Undead Origins

Voadam

Legend
Criaturas Lendárias: Mythical Creatures of Brazilian Folklore
Blueholme
Dry-Body, Corpo-Seco: Also known as Corpo-Seco, Dry-Body was a wicked man in life, a brute who even beat his own mother. When he died, the earth itself rejected his body, and he turned into an evil creature that lurks in the trunks of trees.
Grazing Boy: A slave boy who died a hideous death, whipped unconscious and thrown into an ants’ nest, as punishment for letting his owner’s horses escape. He returns to earth as a spirit and helps people who are looking for lost things.
 

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Voadam

Legend
Cult of Diana: The Amazon Witch for Basic Era Games
Blueholme
Skeleton Hero: ?
Ghost: Pass Through Fire spell.

Pass Through Fire
Level: Witch Ritual 5
Ritual Requirements: The witch, the person to be raised, see below
Range: One dead body
Duration: special
Witches are normally not allowed to bring anyone back from the dead. This is magic that is beyond them and violates their views of how the Life-Death-Rebirth cycle works. But occasionally there is a way to do it if the witch knows how.
By means of this ritual, the witch can bring someone back from the dead if acted on before sundown. The witch anoints the dead body with holy oils, herbs, and incense. She places her hands on the body’s chest above the heart and sends out a lament to the dead. The body will burst into flames (always causing 2d6 hp damage to the witch, no save) and from the flames the dead will rise, alive and whole. The ritual takes a full hour to cast, and the witch must not be interrupted.
However, if the sun sets on the body before this ritual is complete, then the soul is gone forever. Also if the person died while standing at any sort of crossroads, liminal or in-between place it is likely the soul will get lost on the return and instead of a raised friend the witch will have a dead body and a ghost to deal with.
Material Components: Holy oil, herbs, and incense valued at 1,000 gp.
 


Voadam

Legend
The Necropolis of Nuromen
Blueholme
Skeleton: All four skeletons will come to life – they have been turned into undead by the curse of Nuromen.
Zombie: ?
Ghost: There is also a ghost here, the phantom of a drunkard who resided with the necromancer in Law's End.
Skeletal Arm: ?
Nuromen, Wraith: When Nuromen himself died in the disaster that befell his demesne, his cleric laid him and his wife Zimena to rest in this sepulchre before taking his own life.
Nuromen did not pass into the world beyond but has remained as a wraith!
 

Voadam

Legend
The Return of the Blue Baron
Blueholme
Witches Switches: It is rumored to be the collective spirits of 13 religious women deprived of novices to discipline.
Mircalla, Vampire: ?
Zombie: Vampire slimes drain victims of blood and fluids, often flowing inside a dead victim to animate it as a zombie.
If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons.
Vampire Slime: Vampire slimes are foul amorphic undead formed by an evil alchemical rite, involving a cultist who drinks a potion that violently liquidates their body, only to have their life force reanimate the miasmal puddled remains.
Skeleton: If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons.
Greater Skeleton: ?
Bonkers the Undead Monkey: A trained mandrill turned into a hateful abomination with unnatural strength and regeneration. Bonkers waits in his concealed cage amongst tarpaulin-covered crates to grab for claw damage each round, removed with a strength check.
Elephant Mummy: ?
Animated Mosaic Lesser Skeleton: ?
Animated Mosaic Carnosaur Skeleton: ?
Mosaic Spectre: ?
Revenant: Revenant Charm magic item.

Revenant Charm
This stained bone fetish allows the wearer to reanimate and avenge his or her own death. Anyone can be sought or attacked so long as it involves getting to the killer or killers. Furthermore, the revenant gains a bonus equal to half its character levels (rounded down) for task checks and to resist turning attempts. Once the last killer is dead, the revenant drops as a disintegrating husk. The revenant gains the usual undead immunities and weaknesses, but it may otherwise be destroyed normally.
 

Voadam

Legend
Monsters and Treasures of Airhde 2nd Printing
Castles & Crusades
Undead Crow: ?
Forsaken: The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could.
Mison Men: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one.
Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerlulthut: A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing.
Soul Thief, Rottenshuf: These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Terralip Tree: In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirts, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life.
The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hardbarked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow.
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
Stronger Skeleton: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
Stronger Zombie: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
Malhavok, Wraith: In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat.
Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life. This blade, born of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing.
Ghost Jackal: ?

Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Wight: ?
Ghoul: ?
Skeleton: Knoglen Blade magic item.
Zombie: Knoglen Blade magic item.
Banshee: The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.
Noxmorus magic item
Ghost: ?

KNOGLEN BLADE: Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a +3 bonus to both attacks and damage. The blade is razor sharp, also crafted from living bone. On a result of 19 or 20 (before bonuses) flakes of the blade break off and enter the wound. Once in a wound the flakes begin to meld with the victim. In the round following a successful hit the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless.
If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bone flakes, as if they were a skeleton. They turn as a skeleton. If untreated the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die.
Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days.

NOXMURUS, “NIGHT OF THE DEAD”: When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world.
The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history.
Noxmurus is a +5 two-handed claymore, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross-guard is speckled black, as if colored with coal dust. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by a human, or any elf other than a high elf or half-elf with high elf ancestry, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and as such can control the will of its wielder. Noxmurus has a will of 21.
When unsheathed, the sword allows the wielder to move silently as a 5th level rogue, and if in a forest environment, the bearer can become invisible at will to all beings less than 15 hit dice and to all elves (as the spell invisibility). Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp familiar in all respects.
The blade imparts a resistance to poison (as the dwarf) as well as darkvision up to 120 feet. It can detect magic within a 20 foot radius. When borne by any elf other than a high elf or half-elf with high elf ancestry, the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour acts similar to the Frightful Presence of Dragons. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD. A potentially affected creature that succeeds at a wisdom save (CL 20) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all to hit rolls and attribute checks. The wielder can also detect any type of scrying.
The sword has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elf or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.
 
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Voadam

Legend
Monsters & Treasures of Airhde 3rd Printing
Castles & Crusades
Undead Crow: ?
Forsaken: The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could.
Mison Men: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddes Inzae, and her disposition is a malicious one.
Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerlulthut: A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing.
Soul Thief, Rottenshuf: These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Terralip Tree: In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life.
The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard-barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow.
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
Stronger Skeleton: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
Stronger Zombie: At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).
Malhavok, Wraith: In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat.
Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life.
Ghost Jackal: ?

Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Wight: ?
Ghoul: ?
Skeleton: Knoglen Blade magic item.
Zombie: Knoglen Blade magic item.
Banshee: The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.
Noxmorus magic item
Ghost: ?

KNOGLEN BLADE: Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a +3 bonus to both attacks and damage. The blade is razor sharp, also crafted from living bone. On a result of 19 or 20 (before bonuses) flakes of the blade break off and enter the wound. Once in a wound the flakes begin to meld with the victim. In the round following a successful hit the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless.
If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure diseas, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bone flakes, as if they were a skeleton. They turn as a skeleton. If untreated the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die.
Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days.

NOXMURUS, “NIGHT OF THE DEAD”: When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world.
The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history.
Noxmurus is a +5 two-handed claymore, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross-guard is speckled black, as if colored with coal dust. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by a human, or any elf other than a high elf or half-elf with high elf ancestry, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and as such can control the will of its wielder. Noxmurus has a will of 21.
When unsheathed, the sword allows the wielder to move silently as a 5th level rogue, and if in a forest environment, the bearer can become invisible at will to all beings less than 15 hit dice and to all elves (as the spell invisibility). Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp familiar in all respects.
The blade imparts a resistance to poison (as the dwarf) as well as darkvision up to 120 feet. It can detect magic within a 20 foot radius. When borne by any elf other than a high elf or half-elf with high elf ancestry, the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour acts similar to the Frightful Presence of Dragons. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD. A potentially affected creature that succeeds at a wisdom save (CL 20) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all to hit rolls and attribute checks. The wielder can also detect any type of scrying.
 
