Voadam
Legend
Villain Design Handbook
3.5
Avildar, Great Wraith: Becoming an avildar (meaning “great wraith” in Brandobian) is a tricky and involved process. It is also one of the rarer procedures, so often a villain must spend considerable time and resources even learning how to go about it. As far as anyone knows, ancient Brandobian records are the only known source of information on these creatures. Unfortunately, no one yet knows from where (or from what) the first avildar originated. The ancient Brandobian ritual to become an avildar can be learned through roleplaying or with a successful Knowledge (arcana) check (DC 30).
To gain an avildar template, the potential new undead creature needs several spells, though he need not cast all of them himself. The ceremony takes 5-8 hours and must be performed in an area sacred to the Harvester of Souls within a greater magic circle against good. The prospective avildar must spend four hours in a row reciting special prayers before casting or using any spells at all.
First, the villain must use a magic jar, entering the receptacle and returning to his body twice before continuing. Then he casts fly upon his body, hovering a few feet above the ground. He must use permanency and then enervation upon himself (to show his disdain for the world) within a three-round span of time or the entire ritual fails. Finally, he must cast gaseous form on himself. Using secret knowledge obtained in learning the ritual, he moves his gaseous form in a peculiar, swirling pattern for the remainder of the ceremony. Some speculate that the final form is a “ghostly” representation of the skull that symbolizes the Harvester of Souls. At the end of that time, the body dies and the form dissipates.
The potential new avildar must succeed at a Will save (DC 15) or permanently die. If he succeeds, he rises in 1d4 nights as a self-willed avildar.
Prerequisites: enervation, fly, gaseous form, magic jar, permanency; GP Cost: 5,000; XP Cost: 1,250.
Guraah, Self-Willed Ghoul: Becoming a guraah is relatively simple, compared to some other types of undead. First, the prospective creature that wishes to gain the guraah template must learn the appropriate ritual ceremony. This can be discovered through roleplaying or by a successful Knowledge (arcane) check (DC 25). According to rumor, the guraah (a Reanaarese word that roughly translates as “self-willed ghoul”) are frequently found in the city of Giilia as visitors, or servants, of the city’s vampire ruler, Esmaran. It is unknown if Esmaran invented the dark ritual wherein a person may magically become this type of ghoul, or if she simply discovered it in an ancient book found deep in the catacombs under the city. Regardless of its creator, the ceremony is still effective. This ceremony lasts 1d4 hours, and proceeds as follows:
First, the caster must set up a contingency spell that activates an animate dead. Then the prospective guraah casts ghoul touch upon himself, making it permanent. Any of these spells can be obtained from scrolls or items. Next, he must see to it that his body will die within 1d4 hours (often, personally slashing his wrists before exiting his corporeal form, or relying on an assistant such as an undead or construct). Finally, he must cast magic jar (through his own ability, not with a scroll or other item) and send his life force into a nearby receptacle.
At the moment of death, the caster returns from his magic jar to his body. If he succeeds at a Will save (DC 10), he gains the guraah template. The new guraah rises at the first midnight after its creation. If the caster fails his save, either the timing of his return or his preparations were off. He is now dead, not undead. Of course, he can be animated or raised like any other corpse.
Prerequisites: animate dead, contingency, ghoul touch, magic jar, permanency; GP Cost: 100 gp (magic jar focus); XP Cost: 500.
Kyseth, Great Mummy: The secrets of creating any type of kyseth (an ancient Dejy word meaning “great mummy”) have been lost to the sands of time. Sages suggest that only ancient Dejy cultures (who guarded the secrets in life and beyond the grave) knew them.
It is said that Kordalen, a Brandobian scholar, took a small band of mercanaries and other scholars deep into the Khydoban desert in hopes that he could find the fabled undead kingdom and learn the answer. Neither he nor any member of his group ever returned.
However, current sages do know that creating a kyseth requires many individuals working together, and the mummified subject has little to do beyond a certain point, as he must be killed early in the process. Some Reanaarian sages speculate it took a minimum of 90 days to create a kyseth. Of course, no modern villain with a modicum of sense would leave his fate up to underlings attempting to apply secrets of an uncertain nature. It may also be that mummification inexorably links the subject to a specific location, and such a loss of mobility interferes with one’s plans. It would be a serious weakness, as enemies can continuously assault the location until the kyseth is destroyed.
Because of these difficulties, no modern villain can easily become a kyseth. However, the template may still be applied to ancient villains who died many centuries ago.
Reliqus, Galanam: Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).
First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.
He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each).
Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. Before he arises, the pair of gemstones must be placed in the character’s empty eye sockets, where they will magically graft themselves and be in no danger of falling out. If this is not done, the character will not have access to the gem’s special abilty (see below).
Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.
Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.
He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person.
Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus.
Vostarr, Barrowman, Wight: Deliberately becoming a vostarr (a Fhokki word roughly translating as “barrow man,” or “wight” in Merchant’s Tongue) is similar to becoming an avildar. The subject must perform a ritual in an area sacred to the Harvester of Souls, within a greater magic circle against good. However, he does not need gaseous form or fly spells.
