Undead Origins


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Voadam

Legend
Forgotten Realms Elminster Speaks
3.0
Undead: Voonlarrans believe that the massive altar can be shoved aside to reveal a treasure pit heaped with the bones of all temple priests who’ve died in town, who are customarily interred therein to yield undead guardians for the temple.
Death Tyrant: ?
 
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Voadam

Legend
Forgotten Realms Faiths and Pantheons Web Enhancement Leaves of Learning
3.0
Dracolich: ?
Shadow: Shadowspawn supernatural contact poison.

Shadowspawn affects only warm-blooded creatures, disjoining their shadows from them as they sleep. Each night at dusk the victim falls into a tortured slumber, temporarily losing 1d6 points of Strength. They cannot be awakened until dawn. During this time their shadow transforms into the undead creature of the same name and stalks the surrounding area. All successful attacks against the shadow are reflected as bloody wounds upon the victim’s body an inflict like amounts of damage. If the shadow is destroyed by any means, the victim is dead. If the victim is ever reduced to 0 Strength, they are dead and their shadow becomes a free-willed undead creature. Daily application of spells such as lesser restoration and restoration can keep the victim alive by restoring lost Strength, but do not end the ravages of shadowspawn. Only by casting negative energy protection and neutralize poison on the victim can the supernatural poison’s ravages be ended, a cure known only to certain followers of Shar.
 
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Voadam

Legend
Mahasarpa
3.0
Acheri: Acheri are the spirits of girls who died as a result of murder, accident, or plague.
Bhut: Bhuts are vicious, flesh-eating ghosts most commonly formed from the spirits of those who are executed, commit suicide, or die accidentally, and do not receive proper funeral rites.

Ghost: ?
 
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Voadam

Legend
d20 Urban Arcana
d20 Modern
Ash Wraith: Vengeful undead whose bodies were cremated against their wishes, ash wraiths despise the living and seek to immolate those who wronged them.
Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds.
Create Undead incantation.
Animate Dead incantation seed.
Spirit: Spirits are incorporeal undead creatures, the essences of once-living beings prevented from achieving a greater reward, heavenly justice, or blissful oblivion because of some unfinished business, magical effect, or their own cussedness. Spirits are usually confined to a particular location following their deaths.
Create Undead incantation.
Animating Spirit, Poltergeist: Animate Dead incantation seed.
Frightful Spirit, Apparition: Animate Dead incantation seed.
A murder victim has been stuffed into the building’s incinerator and has come back as a frightful spirit.
Groaning Spirit, Banshee: Animate Dead incantation seed.
Possessing Spirit, Haunt: Animate Dead incantation seed.
Weakening Spirit, Fetch: A creature reduced to 0 Strength by a weakening spirit’s draining touch dies and rises as a free-willed weakening spirit 24 hours later.
Animate Dead incantation seed.
Skeletal Rat Swarm: ?
Liquefied Zombie: The product of necromantic experiments performed on corpses in an advanced state of decay, the liquefied zombie is a revolting mass of decaying flesh.
Liquefied zombies differ from the zombies described in the d20 Modern Roleplaying Game because they’ve decayed further prior to rising from the dead. Their muscles and internal organs have decomposed into foul-smelling liquid with the consistency of pudding.
“Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead. The creature must be in an advanced state of decay, but not yet reduced to a skeletal corpse.
The Heirs of Kyuss (see Chapter Six: Organizations) have been stealing corpses from a local cemetery and bringing them to a sewer cesspool where prolonged immersion in a magical effluvium transforms the cadavers into liquefied zombies under their control.
Create Undead incantation.
Animate Dead incantation seed.
Human Liquefied Zombie: ?
Otyugh Liquefied Zombie: ?
Ghost: ?
Vualek, Vampire: ?
Spawn of Kyuss: The Heirs of Kyuss have made what they call “great leaps in zombie technology.” They have created a more powerful monster that they call a spawn of Kyuss, which looks like an ordinary zombie with writhing green worms crawling in and out of its skull orifices.
Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet.
Each worm is a Fine vermin with AC 10 and 1 hit point. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a neutralize poison effect delays its progress for 10d6 minutes. A successful Treat Injury check (DC 20) extracts the worm and kills it.
Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays the host (death occurs at 0 Intelligence). A Small, Medium, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later; a Tiny or smaller creature quickly putrefies; and a Huge of larger creature becomes a normal zombie of the appropriate size. Newly created spawn do not have allegiance to their parent, but they usually follow whatever spawn of Kyuss created them.
Drow Vampire: ?
Jack, Animating Spirit: A maintenance engineer has recently died in the bowels of the building that he worked at for the past thirty years. Jack continues to haunt the area as an animating spirit.

