Undead Origins


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Voadam

Legend
MC2 Monstrous Compendium Volume Two
2e
Banshee, Groaning Spirit: The groaning spirit, or banshee, is the spirit of an evil female elf—a very rare thing indeed.
Haunt: A haunt is the restless spirit of a person who died leaving some vital task unfinished.
The exact task to be accomplished varies, but the motives are always powerful (revenge, unfulfilled greed, love, and so forth). Often great distances need to be traveled before the task can be completed and a haunt will drive its host mercilessly toward the goal, ignoring all needs for food or sleep.
Heucuva: Legends tell that heucuva are the restless spirits of monastic priests who were less than faithful to their holy vows. In punishment for their heresies, they are forced to roam the dark.
Poltergeist: Poltergeists are the spirits of restless dead.
Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life.

Spectre: ?
Ghost: ?
 

Voadam

Legend
MC4 Monstrous Compendium Dragonlance Appendix
2e
Undead Beast: The undead beast is a mindless killer of unknown origin, compelled to destroy the living.
Stahnk: ?
Gholor: ?
Anhkolox: ?
Knight Haunt: A knight haunt is a floating suit of Solamnic armor, always accompanied by some sort of weapon. If the battle where the knight fell was one where more than 100 Solamnic knights died then it is always riding a suit of floating horse barding.
A knight haunt is sometimes (5% chance) created when an especially lawful good Knight with a Wisdom of 17 or higher dies in battle. The haunt rises with the next full moon phase of Solinari. If its armor has been taken away, the power of the spirit can magically teleport the armor back to the site of the battlefield. If its armor has been destroyed, the power that creates the haunt can create an exact duplicate of the armor it wore.
Death Knight: A death knight is the horrifying corruption of a Knight of Solamnia, cursed by the gods to its terrible form as punishment for betraying the code of honor it held in its former life.
The death knights of Krynn are former Knights of Solamnia who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.) Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when one of Krynn's three moons is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside.
Lord Soth, Death Knight: The death knights of Krynn are former Knights of Solamnia who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.)
Spectral Minion: Spectral minions are the spirits of humans or demihumans who died before they could fulfill their vows. Even in death, spectral minions are bound to the vows or quests placed upon them while they were alive.
Spectral minions are cursed to relive the events leading to their death, endlessly trying to fulfill their vows. Outdoors, they must stay within 1,000 yards of where they died. Indoors, they must stay in the corridor or room where they lost their lives. On very rare occasions where a quest required them to perform an act over a wide area, they are free to roam within that area.
Spectral Minion Berserker: Some spectral minions become overwhelmed by despair. Losing all hope of ever being freed from their charge, these minions are eventually driven into a berkserking frenzy. Others become mindless killers as soon as they become minions because of an unresolved obsession in their former lives; for instance, a spectral minion cook might become a berserker because someone in the past criticized his cooking and was no longer around to apologize for the remark.
In all cases, berserker spectral minions have rebelled against their quests and have no hope of ever being freed from their charges.
Spectral Minion Guardian: These spectral minions were quested to defend a room, a passage, or an object. In most cases, they served as guards for some important location and died at their posts.
Spectral Minion Philosopher: It is their curse to endlessly discuss philosophic issues left unresolved in their former lives.
Spectral Minion Reveler: These minions are cursed to celebrate madly for all eternity.
Spectral Minion Searcher: Searchers are spectral minions that stalk endlessly through their territory, searching for a particular object to fulfill their quest. These creatures were questing when they died in their original forms, and usually the object of the quest is not to be found within the searcher's range.
Spectral Minion Warrior: These minions are the spirits of mortals who were locked in combat at the time of death, usually soldiers who died in bloody battles. Groups of 100 or more warrior spectral minions are typically encountered on a battlefield, including fighters of differing alignments from both sides of a battle.
Skeleton Warrior: Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets.
Witchlin: Wichtlin are a result of an ancient curse on the court of Queen Sylvyana, a Silvanesti elf also known as the Ghoul Queen. All known records of her reign were destroyed by the Silvanesti, and only fragments of rumors remain. When an elf of evil alignment dies violently, there is a 1 % chance that Chemosh, the Lord of the Undead, in conjunction with the spirit of Queen Sylvyana, claims his spirit and resurrects him as a wichtlin.
Kagonesti Witchlin: If an evil Kagonesti elf meets a violent death while riding a wild stag mount, the spirit of the wild stag may also be claimed by Chemosh and resurrected along with the elf.
Witchlin Wild Stag: If an evil Kagonesti elf meets a violent death while riding a wild stag mount, the spirit of the wild stag may also be claimed by Chemosh and resurrected along with the elf.

Skeleton: ?
Zombie: ?
Ghoul: ?
Shadow: ?
Wight: ?
Ghast: ?
Wraith: ?
Mummy: ?
Spectre: ?
Vampire: ?
Ghost: ?
Lich: ?
Groaning Spirit: ?
Juju Zombie: ?
Lacedon: ?
Poltergeist: ?
Revenant: ?
 