At the beginning, he need only switch into the receptacle and back once. Halfway through the ceremony, after reciting a long series of prayers to the King of the Undead (which are different than those necessary to gain any other undead template) he casts bull’s strength upon himself (this spell cannot be supplied by outside forces). He must cast permanency and enervation within a three round span. The remaining time is spent reciting further prayers. At the end of the ceremony, the creature sacrifices its own life to the Harvester of Souls.
The villain must succeed at a Will save (DC 12). If he succeeds, he rises the next night as a vostarr.
Prerequisites: bull’s strength, enervation, magic jar, permanency; GP Cost: 3,000; XP Cost: 750.
It is said that the first vostarr came from an arctic land far to the north, and soon spread its taint among the Fhokki tribes near Lake Jorakk, before the tribesmen banded together briefly to destroy all the undead menaces. Yet, rumors of vostarrs still echo throughout the countryside and more than one murder or disappearance has been attributed to this monster.
Xenoa, Smart Zombie: Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.
Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.
He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person.
Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus.
Esmaran, Elven Vampire Necromancer 13: ?
Puramal, Human Ghost Fighter 4: A fallen bridge in the city of Pipido is the anchor for the ghost of Puramal, a soldier who died defending the bridge. The ghost is filled with anger at seeing his companions flee, leaving him to die. Puramal died as the bridge collapsed and does not know or does not care that there is nothing left to defend.
Puramal is a victim of circumstances whose unlife is devoted to defending the bridge that he could not protect in life. He will defend this area with every ounce of strength that he has, not caring whom he is defending it from.
Terrus Dyrn, Lich Sorcerer 18: The origin of Terrus Dyrn, the lich, is lost to the sands of time. Rumors say that Dyrn was an evil sorcerer who traveled with a group of adventurers, now dead these many centuries. Of course, no one has talked to Dyrn to confirm this.
Undead: As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an experiment. Perhaps this creates a powerful or previously unknown variant of undead.
Over the centuries, many tragic tales arise of people swallowed up or seduced by dark forces. Not truly alive, not quite dead, these walking corpses roam the land for their own purposes, haunting and horrifying those who remain among the living (especially those whom they have left behind). In general, those who become undead do not do so of their own free will. They are merely corpses reanimated through dark and sinister magic, doing their master’s bidding without fear or hesitation. However, some villains seek to gain an undead template (such as a lich) so that they can pursue their mad goals throughout eternity.
On Tellene, it is common knowledge (among the well educated) that the Congregation of the Dead treats undeath as a reward, not a curse. What is not generally known is that the number and strength of the souls that a cleric takes directly reflects on his future undead status. Dying while attempting to take a soul is said to grant automatic undeath. Those outside the Congregation of the Dead must find another path, but regardless of the technique, all that seek this dark knowledge must pay homage to the King of the Undead.
Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Whether the caster is the recipient or not, the recipient must be willing to undergo the transformation. Additionally, the caster must spend the spell’s XP cost and material components worth no less than 10,000 gp. This can be a gem-studded piece of artwork honoring the Harvester of Souls, and it is destroyed in the casting.
As the final step, the caster must kill the recipient of the spell (if this is the caster himself, he must commit suicide). The newly formed undead creature retains his original class abilities, adding the appropriate undead template (see below). Note that if the recipient is not the caster, any time the caster gives the new undead a command, it must make a Will save as if the caster had used control undead to obey. Furthermore, the recipient suffers a –8 circumstance penalty to any save against an actual control undead spell or any other relevant magic that controls undead. If the caster tries to turn, command or rebuke the undead he created, treat the undead as if it had half its number of Hit Dice. (These limitations apply only when the creator of the undead uses these abilities. Other clerics and spells affect the undead normally.)
Those without access to such overwhelming magical forces can choose to unlock the secrets of certain rituals to become a specific type of undead. Villains trying to obtain the necessary components for these processes must be very secretive. Heroes and even other villains usually want to prevent them from gaining any of the undead templates, and some of the combinations of components for these processes are quite recognizable.
Unless otherwise specified, discovering the process of becoming a free-willed undead requires a Knowledge (arcana) or Knowledge (undead) skill check against DC 25.
Ghost: Ghostmaker magic weapon.
Lich: Perhaps the evil wizard discovered an ancient ritual that transformed him into a lich.
The template system makes it easy to quickly create these special types and understand how they work, but there is little detail about the villain’s actual preparations to become such a creature. After all, the villain doesn’t just go down to his laboratory, drink a magic potion and instantly become a lich. It takes time, hard work and the use of unnatural magical powers.
Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.
Becoming a Lich
To become a lich, the base creature must prepare his phylactery himself. This requires he begin with an object worth 120,000 gp. While he need not construct the entire object, he must participate in the creation, assisting the craftsman. Most often, the phylactery takes the form of a sealed metal box with strips of parchment holding magically transcribed phrases. At least one of these phrases must be a special, rare prayer to the Harvester of Souls. (Evil non-followers of the Bringer of the Grave have been known to kill for these prayers. Without this special prayer to Tellene’s god of the undead, the ritual is ineffective.) The box is typically attached to a leather strap to be worn on the forehead or arm. Whatever form the object takes, every aspect must be of the finest materials and workmanship. (The box phylactery is Tiny and has a Hardness of 20, along with 40 hit points and a Break DC 40.) The phylactery can also take the form of a ring, amulet or other object.