Undead: ?
Mummy: Create Undead incantation.
Animate Dead incantation seed.
Skeleton: Animate Dead incantation seed.
Vampire: Create Undead incantation.
Animate Dead incantation seed.
Zombie: Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet.
Each worm is a Fine vermin with AC 10 and 1 hit point. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a neutralize poison effect delays its progress for 10d6 minutes. A successful Treat Injury check (DC 20) extracts the worm and kills it.
Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays the host (death occurs at 0 Intelligence). A Small, Medium, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later; a Tiny or smaller creature quickly putrefies; and a Huge of larger creature becomes a normal zombie of the appropriate size. Newly created spawn do not have allegiance to their parent, but they usually follow whatever spawn of Kyuss created them.
Animate Dead incantation seed.
Dagger of Eternal Rest magic item.

Create Undead
Necromancy [Evil]
Skill Check: Knowledge (arcane lore) DC 31, 7 successes; Failure: Two consecutive failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum); Range: Touch; Target: One corpse or skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No
Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation.
You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control.
This incantation must be cast at night.
Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4.
Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magic of the spell turns the gem into a worthless shell.
Experience Point Cost: 100 XP.
Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain.

Seed: Animate Dead
Necromancy
Knowledge (arcane lore) DC: 34; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No
You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed (which is more potent than the animate dead spell presented in the d20 Modern Roleplaying Game) allows you to create 20 HD of undead. For each additional 1 HD of undead created, increase the Knowledge (arcane lore) check DC by +1.
The undead you create remain under your control indefinitely. You can naturally control 20 HD of undead creatures you’ve personally created, regardless of the method you used. If you exceed this number, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (you choose which creatures are released). Any undead you command through a class-based ability to command or rebuke undead do not count toward the limit.
For each additional 2 HD of undead to be controlled, increase the Knowledge (arcane lore) check DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. If you want to both create and control more than 20 HD of undead, increase the Knowledge (arcane lore) DC by +3 per additional 2 HD of undead.
Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Knowledge (arcane lore) check DC, according to the chart below. The GM must set the Knowledge (arcane lore) check DC for undead not included on the chart, using similar undead as a basis for comparison.
Undead Knowledge (arcane lore) DC Modifier
Medium or smaller skeleton –12
Medium or smaller zombie –12
Animating spirit –10
Frightful spirit –8
Large skeleton –8
Large zombie –6
Groaning spirit –6
Small or smaller liquefied zombie –4
Medium liquefied zombie –2
Weakening spirit +0
Mummy +0
Large liquefied zombie +0
Possessing spirit +2
Huge skeleton +2
Huge liquefied zombie +2
Ash wraith +4
Huge zombie +4
Gargantuan or Colossal skeleton +6
Gargantuan or Colossal zombie +8
Gargantuan liquefied zombie +8
Colossal liquefied zombie +10
Vampire Hit Dice + 4

Dagger of Eternal Unrest
The curved, black blade of this dagger leads into a hilt inlaid with human bones ending in a large black onyx gem. It is a relic formerly used by a cult that performed ritual sacrifices then brought their victims back from the grave as the walking undead. The dagger has a +3 enhancement bonus plus a secondary enchantment.
Three times per day, if the dagger is used in a successful coup de grace, the wielder may choose to have the blade cast animate dead on the victim. This creates a zombie (see Chapter Eight: Friends and Foes of the d20 Modern Roleplaying Game) under the control of the dagger’s wielder. If the dagger changes hands, so too does the zombie’s loyalty.
Type: Artifact (magic); Caster Level: —; Purchase DC: 47; Weight: 1 lb.
 