Voadam

Legend
MC5 Monstrous Compendium Greyhawk Adventures Appendix
2e
Crypt Thing: ?
Crypt Thing Ancestral: Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM).
Crypt Thing Summoned: Called into existence by a wizard or priest of at least 14th level.
Create Crypt Thing spell.
Son of Kyuss: Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves.
In addition to flailing fists, one worm per round attempts to jump from a son of Kyuss's head to a character the son is meleeing. The worm needs only to roll a successful attack roll (same THACO as the son) to land on the victim. The worm burrows into the victim on the next round unless killed by the touch of cold iron, holy water, or a blessed object. After penetrating the victim's skin, the worm burrows toward the victim's brain, taking 1d4 rounds to reach it. During this time a remove curse or cure disease spell will kill the worm, and neutralize poison or dispel evil will delay the worm for 1d6 turns. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay.
Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity.
The worms are tied to the curse of the sons but exactly how remains a mystery. It is known that the worms cannot survive apart from a victim or on a son. Worms that fail to burrow into a victim die as soon as they touch the ground. Any worm removed from a son dies within one round of separation from the son who carried it. When a son is killed permanently, the worms die with him. Some sages have proposed that the worms might not be living creatures per se, but incarnations of the curse.
Vampire Wizard: ?
Slow Shadow: Slow shadows, like shadows, are believed to be a race of long-dead people cursed to madness and a split existence on the Prime and Negative Material planes. This curse drives slow shadows to hunt and transform living humanoids and demihumans into slow shadows like themselves.
Sages speculate that shadows and slow shadows, when they lived, were bitter enemies. Their cruel, wicked ways and constant warfare brought down a terrible curse upon both races. Now the two people continue their ancient battle, never dying, cursed to insanity, recruiting new shadows and slow shadows from the living. On rare occasions, battles between shadows and slow shadows have been witnessed and it seems that vanquished slow shadows become shadows and vanquished shadows become slow shadows.
Lesser Slow Shadow: Humanoids killed by slow shadows become lesser slow shadows within one turn.
The change can be prevented by casting remove curse on the body.
Swordwraith: Swordwraiths are the spirits of warriors cut down during battle and kept from the dissolution of death by their indomitable wills.
Swordwraiths were once professional soldiers for whom fighting was all there was in life. In many cases, they are too stubborn to even admit that they are dead.
Soul Beckoner: ?
Sea Zombie, Drowned One: Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper.
Many of the humans who become drowned ones were priests while alive, and they retain their powers as undead.

Zombie: A cure disease or remove curse spell will transform a son of Kyuss into a zombie, but both spells require that the priest touch the son.
Shadow: Slow shadows, like shadows, are believed to be a race of long-dead people cursed to madness and a split existence on the Prime and Negative Material planes. This curse drives slow shadows to hunt and transform living humanoids and demihumans into slow shadows like themselves.
Sages speculate that shadows and slow shadows, when they lived, were bitter enemies. Their cruel, wicked ways and constant warfare brought down a terrible curse upon both races. Now the two people continue their ancient battle, never dying, cursed to insanity, recruiting new shadows and slow shadows from the living. On rare occasions, battles between shadows and slow shadows have been witnessed and it seems that vanquished slow shadows become shadows and vanquished shadows become slow shadows.
Ghoul: ?
Ghast: ?
Wight: ?
Juju Zombie: ?
Lacedon: ?
Skeleton: ?
Wraith: ?
Spectre: ?
Ghost: ?
Lich: ?

Create Crypt Thing
7th-level Wizard or Priest spell (necromantic)
(Reversible)
Range: Touch Casting Time: 1 round
Components: V,S Area of Effect: 1 corpse
Duration: Permanent Saving Throw: None
This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may guard a given tomb.
A successful dispel magic spell returns the crypt thing to its original unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a wish.
The reverse of this spell, destroy crypt thing, utterly annihilates any one such being as soon as it is touched by the caster. The target is allowed a saving throw vs. death magic to avoid destruction.
 

Voadam

Legend
MC6 Monstrous Compendium Kara-Tur Appendix
2e
Chu-U, Legless Ghost: If travelers agree to listen, the chu-u relates the story of its life as a human. The story is always sad and is told in great detail, beginning with the bad decisions the chu-u made as a child, continuing through its sorrowful experiences as an adult, and ending with the circumstances of its death, usually the result of cowardice or ineptitude.
They were neither virtuous enough to pass the judges' examinations nor malevolent enough to merit additional sentencing.
Con-Tinh: The malicious con-tinh is a lesser spirit believed to be the spirit of a maiden who died before her time.
According to legend, the Celestial Bureaucracy creates a con-tinh from the spirit of a young maiden who has died before her time, usually as a result of a misdeed. The most common misdeed is an illicit love affair, which ends when the maiden is murdered by a rival or jealous spouse. On rare occasions, sisters who conspired in the same misdeed both become con-tinh, their lifeforces tied to identical, adjacent trees.
Gaki, Nin-Chu-Jugaki: Gaki are lesser spirits derived from the wicked, who have returned to the Prime Material Plane in the form of horrible monsters as punishment for their sins. The name "gaki" refers to a variety of such spirits. They are also known as the "nin-chu-jugaki."
The type of gaki depends on the nature of the crimes committed in the spirit's former life.
Jiki-Ketsu-Gaki: Jiki-ketsu-gaki are corrupted spirits of priests or other holy men who were guilty of heresy in their former lives.
Jiki-Niku-Gaki: Jiki-niku-gaki are corrupted spirits of humans or humanoids who were guilty of excessive avarice in their former lives. Greedy merchants and miserly moneylenders often become these ghoulish, repulsive monsters.
Shikki-Gaki: Most shikki-gaki are the corrupted spirits of irresponsible medical personnel or negligent servants. But about 15% once were lesser nature spirits that inhabited mushrooms or other fungi sprouting from the trunks of decaying trees. These nature spirits completely succumbed to their evil aspect. Usually, they developed a taste for bluebirds, butterflies, or similarly docile creatures. The Celestial Bureaucracy warned them to stop, but they persisted. As a result, they were destroyed and reborn as a mushroom shikki-gaki.
Shinen-Gaki: Shinen-gaki may originate from the spirit of any wicked human, but often they're created from the spirit of a traitorous or cowardly soldier.
Kuei: A lesser spirit of the dead, the kuei is a manifestation of a human or humanoid who died by violence unavenged or with a purpose unfulfilled. The spirit's former body was not buried.
Memedi Djim: Djim are spirits of deceased priests, typically appearing as elderly, bald men wearing long prayer robes.
Memedi Uwil: Uwil are derived from the spirit of dead sohei.