Once the object is prepared, the potential lich applies his Craft Wondrous Item feat. It takes at least 12 days to complete the complex process of enchanting the phylactery, and uses all of the sorcerer or wizard’s spell slots from magic jar, permanency and possibly limited wish for that entire time. (Though clerics can become a lich through this process, the majority of those who attempt it are wizards or sorcerers.)
The preparer may use outside help for reincarnation or raise dead (instead of limited wish). Usually this involves using a ring of spell storing. Another caster charges the desired spell into the ring and the creator of the phylactery then need only use it once, but thereafter that spell can never be placed in that ring of spell storing again. (Any attempt uses the spell slot, but has no effect.)
THE FINAL STEP TO LICHDOM
Additionally, the caster must have a certain potion for the final ceremony. Most casters refuse to leave the creation of such a potion to anyone else, but the imbiber need not be the one who brews it. The potion can be prepared up to one year before the final ceremony. It must be a lethal concoction, and all the following spells must then be cast upon it: permanency, chill touch, fear, hold monster, protection from energy (cold) and animate dead.
The final rite is performed at midnight after the phylactery is complete. The base creature must find a secluded area (often an area cursed by the Harvester of Souls or one of his temples) and, with the phylactery within range of the magic jar, complete the process. This involves drinking the potion. The imbiber must make a Will save (DC 16). If he fails, he is permanently dead. If he succeeds (and the phylactery is not destroyed in the intervening time), he rises as a lich in 1d10 days.
A few scholars have suggested that adding certain other spells to the concoction can grant the imbiber a bonus (and presumably also penalties) to his Will save. No villains volunteered for experimentation regarding this possibility (i.e. it is up to the DM).
Prerequisites: Minimum 11th level sorcerer, wizard or cleric; Craft Wondrous Item feat; magic jar, permanency, reincarnate or raise dead or limited wish; GP Cost: 120,000 (phylactery, caster level = caster’s current level in the appropriate class); XP Cost: 4,800 XP.
Vampire: Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.
Deliberately becoming a vampire can be as simple as inviting one to drain your life energy. Of course, few villains volunteer for such treatment as it leaves them under the control of the vampiric “parent.” Those seeking to become a first generation vampire tread a dangerous path, but such is the risk for a dedicated villain.
One method of becoming a first-generation vampire is for the villain to sell his soul to Zazimash, Lord of the Underworld (also known as the Harvester of Souls). Assuming that the deity does not simply destroy the villain on a whim, Zazimash may very well grant the villain’s desire. The second, and safer, way to become a first-generation vampire is by means of an ancient Svimohzish ritual. This ritual can be discovered through roleplaying or by succeeding at a Knowledge (arcane) check (DC 25).
The ritual requires a special potion for use in the actual ceremony. Creating this potion requires the Brew Potion and Craft Wondrous Item feats. This potion requires three base components. First, at least one quart of blood from a magical creature (dragon, magical beast, outsider or shapechanger, but NOT any creature with the Fire subtype). The blood must also come from a creature whose Hit Dice at least equal that of the creature seeking to become a vampire. Second, the potion requires dust from the ashes of a burned vampire the villain had a hand in slaying. Third, the villain must spend 4,200 XP. Finally, the brewer must collect other rare and exotic ingredients
for the potion (typical lists include bat’s eyes, wolf ’s heart, rat brains, tears of a good cleric, a holy symbol dipped in human blood and a pound of dried mosquito or tick husks). The total value of these items if purchased (though that is rarely possible) is at least 16,000 gp.
The caster level of the potion must be equal to or greater than that of the potential new vampire. Once the potion has been successfully brewed, the new base creature must stand within a greater magic circle against good and sacrifice a living creature, mixing its blood with the potion. It then drinks the entire potion from a human skull, and finishes off the sacrifice by drinking as much of the remainder of the sacrificed creature’s blood as it can stand. This part of the ceremony must be completed in less than ten minutes and in an area no better lit than the equivalent of a fading twilight. During the entire ceremony, when not actually drinking, the creature must recite prayers to the Lord of the Underworld. Theories suggest that the more prayers he knows, the better his chances of success are (the DM may declare a +1 to the save for every two prayers the character knows beyond the tenth).
Finally, the creature must kill himself while standing in a coffin full of grave dirt, into which he falls after death. The preferred method is slashing the throat with a magical or ceremonial dagger.
After all this, the base creature makes a single Will saving 0throw (DC 18). If he succeeds, he dies and becomes a free-willed vampire. If he fails, he simply dies (and is permanently deceased). If the potential base creature is NOT the brewer of the potion and his Will save comes up 1, he does become a vampire, but he is under the total control of the brewer of the potion.
The new vampire rises from his coffin at nightfall 1d6 nights after the completion of the ceremony.
Prerequisites: Brew Potion, Craft Wondrous Item feats; blood sacrifices; GP Cost: 16,000 gp (blood from a magical creature, dust from a vampire, one pound of mosquito/tick husks); XP Cost: 4,200.
Allip: ?
Zombie: Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.
Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).
First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.
He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each).
Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead.
Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.
Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.
Skeleton: Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).
First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.
Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa.
Wraith: Any humanoid or monstrous humanoid slain by an avildar becomes a wraith in 1d4 rounds.