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Voadam

Legend
Eberron Five Nations
3.5
Ghostbeast: ?
Mourner: Mourners are undead native to the Mournland, the remains of soldiers who died as a consequence of a great betrayal. All verifiable mourners were once Thrane soldiers under the command of General Kalion Adara at Arjon Ford. They formed in the wake of whatever cataclysm created the Mournland.
During the Last War, a legion of Thrane soldiers marched into northern Cyre to halt the advance of several hundred living and undead soldiers from Karrnath. In the Battle of Arjon Ford, the Thrane and Karrnathi forces were about evenly matched, but the terrain and troop disposition gave Thrane a slight edge.
On the evening before battle, leaders on both sides outlined their plans and formed their strategies. Each force controlled one side of the Emerald Gleam River. The river was wide and easily crossed at the Arjon Ford.
General Delios Adara led the Thrane forces. His plan relied on the organization and cooperation of the three captains under his command: Captain Mythulan Vasiraghi, Captain Thellia Zant, and Captain Kalion Adara (Delios’s daughter). Unknown to Delios, Karrnath had sent a changeling named Qui in disguise to spy upon the Thrane military leaders. Qui gained more than just strategic and tactical information; he found a conflict among the generals that he could exploit. Kalion had long envied her father’s prestige and resented his condescension and lack of confidence in her leadership ability. The spy did what he could to play upon this bitterness.
Mere days before the Battle of Arjon Ford, Qui approached Kalion with a deal. Karrnath promised her land, titles, and a prestigious military post superior to what she held in Thrane’s army. Her instructions were to lead her troops (300 soldiers in all) back away from the river toward a narrow culvert. Karrnathi troops would cut off their escape. She agreed, on the condition that if Karrnath ever captured her father, he would not be killed but instead imprisoned to live and watch his daughter’s success.
The battle started much as expected. Mythulan feinted across the river, drawing Karrnath’s attention. As he withdrew, Thellia’s troops pressed forward. However, Kalion’s troops did not engage as planned. Lacking any opposition in the center, the Karrnathi forces wedged down the center of the field and split the Thrane forces in two.
Kalion’s soldiers had little regard for their captain, but they respected her father greatly. Told that they were circling around in a clever maneuver planned by General Adara, they entered the narrow culvert. Volleys of Karrnathi arrows rained death upon them. All three hundred of Kalion’s soldiers died. Back at Arjon Ford, the situation looked grim for Thrane. Delios worried about his daughter and the missing troops.
Karrnath, it seemed, would win the day. Then, above the din and fury of battle, he heard the sound of Cyran trumpets. Cyran soldiers and warforged attacked the Karrnathi forces from the east, pulling the enemy forces in two directions.
Heartened by the arrival of the Cyran troops, the Thrane soldiers fought with renewed vigor. The tide of battle had turned, and Thrane won a costly victory that day.
After the battle, Kalion Adara’s betrayal became known. Many believe that Kalion fled to Karrnath, but to this day she has not resurfaced, leading some to suspect that she, in turn, was betrayed and killed. The arrow-pocked bodies of the three hundred soldiers who died in the ambush were laid to rest. The bodies were interred in a mass grave, their arms and armor returned to the army for redistribution to other troops. The presiding cleric from the Church of the Silver Flame held a memorial ceremony for the betrayed soldiers.
Three days after the Battle of Arjon Ford, a cataclysm transformed Cyre into the Mournland. The soldiers killed by Kalion Adara’s betrayal rose from their mass grave as mourners. Perhaps they seek the death of Kalion, or perhaps they resent those who left them in the Mournland to rot. Whatever they want, they haven’t found it yet.
Jarren Firstblood: ?
Skeletal Steed, Heavy Warhorse Skeleton: ?
Madox's Skeletal Steed, Heavy Warhorse Skeleton: ?
Dire Wolf Skeleton: ?

Skeleton: ?
Zombie: ?
King Kaius, Kaius III, Kaius I, Human Vampire Aristocrat 2/Fighter 11: The lich queen Vol turned Kaius I into a vampire, a fact that’s one of the most closely held secrets in the world.
Charnel Hound: Crying Fields.
Lich Wizard 11: Crying Fields.
Dread Wraith: Crying Fields.
Bodak: Crying Fields.
Devourer: Crying Fields.
Spectre: Crying Fields.
Vampire Fighter 5: Crying Fields.
Greater Shadow: Crying Fields.
Undead: Every month when the moon is full, those who died on the Crying Fields are returned to life as undead horrors, and they battle each other until sunrise.
Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war.
The corpse collectors seem to be collecting bodies from specific bloodlines, trying to reanimate them with powers beyond the norm for undead.
In the heart of the Crimson Monastery is an immense necromantic laboratory where the high priest Malevanor spends almost all his time. Corpses—some animate, some not—lie on tables and biers throughout the cavernous room. Channels carved into the floor hold a steady stream of blood that drains into catch basins at the room’s edge. Unless he’s leading a worship service, Malevanor is here as well, creating more undead minions for the Blood of Vol.
The Karrnathi in Shadukar animated dead Karrns and Thranes to reinforce their dwindling ranks.
Ghost: ?
Lich: ?
Lich Queen Vol: ?
Karrnathi Skeleton: Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies.
Karrnathi Zombie: Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies.
Wight: ?
Vampire Spawn: Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD.
Vampire: Humanoids or monstrous humanoids slain by Kaius's energy drain become a vampire in 1d4 days. Humanoids or monstrous humanoids slain by Kaius's blood drain become vampire spawn if below 4 HD.
Regent Moranna Ir-Wynarn, Human Vampire Aristocrat 4/Necromancer 5: Kaius turned his granddaughter into a vampire.
Malevanor, Mummy Cleric 8: ?
Mummy: ?
Wraith: ?
Boneclaw: ?
Salt Mummy: ?
Minotaur Zombie: ?
Allip: ?
Shadow: ?
Ogre Zombie: ?

