monk senses a powerful need for them they will return to their body, becoming a sokushinbutsu mummy. While a monk must be of lawful-neutral alignment to achieve this state, once they have reanimated they may be persuaded to change their alignment just as any other creature—although they must always retain their lawful alignment.
A sokushinbutsu mummy is animated by ki, rather than negative energy.
Phantasmagoria: A phantasmagoria is a whirling mass of more than 100 tiny ghostly entities—individually known as phantomets. Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife.
Phantom Limb: Phantom limbs are the spirits of limbs lost in battle.
Phantom Limb Arm: ?
Phantom Limb Leg: ?
Shrieking Crypt Skeleton: ?
Visceral Creeper: 1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper.
1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper.
Visceral creepers can be created with animate dead and lesser animate dead. When calculating cost and number of controllable undead, a visceral creeper counts as a creature of its hit dice total −1.
Electric Zombie: Seen by most necromancers as an overly-complicated zombie, and by golem crafters as an overly-simplified flesh golem, an electric zombie combines science and magic is a way many consider impractical. Prior to animation, an electric zombie’s body must outfitted with several specialized components for storing and distributing electricity through its body.
Rage Zombie, Cadaver Lantern: A cadaver lantern can only be created from the remains of an executed murderer. The preparation ritual is long and involved, first the body and head cavities are hollowed out and the mandible removed. After that, a candle is made from the body’s fat and infused with necromantic energy. Finally, the candle is placed inside the skull cavity and lit, within a few minutes it will animate and begin indiscriminately attacking any creature it sees.
Slime-Vomiting Zombie: A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours.
A slime-vomiting zombie—as one may assume—is a zombie capable of vomiting a corrosive, viscus slime on its victims. The slime not only disables and damages its victims, but is also the catalyst for creating more slime-vomiting zombies. Upon creation, a slime-vomiting zombie’s organs dissolve to create the cavity in which it produces and stores its slime.
Zombie Slime disease.
Tar Zombie: Perhaps the worst of the tar zombie’s abilities is their ability to transmit melting flesh plague, which can provide a painful drawn-out death. Sufferers of melting flesh plague first suffer a fever, but soon begin to break out in large boils that expel acidic puss when ruptured. As the disease continues, the victim’s flesh becomes swollen, easily torn, and takes on a black color as they begin to rot while still alive. Any creature who dies from melting flesh plague immediately rises as tar zombie.
Melting Flesh Plague disease.
Crawling Tongue: Each tongue must be individually harvested and prepared and then raised as a single creature.
Phantomet: Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife.

Ghost: ?

Zombie Slime: Corpse Kiss—forced ingestion; save Fort DC 13; frequency 1/round until cured; effect 1 Con; cure 1 save; special A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours.
This ability functions against deceased creatures—including ones who die while suffering from—but not directly as the result of—zombie slime, such creature rise when their Constitution score reaches 0—using Con score as of time of death.

Melting Flesh Plague: Bite—injury; save Fort DC 16; onset 1d4 days; frequency 1/day; effect 1d3 Con and Cha; cure 2 consecutive saves; special A creature who dies from—or while under the effects of—melting flesh plague will immediately rise as a tar zombie. However, they will not gain their additional acid damage for 1d3 hours.
 
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Voadam

Legend
Borderland Provinces - Pathfinder
Pathfinder 1e
Lich-Queen Trystecce: ?
The Singed Man, The Infernal Tyrant, Vampire Lord: ?
Battle Duke Ormand, Vampire Spawn: Duke Ormand’s army was decimated at Seilo Ford, the survivors fleeing east back towards Foere. The Battle-Duke himself was captured and turned into a vampire, an unholy slave of the Singed Man.

Undead: ?
Ghost: ?
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
Ghoul Fever disease.
Ghast: A humanoid of 4 Hit Dice or more who dies from ghoul fever rises as a ghast.
Ghoul Fever disease.
Shadow: ?
Skeleton: ?
Skeleton Human: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
Zombie Human: ?
Groaning Spirit: ?

Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
A 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.
 
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Voadam

Legend
Crawthorne's Catalog of Creatures: Doomed Savant
Pathfinder 1e
Doomed Savant: Doomed savants are the undead remnants of obsessed individuals of exceptional skill and devotion—people whose single-minded pursuit of skill and knowledge led to their deaths. Some are the animated remains of murdered scholars who were on the cusp of great discoveries. Others are great thieves who returned from the grave for one last heist. And a few are the still-walking corpses of ascetics who starved to death in the single-minded pursuit of spiritual and physical perfection.
When I ‘as about twenty years younger an’ there was more o’ me than still attached, there ‘as this gal—fine lass. I called on ‘er a lot for potions, poultices an’ salves. She knew where all the ‘erbs grew an’ which critters had useful bits on ‘em you could use. Then, one day, I go to ‘er cabin and find her inside. Except she looked a bit more like a decade-ol’ barrel o’ fish than she used ta. But she was still working.
Turns out she’d got’ really occupied with this complicated brew an’ just forgot to eat or drink for a month in a stretch.
 
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Voadam

Legend
Larger Than Life
Pathfinder 1e
Hill Giant Ghoul: Even without a spiritual leader or a partial understanding of the dagaz rune, hill giants treat the recently deceased with some care. Owing to the belief that the spirits of fallen warriors without proper burial will return to haunt the tribe, hill giants bury their dead tribesmates, or at least say a word or two before covering them up with furs if they must hurry away from a battle site. Improperly buried hill giants may spontaneously return as larger versions of ordinary ghouls. These ghouls violently quench their hatred of the tribe responsible for their unholy births before turning their jaundiced eyes towards civilization.
 
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