Ghoul: Humanoids killed by a guraah (and not eaten) rise as normal ghouls in 1d12 hours. Casting protection from evil on a body before that time will avert the transformation.
Wight, Undead Thrall: Any humanoid or monstrous humanoid slain by a vostarr becomes an undead thrall in 1d4 rounds. Spawn are under the command of the vostarr that created them and remain enslaved until its death. These spawn are normal wights as described in the Monster Manual and as such retain none of the abilities they had in life.
Ghast: ?
Shadow: Shadow Touch spell.
Vampire Spawn: A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability.
Vampiric Armor magic armor.
SHADOW TOUCH
Necromancy [Evil]
Level: Clr 3, Sor/Spl/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 3 rounds + 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
When the caster completes this spell, his or her hand turns black as pitch. Touched creatures must make a saving throw or suffer 1d4+1 hit points of damage and 1 point of temporary Strength damage. If an opponent is reduced to 0 Strength in such a manner, he or she becomes a shadow (see the Monster Manual). Otherwise, lost Strength points return at the rate of 1 point per day. A creature brought below 0 hit points by the damage is dying, but will not become a shadow. Note that the caster must also make a Fortitude saving throw or he begins to suffer the effects of lost Strength at a rate of 1 point per round. He must engulf his shadow hand in flames (taking 1d4 points of damage) in order to remove the dweomer before the spell duration expires if he wishes to avoid further Strength loss.
Ghostmaker: This fiendish heavy mace, crafted from black iron, has a head worked to resemble a human face shrieking in agony. This heavy mace is a +3 enchanted weapon, and is favoured by clerics of the Rotlord who have the ability to compel service from powerful undead. Any creature killed by this weapon arises as a ghost, and immediately seeks out the mace’s bearer. If he is capable of rebuking and commanding undead, the mace’s owner may use a turning attempt to seize control of the ghost. Otherwise, the ghost attacks the bearer. If the ghost destroys the bearer, it leaves to stalk the living and spread destruction in its wake.
Strong Necromancy; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, command, create greater undead; Market Price: 30,312 gp.
Vampiric Armor: Commonly found only in half- and fullplate varieties, vampiric armor is both bane and boon to its wearer. To most wearers, the armor looks like a fairly typical suit of shrike armor (see the KINGDOMS OF KALAMAR Player’s Guide).
However, with magical aid such as detect magic, the suit shows strong enchantment and necromantic auras.
On the positive side, the armor is +1 magical armor (or better), allows the wearer to turn into gaseous form three times per week, and has the added special ability of Invulnerability (see Dungeon Master’s Guide page 219). On the negative side, the external spikes are actually a form of drinking tube for the armor, which needs the blood of sentient beings in order to survive. Each day the armor is worn, it requires a number of hit points (of blood) equal to twice its AC bonus. The armor must take the blood from live foes through the spikes. Only damage caused by the actual spikes counts towards this total. One of the ways to achieve this is to grapple opponents on the spikes (see Armor Spikes on page 124 of the Player’s Handbook). If no blood is forthcoming by the end of the day, the suit automatically drains it from its wearer, growing spikes inwards into his or her flesh.
Even when not worn, the armor still craves blood and loses one from its AC bonus and a number of uses of gaseous form per week it is not fed. Feeding the unworn armor one hit point of blood per day halts this slow degradation. Each day missed, even if not concurrent, should be counted (the villain cannot feed the armor only once per week and still stave off the power loss!). When the armor reaches a zero AC bonus it has effectively “died,” and requires 20 hit points worth of blood per +1 AC and use of gaseous form that the wearer wants “re-charged.” The Invulnerability bonus only functions when the armor is fully fed.
A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability.
Strong Necromancy; Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, bestow curse, gaseous form, slow death, stoneskin, wish or miracle. Market Price: 124,750 gp; Weight: 45 lb.
3.5
Avildar, Great Wraith: Becoming an avildar (meaning “great wraith” in Brandobian) is a tricky and involved process. It is also one of the rarer procedures, so often a villain must spend considerable time and resources even learning how to go about it. As far as anyone knows, ancient Brandobian records are the only known source of information on these creatures. Unfortunately, no one yet knows from where (or from what) the first avildar originated. The ancient Brandobian ritual to become an avildar can be learned through roleplaying or with a successful Knowledge (arcana) check (DC 30).
To gain an avildar template, the potential new undead creature needs several spells, though he need not cast all of them himself. The ceremony takes 5-8 hours and must be performed in an area sacred to the Harvester of Souls within a greater magic circle against good. The prospective avildar must spend four hours in a row reciting special prayers before casting or using any spells at all.
First, the villain must use a magic jar, entering the receptacle and returning to his body twice before continuing. Then he casts fly upon his body, hovering a few feet above the ground. He must use permanency and then enervation upon himself (to show his disdain for the world) within a three-round span of time or the entire ritual fails. Finally, he must cast gaseous form on himself. Using secret knowledge obtained in learning the ritual, he moves his gaseous form in a peculiar, swirling pattern for the remainder of the ceremony. Some speculate that the final form is a “ghostly” representation of the skull that symbolizes the Harvester of Souls. At the end of that time, the body dies and the form dissipates.