Ghoul: ?
Groaning Spirit: ?
Skeleton: ?
Zombie: ?
Shadow: ?
Mummy: ?
Spectre: ?
Eastern Vampire: ?
 

Voadam

Legend
MC9 Monstrous Compendium Spelljammer Appendix II (2e)
2e
Firelich: Firelichs are high-level evil mages whose bodies were prepared for lichdom upon their death. Such mages, either through ignorance (such as in casting fire spells) or spell failure, exploded in the phlogiston. The lich-preparation spells in their bodies turned them into living fireballs of undeath, racing through wildspace, screaming in eternal pain and looking for something to collide with, as a way to extinguish the flames.
It is unknown how the wizard gets from the phlogiston to wildspace. Since the only wizards that can become fireliches are the ones that had made previous preparations for lichdom, some guess that the arcane lich ceremonies tear a temporary hole into wildspace. The energy to create this tear may come from the explosion that created the firelich. If this is true, the hole certainly closes immediately after the firelich enters wildspace.
Spirit Warrior: Spirit warriors are weapons from the Unhuman Wars. There are three ways to acquire one: find one that has been abandoned, wrest one from its owner in combat, or grow one from an egg and perform the appropriate spells. Since the Wars ranged over a great area, the chance of finding an abandoned warrior is small. Also, those still piloted have most likely been around since the time of the Wars, so wresting one from its master in combat is also unlikely. This leaves the method of growing one from an egg, as follows:
The would-be spirit warrior receives an egg. The fighter must incubate the pinhead-sized egg in a warm and secure environment, preferably next to the fighter's body. When the egg hatches, the warrior must nurture and protect the fragile larva from six months to a year, until it is mature. This nurturing involves close emotional contact with the insect (stroking, petting, cuddling, thinking pleasant thoughts) to develop a strong emotional bond as one would with a pet or familiar. After a year the insect is mature, and the spells of modification begin; however, for the strongest bond, this final process is delayed until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony.
The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's remains. These spells also link the minds of warrior and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process installs a special minor helm in the hollow chest cavity of the insect warrior.
During the Unhuman Wars, elvish mages created the warriors as armored, super-strong weapons to counter orcish monsters being released on various worlds. At first their years of research only worked up to a point: the giant undead insects ran amok, killing researchers and damaging Armada Noble itself.
An assistant, Rowan Starblade by name, discovered that the ceremonies failed because the researchers and the insects shared no emotional bond. When one of Rowan's "pet" research insects rampaged after the ill-fated ceremony, she threw herself in front of the beast, begging it to stop. To her surprise, the giant insect obeyed her command!
Further experimentation with Rowan's pet zombie revealed that when she welded a modified minor helm in the insect's hollow chest cavity with gold and platinum wire, she could sit in the helm and pilot the insect with her speed and agility, and with the insect's strength.
Spirit Warrior Carnivore: Carnivores descend from the praying mantis.
Spirit Warrior Herbivore: Herbivores are based on the katydid.
Spirit Warrior Nektar: Nektars descend from an insect similar to both a butterfly and a wasp.
Spirit Warrior Zwarth: Zwarth construction resembles that of a spirit warrior. Growth and bonding processes are the same. (Yes, an entire party must undergo this process!)
Stellar Undead: Stellar undead are the corpses of spelljamming sailors returned to a semblance of life. The corpses are animated by raw energy from the Negative Material Plane. This energy warps the dying sailor's brains, twisting their final thoughts of home, safety, and friends into an unholy desire to walk again among the living, and to be warm again by drinking their blood.
Due to the vacuum of wildspace, most bodies decompose very slowly. When viewed from more than 3' away, stellar undead do not look dead, but much as they did in life.
 