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Voadam

Legend
Tome of the Unclean
Castles & Crusades
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.
Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if they were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Devil Discarnate Lesser: The discarnate are lost souls, shadows of their former selves.
The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.
Note that the discarnate are also people that have fallen in Hell and have become undead creatures.
Abigor: ?
Ousmane: ?
Undead Crow: ?
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death.
Only humans can be reborn as draugr.
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghoul: The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Haunt: The haunt is an undead tied to the spot of its death. It appears as a ghostly image, a floating, incorporeal form that vaguely resembles its form before death, be it man, dwarf, gnome or some other humanoid. In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task.
A haunt can be of any alignment and its task can be anything from the mundane (“replace the stone in the wall thus covering the secret hiding place”) to the extraordinary (“travel to a distant land and deliver a message of peace”); from the safe (“to see my child who was born after I died”) to the perilous (“avenge my family by killing the ancient red dragon who murdered them all”).
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction.
A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence.
The process required to create a mummy gives the creature powerful protections against physical damage.
Nekun: Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more.
The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Son of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
Those victims that have had a worm from a Son of Rhealth land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease.
This disease manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Scepter of Orcus.
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. A wraith is incorporeal, having shed all connections of the flesh.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith.
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
D20 MONSTER
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
Monster Zombie: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie.
Ogre Zombie: ?
Denizen Genitch Beetle: They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.
Vampire: ?
Banshee: But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Demi-Lich: ?

SCEPTER OF ORCUS’S: At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control.
 
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Voadam

Legend
Tome of the Unclean 2019 Preorder
Castles & Crusades
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Vorgalos house their lairs, the country around and the beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.
In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.
It is not so simple in the infernal planes for here there are few living creatures that possess restless spirits.
Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. When Orcus calls his armies to him, hosts of them rise from the earth around him, these are the untethered undead and they serve him for they know no other way.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Devil Discarnate: The discarnate are lost souls, shadows of their former selves.
The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.
Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.
Note that the discarnate are also people that have fallen in Hell and have become undead creatures.
Abigor: ?
Ousmane: ?
Undead Crow: ?
Draugr: The draugr is a type of undead so malevolent in life that its evil ways still possess it in death.
Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.
Ghast: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghost: Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.
Once set loose in Hell, a soul is difficult to find and if not devoured will appear as a ghost somewhere.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Ghoul: If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.
Haunt: In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task.
Lich: A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.
Mummy: A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.
The process required to create a mummy gives the creature powerful protections against physical damage.
There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction.
Nekun: Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth.
Revenant: Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.
Shadow: They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.
A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A victim rising as a shadow is forever dead, and cannot be restored to life by any means short of a wish.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Skeletal Warrior: The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more.
The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose.
Skeleton: Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery.
Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days.
Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead.
Spectre: Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.
Any creature slain by a spectre will become a spectre in 1d4 rounds.
Son of Rhealth: The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.
The disease from a son of Rhealth worm bursting inside a victim manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.
Wight: They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.
A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control.
But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Wraith: Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.
A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Zombie: Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.
As humans can be turned into undead, so can the plethora of monsters that litter the land.
Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:
1–10 Zombie
11–15 Shadow
16–19 Wight
20 Wraith
Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days.
Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead.
Zombie Monster: As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie, and the CK must make adjustments to the statistics listed above.
Vampire: ?
Banshee: But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.
Lich: ?
Demi-Lich: ?
Wight Spawn: A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.
Wraith Spawn: A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.
Denizen Genitch Beetle: They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.
 
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Voadam

Legend
Player's Handbook 7th Printing
Castles & Crusades
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.
Ghoul: Create Undead spell caster level 11.
Shadow: Create Undead spell caster level 12.
Ghast: Create Undead spell caster level 13.
Wight: Create Undead spell caster level 14.
Wraith: Create Undead spell caster level 18.
Mummy: Create Greater Undead spell caster level 13.
Spectre: Create Greater Undead spell caster level 15.
Vampire: Create Greater Undead spell caster level 17.
Ghost: Create Greater Undead spell caster level 19.

ANIMATE DEAD*, Level 3 cleric, 5 wizard
CT 1 R 50 ft. D Permanent
SV none SR none Comp V, S, M
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell.
The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits.
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive.
The material component for this spell is a bag of bones.
Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.

CREATE UNDEAD, Level 6 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.
The material component for this spell is a corpse.

CREATE GREATER UNDEAD, Level 8 cleric
CT 1 hour R 50 ft. (one) D permanent
SV n/a SR n/a Comp DF, V, S, M
This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check.
This spell must be cast at night and the caster must spend 100gp per corpse.
The material component for this spell is a corpse.
 

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