The potential new avildar must succeed at a Will save (DC 15) or permanently die. If he succeeds, he rises in 1d4 nights as a self-willed avildar.
Prerequisites: enervation, fly, gaseous form, magic jar, permanency; GP Cost: 5,000; XP Cost: 1,250.
Guraah, Self-Willed Ghoul: Becoming a guraah is relatively simple, compared to some other types of undead. First, the prospective creature that wishes to gain the guraah template must learn the appropriate ritual ceremony. This can be discovered through roleplaying or by a successful Knowledge (arcane) check (DC 25). According to rumor, the guraah (a Reanaarese word that roughly translates as “self-willed ghoul”) are frequently found in the city of Giilia as visitors, or servants, of the city’s vampire ruler, Esmaran. It is unknown if Esmaran invented the dark ritual wherein a person may magically become this type of ghoul, or if she simply discovered it in an ancient book found deep in the catacombs under the city. Regardless of its creator, the ceremony is still effective. This ceremony lasts 1d4 hours, and proceeds as follows:
First, the caster must set up a contingency spell that activates an animate dead. Then the prospective guraah casts ghoul touch upon himself, making it permanent. Any of these spells can be obtained from scrolls or items. Next, he must see to it that his body will die within 1d4 hours (often, personally slashing his wrists before exiting his corporeal form, or relying on an assistant such as an undead or construct). Finally, he must cast magic jar (through his own ability, not with a scroll or other item) and send his life force into a nearby receptacle.
At the moment of death, the caster returns from his magic jar to his body. If he succeeds at a Will save (DC 10), he gains the guraah template. The new guraah rises at the first midnight after its creation. If the caster fails his save, either the timing of his return or his preparations were off. He is now dead, not undead. Of course, he can be animated or raised like any other corpse.
Prerequisites: animate dead, contingency, ghoul touch, magic jar, permanency; GP Cost: 100 gp (magic jar focus); XP Cost: 500.
Kyseth, Great Mummy: The secrets of creating any type of kyseth (an ancient Dejy word meaning “great mummy”) have been lost to the sands of time. Sages suggest that only ancient Dejy cultures (who guarded the secrets in life and beyond the grave) knew them.
It is said that Kordalen, a Brandobian scholar, took a small band of mercanaries and other scholars deep into the Khydoban desert in hopes that he could find the fabled undead kingdom and learn the answer. Neither he nor any member of his group ever returned.
However, current sages do know that creating a kyseth requires many individuals working together, and the mummified subject has little to do beyond a certain point, as he must be killed early in the process. Some Reanaarian sages speculate it took a minimum of 90 days to create a kyseth. Of course, no modern villain with a modicum of sense would leave his fate up to underlings attempting to apply secrets of an uncertain nature. It may also be that mummification inexorably links the subject to a specific location, and such a loss of mobility interferes with one’s plans. It would be a serious weakness, as enemies can continuously assault the location until the kyseth is destroyed.
Because of these difficulties, no modern villain can easily become a kyseth. However, the template may still be applied to ancient villains who died many centuries ago.
Reliqus, Galanam: Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).
First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.
He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each).
Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead. Before he arises, the pair of gemstones must be placed in the character’s empty eye sockets, where they will magically graft themselves and be in no danger of falling out. If this is not done, the character will not have access to the gem’s special abilty (see below).
Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.
Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.
He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person.
Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus.
Vostarr, Barrowman, Wight: Deliberately becoming a vostarr (a Fhokki word roughly translating as “barrow man,” or “wight” in Merchant’s Tongue) is similar to becoming an avildar. The subject must perform a ritual in an area sacred to the Harvester of Souls, within a greater magic circle against good. However, he does not need gaseous form or fly spells.
At the beginning, he need only switch into the receptacle and back once. Halfway through the ceremony, after reciting a long series of prayers to the King of the Undead (which are different than those necessary to gain any other undead template) he casts bull’s strength upon himself (this spell cannot be supplied by outside forces). He must cast permanency and enervation within a three round span. The remaining time is spent reciting further prayers. At the end of the ceremony, the creature sacrifices its own life to the Harvester of Souls.
The villain must succeed at a Will save (DC 12). If he succeeds, he rises the next night as a vostarr.
Prerequisites: bull’s strength, enervation, magic jar, permanency; GP Cost: 3,000; XP Cost: 750.
It is said that the first vostarr came from an arctic land far to the north, and soon spread its taint among the Fhokki tribes near Lake Jorakk, before the tribesmen banded together briefly to destroy all the undead menaces. Yet, rumors of vostarrs still echo throughout the countryside and more than one murder or disappearance has been attributed to this monster.
Xenoa, Smart Zombie: Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.
Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.
He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the xenoa template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person.
Once he dies (any time within the duration of the contingency), he arises as a xenoa in 1d12 hours. If, for some reason, more than 50% of his flesh was destroyed (eaten, burned, etc.), before his arising, he gains the reliqus template (see above), though without the use of the special gem powers normally available to a reliqus.
Esmaran, Elven Vampire Necromancer 13: ?
Puramal, Human Ghost Fighter 4: A fallen bridge in the city of Pipido is the anchor for the ghost of Puramal, a soldier who died defending the bridge. The ghost is filled with anger at seeing his companions flee, leaving him to die. Puramal died as the bridge collapsed and does not know or does not care that there is nothing left to defend.