Voadam

Legend
MC10 Monstrous Compendium Ravenloft Appendix
2e
Bastellus: Any being reduced to below level 0 by the preying of a bastellus will die in its sleep, seemingly of a heart attack. If the body is not destroyed (via cremation, immersion in acid, or similar means), its spirit will rise in a number of days equal to the number of levels it lost to the bastellus. Thus, a 14th level wizard would rise up in two weeks. The new spirit is also a bastellus, but it has no connection with the monster that created it.
There are those who would argue that the bastellus is a creature from beyond the grave and, therefore, has no place in the biology of the natural world. In fact, there is a great deal of speculation that this is not the case. Numerous scholars have put forth the theory that the bastellus is actually a product of the unrecognized hopes and aspirations of living creatures. If this is true, then the bastellus is very much a by-product of the living world and at least nominally important to it. This debate has raged for countless centuries, however, and it seems that the scholars who put forth both arguments are no closer to a resolution of the issue than they were when the debate began.
Skeletal Bat: Skeletal bats are created by the use of an animate dead spell and are often associated with necromancers or evil priests. They are to bats what traditional skeletons are to humans — mindless animated remains.
Bowlyn, Sailor's Demise: Bowlyn are undead spirits who, like the poltergeist, do not rest easily in their graves. Without exception, they were sailors on ocean-going vessels who died due to an accident at sea. In life, they were cruel or selfish persons; in death they blame their shipmates for the mishap that took their lives. Thus, they return from their watery graves to force others beneath the icy waves.
Typical hauntings do not occur immediately after the death of the sailor fated to become a bowlyn. It takes the spirit of the seaman from 1-10 years to return from the grave. The first appearance of a bowlyn always takes place on the anniversary of its death and the haunting lasts for 1-6 weeks.
Bussengeist: A bussengeist is the spectral form of someone who died in a great calamity brought on by their own action or inaction.
As a rule, only those persons who feel remorse for their actions will become bussengeists. For example, a traitor who allowed an invading force to gain access to a walled city and was himself slain in the ensuing battle might become a bussengeist. If he was killed without warning and felt no pity for those his actions had brought misery to, he would not be transformed. If, on the other hand, he knew that he was about to die and had reason to feel that he had acted in error, he might well become a bussengeist. In his afterlife, he would visit cities in the process of being raided by barbarians, castles being overrun by monsters, and similar scenes.
Ghoul Lord: Ghoul lords are unique to the demiplane of Ravenloft. It is rumored that they were first created at the hands of an insane necromancer in some other dimension, but that they were so evil as to instantly draw the attention of the Dark Powers. The Mists of Ravenloft absorbed all of the existing ghoul lords and scattered them across the domains.
Azalin, Lich, Lord of Darkon: ?
Stahd Von Zarovich, Master Vampire, Lord of Barovia: ?
Mist Horror: Mist horrors are the spirits of evil beings who, while not foul enough to receive their own domain, attracted the attention of the Dark Powers with their diabolical acts during life. Upon their deaths, their spirits leave their bodies to enter the mists. Throughout Ravenloft, there is a superstition that anyone buried on a foggy day will become a mist horror. This may or may not be true, but the Vistani themselves seem to take this belief very seriously and that lends great credence to it in the eyes of many.
As mentioned above, mist horrors are the spirits of evil beings who did not merit a place as lord of their own domain.
In essence, a mist horror is the evil soul of a being foul enough to draw the attention of the Dark Powers, but not so evil as to be rewarded/cursed with their own domain.
Wandering Horror: Wandering horrors appear as dark shapes that can be seen as they move through the mists. Unlike mist horrors, they are locked into a single shape—one that is based on the evil deed they did in life. For example, a cruel baron who ordered those he considered disloyal beheaded might well appear as a wandering figure without a head while a woman who murdered her lover with a poisonous spider might appear as a giant black widow.
The wandering horror is an evolutionary step above the mist horror. In essence, a mist horror is the evil soul of a being foul enough to draw the attention of the Dark Powers, but not so evil as to be rewarded/cursed with their own domain. After a period of time as a mist horror, however, this spirit may have caused enough fear and suffering (in short, done enough evil) to be elevated to the status of wandering horror.
Greater Mummy, Anhktepot's Children: Also known as Anhktepot's Children, greater mummies are a powerful form of undead created when a high-level lawful evil priest of certain religions is mummified and charged with the guarding of a burial place.
Greater mummies look just like their more common cousins save that they are almost always adorned with (un)holy symbols and wear the vestments of their religious order. They give off an odor that is said to be reminiscent of a spice cupboard because of the herbs used in the embalming process that created them.
Greater mummies are powerful undead creatures that are usually created from the mummified remains of powerful, evil priests. This being the case, the greater mummy now draws its mystical abilities from evil powers and darkness. In rare cases, however, the mummified priests served non-evil god in life and are still granted the powers they had in life from those gods.
The first of these creatures is known to have been produced by Anhktepot, the Lord of Har'akir, in the years before he became undead himself.