CRYING FIELDS
Haunted Battlefield; Temperate Plains
Twenty-seven days of the month, the Crying Fields of southern Aundair are quiet grasslands notable only for the red-tinged flora and the white stone monuments and crypts that dot the landscape. But on nights when the moon is full, the Crying Fields become a twisted mockery of a Last War battlefield, with once-living soldiers battling each other to gain the victory they could not attain in life.
The Crying Fields lie east of Ghalt near the Thrane border. Thrane armies, attempting to avoid long sieges of Tower Valiant or Tower Vigilant, invaded toward Ghalt on five separate occasions during the Last War.
Each time, a bloody battle was fought among the farms of southeast Aundair—hundreds of acres of land that now comprise the Crying Fields.
Aundairian farmers long since abandoned the farms, and now the only life in the Crying Fields is the hardy, crimson-tinged grass that sprang up when the fields lay fallow. Even on the sunniest day, visitors to the Crying Fields can hear the clash of swords and cries of anguish, though muffled and distant as if issuing from another world. At night the sounds of battle grow louder and more distinct.
On the night of the full moon, the battle be comes entirely real, as undead soldiers, Aundairian and Thrane alike, emerge from the night to battle one another—and any among the living who are brave enough or unlucky enough to be in the Crying Fields on that night.
 
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Voadam

Legend
Eberron Player's Guide to Eberron
3.5
Vol, Demilich: ?
Krael Kavarat, Vampire: ?

Erandis d'Vol, Vol the Lich-Queen, Queen of the Undead, Half-Dragon, Half-Elf Lich: ?
Deathless: The Aereni preserve their greatest heroes as deathless.
The Aereni elves preserve their greatest heroes through magic and devotion, and these deathless elves have provided protection and guidance for thousands of years.
In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition.
Vampire: In their reverence for their ancestors, the Aereni were determined to find a way to preserve their heroes through their interest in the art of necromancy. This research followed two paths: the negative necromancy of the line of Vol, which many blame for the spread of vampirism into Khorvaire, and the positive energy of the Priests of Transition.
Undead: ?
Undying Councilor: ?
Undying Soldier: ?
Lich: ?
Skeleton: ?
Zombie: ?
Ghost: Other rumors speak of a pirate wizard who arrived on the island with his captain and crew. After the pirates hid their treasure on the mountain, they betrayed and murdered the wizard, adding his magical possessions to their hoard. The wizard returned as a ghost and slew them all, and now pirate ghosts wage eternal war in the sky.
Mastery of the Dead feat.

Mastery of the Dead
You have learned to calculate the precise location of Dolurrh at any given time, and to use that knowledge to capture the souls of creatures slain with your death spells.
Prerequisite: Knowledge (the planes) 6 ranks, Spellcraft 12 ranks, Spell Focus (necromancy).
Benefit: Whenever you slay a creature with a spell that has the death descriptor, you can attempt a caster level check (DC 10 + slain creature’s HD) as a free action to transform the slain creature’s spirit into a ghost under your control.
If the check succeeds, the ghost appears in the slain creature’s space at the beginning of your next turn and acts immediately. It follows your spoken commands (even if you don’t share a language), even attacking its former allies if you so choose. It remains present for a number of rounds equal to your caster level (or until you are slain, whichever comes first). While the ghost is present, the corpse can’t be returned to life by any means.
You can’t have more than one ghost present simultaneously with this feat. If you create a second ghost while your first ghost is still present, you can choose which one remains (the other disappears, its soul freed from your control).
 
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