Puramal is a victim of circumstances whose unlife is devoted to defending the bridge that he could not protect in life. He will defend this area with every ounce of strength that he has, not caring whom he is defending it from.
Terrus Dyrn, Lich Sorcerer 18: The origin of Terrus Dyrn, the lich, is lost to the sands of time. Rumors say that Dyrn was an evil sorcerer who traveled with a group of adventurers, now dead these many centuries. Of course, no one has talked to Dyrn to confirm this.
Undead: As another interesting plot twist, the PCs could storm the laboratory of a necromancer just in time to disrupt a crucial part of an experiment. Perhaps this creates a powerful or previously unknown variant of undead.
Over the centuries, many tragic tales arise of people swallowed up or seduced by dark forces. Not truly alive, not quite dead, these walking corpses roam the land for their own purposes, haunting and horrifying those who remain among the living (especially those whom they have left behind). In general, those who become undead do not do so of their own free will. They are merely corpses reanimated through dark and sinister magic, doing their master’s bidding without fear or hesitation. However, some villains seek to gain an undead template (such as a lich) so that they can pursue their mad goals throughout eternity.
On Tellene, it is common knowledge (among the well educated) that the Congregation of the Dead treats undeath as a reward, not a curse. What is not generally known is that the number and strength of the souls that a cleric takes directly reflects on his future undead status. Dying while attempting to take a soul is said to grant automatic undeath. Those outside the Congregation of the Dead must find another path, but regardless of the technique, all that seek this dark knowledge must pay homage to the King of the Undead.
Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie. Whether the caster is the recipient or not, the recipient must be willing to undergo the transformation. Additionally, the caster must spend the spell’s XP cost and material components worth no less than 10,000 gp. This can be a gem-studded piece of artwork honoring the Harvester of Souls, and it is destroyed in the casting.
As the final step, the caster must kill the recipient of the spell (if this is the caster himself, he must commit suicide). The newly formed undead creature retains his original class abilities, adding the appropriate undead template (see below). Note that if the recipient is not the caster, any time the caster gives the new undead a command, it must make a Will save as if the caster had used control undead to obey. Furthermore, the recipient suffers a –8 circumstance penalty to any save against an actual control undead spell or any other relevant magic that controls undead. If the caster tries to turn, command or rebuke the undead he created, treat the undead as if it had half its number of Hit Dice. (These limitations apply only when the creator of the undead uses these abilities. Other clerics and spells affect the undead normally.)
Those without access to such overwhelming magical forces can choose to unlock the secrets of certain rituals to become a specific type of undead. Villains trying to obtain the necessary components for these processes must be very secretive. Heroes and even other villains usually want to prevent them from gaining any of the undead templates, and some of the combinations of components for these processes are quite recognizable.
Unless otherwise specified, discovering the process of becoming a free-willed undead requires a Knowledge (arcana) or Knowledge (undead) skill check against DC 25.
Ghost: Ghostmaker magic weapon.
Lich: Perhaps the evil wizard discovered an ancient ritual that transformed him into a lich.
The template system makes it easy to quickly create these special types and understand how they work, but there is little detail about the villain’s actual preparations to become such a creature. After all, the villain doesn’t just go down to his laboratory, drink a magic potion and instantly become a lich. It takes time, hard work and the use of unnatural magical powers.
Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.
Becoming a Lich
To become a lich, the base creature must prepare his phylactery himself. This requires he begin with an object worth 120,000 gp. While he need not construct the entire object, he must participate in the creation, assisting the craftsman. Most often, the phylactery takes the form of a sealed metal box with strips of parchment holding magically transcribed phrases. At least one of these phrases must be a special, rare prayer to the Harvester of Souls. (Evil non-followers of the Bringer of the Grave have been known to kill for these prayers. Without this special prayer to Tellene’s god of the undead, the ritual is ineffective.) The box is typically attached to a leather strap to be worn on the forehead or arm. Whatever form the object takes, every aspect must be of the finest materials and workmanship. (The box phylactery is Tiny and has a Hardness of 20, along with 40 hit points and a Break DC 40.) The phylactery can also take the form of a ring, amulet or other object.
Once the object is prepared, the potential lich applies his Craft Wondrous Item feat. It takes at least 12 days to complete the complex process of enchanting the phylactery, and uses all of the sorcerer or wizard’s spell slots from magic jar, permanency and possibly limited wish for that entire time. (Though clerics can become a lich through this process, the majority of those who attempt it are wizards or sorcerers.)
The preparer may use outside help for reincarnation or raise dead (instead of limited wish). Usually this involves using a ring of spell storing. Another caster charges the desired spell into the ring and the creator of the phylactery then need only use it once, but thereafter that spell can never be placed in that ring of spell storing again. (Any attempt uses the spell slot, but has no effect.)
THE FINAL STEP TO LICHDOM
Additionally, the caster must have a certain potion for the final ceremony. Most casters refuse to leave the creation of such a potion to anyone else, but the imbiber need not be the one who brews it. The potion can be prepared up to one year before the final ceremony. It must be a lethal concoction, and all the following spells must then be cast upon it: permanency, chill touch, fear, hold monster, protection from energy (cold) and animate dead.