The process by which a greater mummy is created remains a mystery to all but Anhktepot. It is rumored that this process involves a great sacrifice to gain the favor of the gods and an oath of eternal loyalty to the Lord of Har'akir.
Greater Mummy 99 Years Old or Less: ?
Greater Mummy 100-199 Years Old: Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft.
Greater Mummy 200-299 Years Old: Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft.
Greater Mummy 300-199 Years Old: Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft.
Greater Mummy 400-199 Years Old: Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft.
Greater Mummy 500 or More Years Old: Greater mummies, like vampires, become more powerful with the passing of time in Ravenloft.
Anhktepot, Lord of Har'akir: ?
Giant Skeleton: Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts.
In actuality, they are simply human skeletons that have been magically enlarged.
The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk.
They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness.
The process by which giant skeletons are created is dark and evil. Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spell caster must have the intact skeleton of a normal human or demihuman.
On a night when the land is draped in fog, they must cast an animate dead, produce fire, enlarge, and a resist fire spell over the bones. When the last spell is cast, the bones lengthen and thicken and the creatures rises up. The the creator must make a Ravenloft Powers check for his part in this evil undertaking.
Undead Priestess, Radaga: ?
Strahd's Skeletal Steed: Strahd's skeletal steeds are magically animated undead horses, created as guardians and warriors by the master vampire Strahd Von Zarovich.
Completely stripped of flesh, skeletal steeds are held together by magic.
Only Strahd Von Zarovich knows the arcane ritual necessary to make them. He can make them only from horse skeletons where 90% of the bones and the skull are present. It is not know if other animals can be animated from the same spell, but given the power of the Lord of Barovia, and his ties to the evil forces of necromancy, this seems probable.
Undead Treant: When an evil treant sees that its many years are soon to come to an end, it seldom accepts this fate quietly. For most, this means a final, wild orgy of violence and death. For a few, however, it means death and resurrection as a thing so dark and evil that even the Vistani will not speak of it.
Undead treants seem to be a natural stage in the life cycle of some evil treants. No doubt this is given as a "reward" for their evil lives by the Dark Powers.
Valpurgeist, Hanged Man: The valpurgeist, or hanged man, is an undead creature that is sometimes manifested when an innocent man or woman is wrongly hanged for a crime. Unable to prove its innocence in life, the spirit returns after death to claim the lives of those who sent it to the gallows.
Valpurgeists are lonely souls who have felt the cold injustice of a world that would not believe their pleas of innocence. Because of this, they will have no kinship with any living thing in their afterlife.
They are simply products of evil and darkness.
Duke Gundar, Lord of Gundarak, Vampire Lord: ?
Vampire Companion: The process of vampiric bonding is as murky as the fog that often shrouds the vampire's movement. When the vampire decides to take a companion, it generally (although not always) seeks out an individual of the opposite sex that reminds them of someone they loved in life. The vampire repeatedly visits the victim, feeding on them until they are at the point of death. At the last, when all hope seems lost, the vampire draws away the last vestiges of the companion's life and infuses them with its own energies. The process is both traumatic and passionate, for this mingling of essences is far more intimate than any purely physical act of love.
When the bonding is completed, both the vampire and its victim are exhausted and all but helpless for upwards of an hour. At the end of that time, the victim has become a vampire.
Vampire Dwarf, Dwarven Vampire: Any character reduced to a Constitution score of 0 by a dwarven vampire's vitality drain is instantly slain and will rise again as a vampire (of the appropriate type) in 3 days.
Those dwarves that fall prey to the undead will often become themselves undead. Three days after any character dies from the vampire's vitality draining, they will rise again if certain conditions are met. First, and most importantly, the victim must have been a dwarf. Vampire dwarves who kill elves or humans will not create new vampires, for only their own kind can be brought back to unlife by them. Further, the body must be intact. Second, the body must be placed in a stone coffin or sarcophagus and then entombed in some subterranean place. A typical burial service will meet this requirement, while placement in a crypt on the surface will not. Finally, the dwarven vampire must visit the body of its victim on the third night after burial and sprinkle the body with powdered metals. As soon as this is done, the new vampire is born.
Dwarven Vampire 0-99 Years Old: ?
Dwarven Vampire 100-199 Years Old: ?
Dwarven Vampire 200-299 Years Old: ?
Dwarven Vampire 300-399 Years Old: ?
Dwarven Vampire 400-499 Years Old: ?
Dwarven Vampire 500+ Years Old: ?
Vampire Elf, Elvish Vampire: Any elf or half-elf who dies from the elvish vampire's essence draining attack will become a vampire.
Any elf or half-elf who falls to the essence draining attack of an elven vampire will rise again as an elven vampire so long as the body is intact after three days. If the body has been destroyed or mutilated, the transformation is averted, and the dead character may rest in peace. However, any attempt to revive the slain character (with a resurrection spell, for example) has a flat 50% chance of transforming the character into a vampire once the spell is cast.
Elvish Vampire 0-99 Years Old: ?
Elvish Vampire 100-199 Years Old: As time goes by, elvish vampires can become even more powerful than they are initially.
Elvish Vampire 200-299 Years Old: As time goes by, elvish vampires can become even more powerful than they are initially.
Elvish Vampire 300-399 Years Old: As time goes by, elvish vampires can become even more powerful than they are initially.
Elvish Vampire 400-499 Years Old: As time goes by, elvish vampires can become even more powerful than they are initially.
Elvish Vampire 500+ Years Old: As time goes by, elvish vampires can become even more powerful than they are initially.
Vampire Gnome, Gnomish Vampire: While the hand-to-hand blows of gnomish vampires are weak, however, they are not without a powerful debilitating affect. Those struck by such attacks will begin to feel the painful arthritic attack of the creature instantly, for each successful attack drains 2 points of Dexterity from the victim. The result is a painful stiffness in the joints and muscles that can, if the victim suffers several attacks, be crippling or even fatal. Those reduced to a Dexterity score of 0 will be slain as the creeping paralysis spreads through their lungs and heart, making it impossible for them to survive. Gnomes who die in this fashion may themselves become undead if steps are not taken to prevent this foul transformation.
Gnomish vampires seldom create others of their kind. When they opt to do so, however, the process is not without risk. The vampire must first slay a victim with its debilitating touch and then move the body to the sarcophagus in which the vampire itself sleeps. For the next three days, the body must lie in the coffin while the vampire rests atop it, allowing its essences to seep slowly into the evolving vampire. At the end of this time, the slain gnome rises as a fully functioning vampire, completely under the control of its creator. While the gnome vampire rests atop its coffin, it is unable to regenerate any lost hit points or employ any of its spell-like abilities. Thus, the creature is far more vulnerable to attack at this time than it normally might be. In addition, it cannot interrupt the creation process once it has begun or both the would-be vampire and its creator will die.
Gnomish Vampire 0-99 Years Old: ?
Gnomish Vampire 100-199 Years Old: As gnomish vampires age, they become more dangerous and more powerful.
Gnomish Vampire 200-299 Years Old: As gnomish vampires age, they become more dangerous and more powerful.
Gnomish Vampire 300-399 Years Old: As gnomish vampires age, they become more dangerous and more powerful.
Gnomish Vampire 400-499 Years Old: As gnomish vampires age, they become more dangerous and more powerful.
Gnomish Vampire 500+ Years Old: As gnomish vampires age, they become more dangerous and more powerful.
Vampire Halfling: Those halflings who die from a halfling vampire's life draining attack will become vampires themselves.
The vampire can make more of its kind only by slaying other halflings with its energy-sapping attack. In order to create a new vampire, the halfling need do nothing more than keep the body of its victim intact for 7 days after death and a new vampire will be created.
Halfling Vampire 0-99 Years Old: ?
Halfling Vampire 100-199 Years Old: As with other demihuman vampires, halfling vampires become more powerful with age.
Halfling Vampire 200-299 Years Old: As with other demihuman vampires, halfling vampires become more powerful with age.
Halfling Vampire 300-399 Years Old: As with other demihuman vampires, halfling vampires become more powerful with age.
Halfling Vampire 400-499 Years Old: As with other demihuman vampires, halfling vampires become more powerful with age.
Halfling Vampire 500+ Years Old: As with other demihuman vampires, halfling vampires become more powerful with age.
Vampire Kender: Those kender who die from the spirit-rending attack of the kender vampire are in no danger of becoming vampires themselves, however, for these foul creatures are the product of dark sciences and magical experimentation that can only be duplicated with the direct intervention of Lord Soth of Sithicus.
The kender vampire is a solitary creature that exists only to do the bidding of Lord Soth of Sithicus. He is the father of their race, and, although they despise him for what he has done to them, they are unable to turn against him or act in any way contrary to his interests.
Knowing the revulsion that the elves who live in his domain feel for all manner of unnatural things, Soth felt that he could find no better slaves than a band of undead. Aware that undead elves might pose a threat to his own power, Soth set about the creation of a new breed of undead. Drawing a small kender village through the misty veils of Ravenloft and into his domain, he had them killed one by one so that he could study their sufferings and invoke carefully designed magical rituals over their bodies in attempts to make them rise as undead. By the time he had finished with these sad kender, fully half of them had died horrible deaths and suffered unspeakable torment at the hand of the dreaded deathknight. The results of his experiments were, however, satisfactory to Soth, for he discovered a formula that would create a race of vampires utterly loyal to him. It is believed that Soth has created no fewer than 10 such monsters and no more than 30, although hard evidence to support any given estimate is hard to come by.
Kender vampires can exist only within the confines of Lord Soth's domain of Sithicus. They are tied to that dark land in some mystical way that, no doubt, relates to the evil magic used in their creation. It is possible that Lord Soth was required to invoke the favor of the Dark Powers in his creation of these dreaded monsters and, thus, that he has paid some horrible price for their loyalty to him.
Lord Soth, Lord of Sithicus, Death Knight: ?
Zombie Lord: The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. They are formed on rare occasions as the result of a raise dead spell cast while in the demiplane of Ravenloft.
The zombie lord comes into being by chance, and only under certain conditions. First, an evil human being (the soon-to-be zombie lord) must die at the hands of an undead creature. Second, an attempt to raise the slain character must be made. Third, and last, the character must fail his resurrection survival roll. It is believed that the zombie lord can be created only in Ravenloft, but this is not proven absolutely for they have been encountered in other lands from time to time.