The final rite is performed at midnight after the phylactery is complete. The base creature must find a secluded area (often an area cursed by the Harvester of Souls or one of his temples) and, with the phylactery within range of the magic jar, complete the process. This involves drinking the potion. The imbiber must make a Will save (DC 16). If he fails, he is permanently dead. If he succeeds (and the phylactery is not destroyed in the intervening time), he rises as a lich in 1d10 days.
A few scholars have suggested that adding certain other spells to the concoction can grant the imbiber a bonus (and presumably also penalties) to his Will save. No villains volunteered for experimentation regarding this possibility (i.e. it is up to the DM).
Prerequisites: Minimum 11th level sorcerer, wizard or cleric; Craft Wondrous Item feat; magic jar, permanency, reincarnate or raise dead or limited wish; GP Cost: 120,000 (phylactery, caster level = caster’s current level in the appropriate class); XP Cost: 4,800 XP.
Vampire: Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.
Deliberately becoming a vampire can be as simple as inviting one to drain your life energy. Of course, few villains volunteer for such treatment as it leaves them under the control of the vampiric “parent.” Those seeking to become a first generation vampire tread a dangerous path, but such is the risk for a dedicated villain.
One method of becoming a first-generation vampire is for the villain to sell his soul to Zazimash, Lord of the Underworld (also known as the Harvester of Souls). Assuming that the deity does not simply destroy the villain on a whim, Zazimash may very well grant the villain’s desire. The second, and safer, way to become a first-generation vampire is by means of an ancient Svimohzish ritual. This ritual can be discovered through roleplaying or by succeeding at a Knowledge (arcane) check (DC 25).
The ritual requires a special potion for use in the actual ceremony. Creating this potion requires the Brew Potion and Craft Wondrous Item feats. This potion requires three base components. First, at least one quart of blood from a magical creature (dragon, magical beast, outsider or shapechanger, but NOT any creature with the Fire subtype). The blood must also come from a creature whose Hit Dice at least equal that of the creature seeking to become a vampire. Second, the potion requires dust from the ashes of a burned vampire the villain had a hand in slaying. Third, the villain must spend 4,200 XP. Finally, the brewer must collect other rare and exotic ingredients
for the potion (typical lists include bat’s eyes, wolf ’s heart, rat brains, tears of a good cleric, a holy symbol dipped in human blood and a pound of dried mosquito or tick husks). The total value of these items if purchased (though that is rarely possible) is at least 16,000 gp.
The caster level of the potion must be equal to or greater than that of the potential new vampire. Once the potion has been successfully brewed, the new base creature must stand within a greater magic circle against good and sacrifice a living creature, mixing its blood with the potion. It then drinks the entire potion from a human skull, and finishes off the sacrifice by drinking as much of the remainder of the sacrificed creature’s blood as it can stand. This part of the ceremony must be completed in less than ten minutes and in an area no better lit than the equivalent of a fading twilight. During the entire ceremony, when not actually drinking, the creature must recite prayers to the Lord of the Underworld. Theories suggest that the more prayers he knows, the better his chances of success are (the DM may declare a +1 to the save for every two prayers the character knows beyond the tenth).
Finally, the creature must kill himself while standing in a coffin full of grave dirt, into which he falls after death. The preferred method is slashing the throat with a magical or ceremonial dagger.
After all this, the base creature makes a single Will saving 0throw (DC 18). If he succeeds, he dies and becomes a free-willed vampire. If he fails, he simply dies (and is permanently deceased). If the potential base creature is NOT the brewer of the potion and his Will save comes up 1, he does become a vampire, but he is under the total control of the brewer of the potion.
The new vampire rises from his coffin at nightfall 1d6 nights after the completion of the ceremony.
Prerequisites: Brew Potion, Craft Wondrous Item feats; blood sacrifices; GP Cost: 16,000 gp (blood from a magical creature, dust from a vampire, one pound of mosquito/tick husks); XP Cost: 4,200.
Allip: ?
Zombie: Once a villain makes this choice, he may seek one of many paths. One of the most straightforward is to use a miracle or wish spell. For reasons known only the Lord of the Underworld himself, the miracle or wish spell does not allow one to become a lich or a vampire, though it does allow one to become a “lower” form of undead, such as a zombie.
Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).
First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.
He must enter the receptacle and immediately return to his normal body at the instant of its death, typically accomplished at the hands of an undead or construct. This completes the special ceremony. For the caster to gain the reliqus template, he must have the black onyx gem (for the animate dead) and the receptacle (for the magic jar) on his person, as well as a pair of gemstones of one particular type. These gemstones must be either a pair of amythests (worth at least 50gp each), diamonds (100 gp each), emeralds (75 gp each) or sapphires (150 gp each).
Once he dies (any time within the duration of the contingency), he arises in 1d12 hours. Before he arises, over 50% of his flesh must be destroyed (eaten, burned, etc.). This destruction of the body is also typically left to an undead or construct. If the villain still has 50% of his flesh on his body, he gains the zombie template instead.
Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa. However, on occasion crazed spellcasters do intentionally perform a certain dark ritual intended to transform them into such a creature.