Ghost: ?
Ghoul: The death of a darkling usually (90%) draws the attention of the nearest Vistani group. Within a week, they arrive at the location of the demise, bury the body (if such is still available), and perform an ancient rite designed to soothe the spirit of their tortured brother and allow him to rest in eternal peace. If this ritual is not completed, there is a 90% chance that the darkling will return in 1-6 weeks as a ghast (if the body is intact) or as a wraith (if the body has been destroyed). This undead creature will then hunt down those men who served it in life and kill them, transforming them into ghouls (if the darkling returns as a ghast) or wights (if it is a wraith).
Ghoul Ghast: The death of a darkling usually (90%) draws the attention of the nearest Vistani group. Within a week, they arrive at the location of the demise, bury the body (if such is still available), and perform an ancient rite designed to soothe the spirit of their tortured brother and allow him to rest in eternal peace. If this ritual is not completed, there is a 90% chance that the darkling will return in 1-6 weeks as a ghast (if the body is intact) or as a wraith (if the body has been destroyed).
The bite of a ghoul lord causes the victim to contract a horrible rotting disease unless a saving throw vs. poison is made. Those afflicted with this illness will lose 1d10 hit points and 1 point from their Constitution and Charisma scores each day. If either ability score or their hit point totals reach 0, the person dies. If the body is not destroyed, they will rise as a ghast on the third night after their death. In such a state, they are wholly under the command of the creature that made them until such time as that horror is destroyed. At that point, they become free-willed creatures.
The rotting disease can be cured by nothing less than a heal spell. Once the progression of the disease is halted, the victim's Constitution score will return to its original value at the rate of 1 point per week. Their Charisma, however, will remain at its reduced level because of the horrible scars this ailment leaves on both body and soul.
Ghoul Lacedon: ?
Groaning Spirit, Banshee: ?
Haunt:
Heucuva:
Lich: ?
Lich Demilich: ?
Mummy: When a greater mummy wishes to create normal mummies as servants, it does so by mummifying persons infected with its rotting disease. This magical process requires 12-18 hours (10 + 2d4) and cannot be disturbed without ruining the enchantment. Persons to be mummified are normally held or charmed so that they cannot resist the mummification process. Once the process is completed, victims are helpless to escape the bandages that bind them. If nothing happens to free them, they will die of the mummy rot just as they would have elsewhere. Upon their death, however, a strange transformation takes place. Rather than crumbling away into dust, these poor souls rise again as normal mummies.
Poltergeist: ?
Shadow: ?
Skeleton: ?
Skeleton Animal: ?
Skeleton Monster: ?
Spectre: ?
Vampire: As described in the RAVENLOFT Boxed Set, there are three ways to become a vampire. Each of these paths to darkness has its own unique character, but the end result is always a creature of unsurpassed evil and power.
The first path, generally known as that of deadly desire, is perhaps the most awful. In this case, the individual who is destined to become a vampire actually wishes to cross over and become undead. While it has been said that they must sacrifice their lives to attain this goal, a greater cost is often paid. Those who desire to live eternally and feed on the life essences of their fellow men must give up a portion of their spirits to the Dark Powers themselves. In this way, they are granted the powers of the undead, but also stripped of the last vestiges of their humanity. In the centuries to come, many find this loss too great to bear and seek out their own destruction.
The second path, that of the curse, is often the most insidious of the three. In this case, the individual is often unaware that he or she is destined to become a thing of the night. The transformation into "unlife" might occur because of a potent curse laid down by someone who has been wronged by the victim. Occasionally, an individual might find that he or she has inherited (or found) a beautiful and alluring magical ring—only to find that it cannot be removed and that the character is slowly . . . changing. There are those who accept this curse and embrace their new existence as a vampire, while others despise the things they have become. In nearly every case, these are the most passionate and "alive" examples of this evil race.
The final, and surely most tragic, path to vampirism is that of the victim. This is the route most commonly taken to vampirism, for it is the way in which those slain by a vampire become vampires themselves.
When a vampire decides to create new slaves, it does so by taking their lives in some special way. For most, it is simply the draining of their life energies or the drinking of their blood. Whatever the end result, if the victim dies from the feeding of the beast, he or she rises again as a vampire.
Vampire Oriental: ?
Wight: The death of a darkling usually (90%) draws the attention of the nearest Vistani group. Within a week, they arrive at the location of the demise, bury the body (if such is still available), and perform an ancient rite designed to soothe the spirit of their tortured brother and allow him to rest in eternal peace. If this ritual is not completed, there is a 90% chance that the darkling will return in 1-6 weeks as a ghast (if the body is intact) or as a wraith (if the body has been destroyed). This undead creature will then hunt down those men who served it in life and kill them, transforming them into ghouls (if the darkling returns as a ghast) or wights (if it is a wraith).
Wraith: The death of a darkling usually (90%) draws the attention of the nearest Vistani group. Within a week, they arrive at the location of the demise, bury the body (if such is still available), and perform an ancient rite designed to soothe the spirit of their tortured brother and allow him to rest in eternal peace. If this ritual is not completed, there is a 90% chance that the darkling will return in 1-6 weeks as a ghast (if the body is intact) or as a wraith (if the body has been destroyed).
Zombie: The odor of death that surrounds the zombie lord is so potent that it can cause horrible effects in those who breath it. On the first round that a character comes within 30 yards of the monster, he must save vs. poison or be affected in some way. The following results are possible:
1d6 Roll Effect
1 Weakness (as the spell)
2 Cause disease (as the spell)
3 -1 point of Constitution
4 Contagion (as the spell)
5 Character unable to act for 1d4 rounds due to nausea and vomiting
6 Character dies instantly and becomes a zombie under control of the zombie lord
Zombie Monster: ?
Zombie Ju-ju: ?
Crawling Claw: ?
Revenant: ?
Undead Beast Stahnk: ?
Undead Beast Gholor: ?
Knight Haunt: ?
Death Knight: ?
Spectral Minion: ?
Skeleton Warrior: ?
Witchlin: ?
Crypt Thing: ?
Son of Kyuss: ?
Slow Shadow: ?
Wraith Swordwraith: ?
Wraith Soul Beckoner: ?
Sea Zombie: ?
Chu-U: ?
Con-Tinh:
Gaki Jiki-Tetsu-Gaki: ?
Gaki Jiki-Niku-Gaki:
Gaki Shikki-Gaki:
Gaki Shinen-Gaki:
Kuei: ?
Memedi: ?
Ancient Mariner: ?
Spirit Jam: ?
Firelich: ?
Spirit Warrior: ?
Stellar Undead: ?
 

Voadam

Legend
MC11 Monstrous Compendium Forgotten Realms Appendix (2e)
2e
Harrla: The harrla seems to be a natural creature. While some speculate that it is undead or of extraplanar origin, there seems to be little proof of this. Most sages agree that the harrla is not a product of the negative material plane, as most undead are.
Inquisitor: Created by evil wizards centuries ago, inquisitors are a shambling, rotting, undead abomination, living on sheer terror.
Inquisitors are biologically immortal, cursed hundreds or thousands of years ago to forever cause pain and extract information. They cannot reproduce.
Lhiannan Shee, The Ghosts of Obsession: It is thought to be the undead spirit of a woman who killed herself for the unrequited love of a bard or other artistically talented and desirable, but unobtainable or callous man.
Phantom: Phantoms are images left behind by a particularly strong death trauma. A phantom is like a three-dimensional motion picture image filmed at the time of a character's death, in the area where he died.
Nonstandard Phantom Sight: ?
Nonstandard Phantom Sound: ?
Nonstandard Phantom Smell: ?
Evil Phantom: Of greater concern, there are some phantoms that are actually evil, created when powerful evil creatures from other planes are "slain" (forced to return to their home planes) in the Prime Material plane. These phantoms appear as per the evil creature's will 35% of the time, and can seriously misinform or endanger those it meets.
Skuz: Skuz attack by forming pseudo-arms from their slimy mass. In addition to causing physical damage, each touch of a skuz drains one life level from its victim. When a humanoid victim is weakened, the skuz pulls it beneath the water to drown it. When dead, the victim becomes a skuz. Humanoids who are killed by a skuz, but not drowned, do not become one of the unread.

Ghast: ?
Ghost: ?
Groaning Spirit: ?
Haunt: ?
Zombie: ?
Revenant: A character who is murdered and generates a phantom may also return as a revenant.
 

Voadam

Legend
MC13 Monstrous Compendium Al-Qadim Appendix
2e
Ghost Mount: Ghost mounts are formed from the spirits of mistreated animals, creatures so brutally handled in life that they survive after death to take vengeance on all creatures who ride them.
Great Ghul: The great ghuls are undead elemental cousins of the genies, the most wicked members of an inferior order of jann.
Ghul: Only jann slain by great ghuls become ghuls themselves; all other races are simply slain and devoured.
Great Ghul Mage: ?
Great Ghul Sha'ir: ?
Great Ghul Desert: ?
Great Ghul Mountain: ?
Rom: Rom are thought to be all that remains of an ancient race of giant herdsmen. They lived in the hills and on the plains where their giant cows could graze, some practicing a limited form of agriculture. They were a quiet, peace-loving people whose end came when their wives produced only male children; there were no further generations. Shaking their fists at the sad destiny Fate had passed upon them, they built enormous stone cairns for themselves, fashioned out of monolithic granite slabs. Entire clans of rom descended into their self-made tombs, burying themselves alive. However, so great was their collective self-pity and anger at Fate, that their existence persisted beyond death.

Ghost: Ghost mounts are undead creatures which can help desperate or foolish travelers cover vast distances, but at a price. These beasts are aptly named, not only for their appearance, but also because those who ride a ghost mount may themselves become ghosts, doomed to wandering the deserts by night
Wraith: Any creature that rides a ghost mount must make an ability check using Wisdom (at a -2 penalty) when the journey begins. If the check is failed, the mount refuses to obey the rider's instructions and instead takes him deep into the nearest wilderness at full speed. Leaping from the mount when it is traveling at a gallop causes 3d6 points of damage, and items falling with the rider must make a saving throw against crushing blows. If the rider stays with the ghost mount, it will throw him after traveling at least 75 miles into the wilderness. Being thrown causes1d6 damage; a saving throw against falling for items carried by the thrown rider must also be made.
If the initial Wisdom ability check is successful, the ghost mount obeys, but the rider must then make a saving throw versus death magic when the journey has reached a middle point. Failure indicates that the ghost mount's life energy drain has transformed the rider into a wraith.
Ghoul: ?
Ghost: ?
Lacedon: ?
Ghast: ?
Haunt: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Monster Skeleton: ?
Spectre: ?
Vampire: ?
Zombie: ?
 

Voadam

Legend
MC14 Monstrous Compendium Fiend Folio Appendix (2e)
2e
Apparition: If an apparition's slain victim is not restored to life within 24 hours, he/she will rise as an apparition 2-8 hours later.
Coffer Corpse: The coffer corpse is an undead creature seeking its final rest. It will always be encountered on a stranded funeral barge, unburnt pyre, or the scene of some other incomplete death ritual.
Penanggalan: A female victim of a penanggalan will rise from the grave in three days as a penanggalan, as a free-willed undead. If an attempt is made to raise her within that three day period, the chances of resurrection survival are halved. Should an attempt to raise the victim succeed, the victim will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed. Failure means that no further attempt can be made; the process by which the victim becomes a penanggalan is then inexorable.
Sheet Ghoul: Sheet ghouls are created when sheet phantoms kill their victims.
If the victim dies enveloped within the sheet phantom, the sheet phantom merges with the body, creating a sheet ghoul. This process takes 12 hours to complete.
Sheet Phantom: There are sufficient similarities between the sheet phantom and the lurker above for some scholars to speculate that the former is an undead form of the latter. However, other sages and scholars claim that sheet phantoms are actual sheets that have absorbed the life-essence of an evil person who died in their bed. The evil soul is trapped in the sheet, and forced to wander about as a sheet phantom.

Mummy: ?
Spectre: ?
Wraith: ?
Zombie: ?
Ghoul: ?
Ghast: ?
Vampire: ?
 

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