Becoming a xenoa (or “smart zombie,” when translated from Reanaarese to Merchant’s Tongue) works much like becoming a reliqus. First, the caster must set up a contingency spell that activates an animate dead. Either of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal zombie (losing all memory, abilities, etc.) rather than gaining the xenoa (pronounced zee-know-uh) template.
Skeleton: Deep with an underground maze somewhere in the Principality of Pekal, or so the legend goes, lies a sleeping lich queen and a mysterious black tome of immense power. Modern sages speculate that this queen somehow learned of (or created) a magical ritual that allows a willing spellcaster to transform himself into a reliqus (a powerful self-willed type of skeleton, also known as a “galanam” in Kalamaran).
First, the caster must set up a contingency spell that activates an animate dead. Any of these spells can be obtained from scrolls or items. Immediately after the contingency ceremony, he must also cast a magic jar spell (using his own magical ability). If he does not use the magic jar spell, or unsuccessfully casts it, he arises as a normal undead skeleton (losing all memory, abilities, etc.) rather than gaining the reliqus template.
Typically, xenoa are created when a cleric of the Harvester of Souls fails to harvest enough souls before he dies - causing him to return as a lower undead such as a skeleton, zombie or (if he is lucky) a reliqus or xenoa.
Wraith: Any humanoid or monstrous humanoid slain by an avildar becomes a wraith in 1d4 rounds.
Ghoul: Humanoids killed by a guraah (and not eaten) rise as normal ghouls in 1d12 hours. Casting protection from evil on a body before that time will avert the transformation.
Wight, Undead Thrall: Any humanoid or monstrous humanoid slain by a vostarr becomes an undead thrall in 1d4 rounds. Spawn are under the command of the vostarr that created them and remain enslaved until its death. These spawn are normal wights as described in the Monster Manual and as such retain none of the abilities they had in life.
Ghast: ?
Shadow: Shadow Touch spell.
Vampire Spawn: A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability.
Vampiric Armor magic armor.
SHADOW TOUCH
Necromancy [Evil]
Level: Clr 3, Sor/Spl/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 3 rounds + 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
When the caster completes this spell, his or her hand turns black as pitch. Touched creatures must make a saving throw or suffer 1d4+1 hit points of damage and 1 point of temporary Strength damage. If an opponent is reduced to 0 Strength in such a manner, he or she becomes a shadow (see the Monster Manual). Otherwise, lost Strength points return at the rate of 1 point per day. A creature brought below 0 hit points by the damage is dying, but will not become a shadow. Note that the caster must also make a Fortitude saving throw or he begins to suffer the effects of lost Strength at a rate of 1 point per round. He must engulf his shadow hand in flames (taking 1d4 points of damage) in order to remove the dweomer before the spell duration expires if he wishes to avoid further Strength loss.
Ghostmaker: This fiendish heavy mace, crafted from black iron, has a head worked to resemble a human face shrieking in agony. This heavy mace is a +3 enchanted weapon, and is favoured by clerics of the Rotlord who have the ability to compel service from powerful undead. Any creature killed by this weapon arises as a ghost, and immediately seeks out the mace’s bearer. If he is capable of rebuking and commanding undead, the mace’s owner may use a turning attempt to seize control of the ghost. Otherwise, the ghost attacks the bearer. If the ghost destroys the bearer, it leaves to stalk the living and spread destruction in its wake.
Strong Necromancy; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, command, create greater undead; Market Price: 30,312 gp.
Vampiric Armor: Commonly found only in half- and fullplate varieties, vampiric armor is both bane and boon to its wearer. To most wearers, the armor looks like a fairly typical suit of shrike armor (see the KINGDOMS OF KALAMAR Player’s Guide).
However, with magical aid such as detect magic, the suit shows strong enchantment and necromantic auras.
On the positive side, the armor is +1 magical armor (or better), allows the wearer to turn into gaseous form three times per week, and has the added special ability of Invulnerability (see Dungeon Master’s Guide page 219). On the negative side, the external spikes are actually a form of drinking tube for the armor, which needs the blood of sentient beings in order to survive. Each day the armor is worn, it requires a number of hit points (of blood) equal to twice its AC bonus. The armor must take the blood from live foes through the spikes. Only damage caused by the actual spikes counts towards this total. One of the ways to achieve this is to grapple opponents on the spikes (see Armor Spikes on page 124 of the Player’s Handbook). If no blood is forthcoming by the end of the day, the suit automatically drains it from its wearer, growing spikes inwards into his or her flesh.
Even when not worn, the armor still craves blood and loses one from its AC bonus and a number of uses of gaseous form per week it is not fed. Feeding the unworn armor one hit point of blood per day halts this slow degradation. Each day missed, even if not concurrent, should be counted (the villain cannot feed the armor only once per week and still stave off the power loss!). When the armor reaches a zero AC bonus it has effectively “died,” and requires 20 hit points worth of blood per +1 AC and use of gaseous form that the wearer wants “re-charged.” The Invulnerability bonus only functions when the armor is fully fed.
A character that dies whilst wearing the suit of vampiric armor has a 35% chance of returning as a vampire spawn within 1d3 days; this is 100% if the death is caused by the armor’s blood drain ability.
Strong Necromancy; Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, bestow curse, gaseous form, slow death, stoneskin, wish or miracle. Market Price: 124,750 gp; Weight: 45 lb.