Undead Origins

Voadam

Legend
(DP 2) The Bishop's Secret
Swords & Wizardry
Ghoul: These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition.
Skeleton: These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition.
Zombie: A victim drained to 0 Intelligence by the trapped spirits dies, but does not stay dead. In 1d6 rounds, the victim rises again as a zombie.
These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition.
Enslaved Spirit: Pausanias has desecrated 11 corpses, stripping the bodies, and hacking off the heads while screaming blasphemous imprecations. He mounted the heads in the Wicked Chapel. The spirits of those whose resting places were violated remain trapped in the severed heads.
 

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Voadam

Legend
(DP 3) Narvon's Sinister Stair
Swords & Wizardry
Proklyat: In life, proklyats were those who served diabolical masters by seducing others into committing profane acts. In death, those same servants find themselves stripped of all corporeal existence, reduced to invisible phantoms whose voices hold terrible power.
Skeleton: The undead throne is difficult to turn. A successful turn undead expels one skeleton from the throne's body if the undead throne makes a saving throw. This causes 4 points of damage to throne and reduces its number of attacks by -1 (but to never less than 1 attack).
Conjoined Skeletons: Two cultists died clinging to each other in terror in this chamber. 1D4+1 rounds after explorers enter the reception room, the skeletons animate as a single monster.
Semi-Liquefied Zombie: ?
Undead Throne: ?
 

Voadam

Legend
Adventures in the Borderland Provinces (S&W)
Swords & Wizardry
Ghost Spectral Warden: A spectral warden is a variant Lawful-aligned ghost whose actions are driven by its failure to fulfill some oath of bond or protection, and whose spirit cannot pass on until it has completed its task or atoned.
Ghost Hound: Ghost hounds are the spectral shades of hunting dogs or guard dogs that have accompanied their masters to undeath.
Soulstealer: These foul undead are created by dark and secret rituals, and remain forever under the control of their creator.
The lich known as the Dread Master was a figure of ancient legend entombed in the black spire, and who created the soulstealers as his servants. “The lich was bound, the legends said. Helpless and starved in his Black Spire tomb. But even helpless, he shaped bone and spirit from the dead of the sea to do his bidding. And so did his evil rise again.”
But though the Dread Master was physically prevented from escaping the tomb, long years of imprisonment reduced the lich to a mental essence that was able to slip beyond the wards that bound him. On two occasions, the Dread Master was able to seek out and claim the life force of sentient creatures visiting the island, restoring him to minimal power. With that power, he used his mental essence to create the foul undead soulstealers from the bones and spirits of sailors drowned on the shoals around the Black Spire.
Undead Dragon: ?
Ghost: ?
Lord Ectarlin, Spectral Lord, Ghost: With the Dread Master’s return to power, Ectarlin has returned as a mad ghost driven to fulfill his mission to protect the folk of the Lowwater lands.
The ghostly lord has been drawn back to the mortal realm by a resurgence of the power of the Dread Master — the lich who slew the freelord a century ago and doomed his soul to endless sorrow.
Ghost Ride, Ghost Spectral Warden: ?
Ghoul: ?
Dread Master, Lich: ?
Specter: ?
Vampire: ?
Wight: ?
Wraith: The attack force consists of 3 soulstealers, along with 9 wraiths that have risen in response to the Dread Lord’s servants moving farther afield.
Ghast: ?
 

Voadam

Legend
Bard's Gate (S&W)
Swords & Wizardry
Undead: The City of Ashes true masters are the members of the Cult of Orcus, who haunt the vicinity at night, digging up corpses for sale or use in foul rites, or performing their own dark rituals. As a result of these activities, the dead in the City of Ashes do not rest easy, and often rise from their graves as undead.
The cultists’ most notable act was a fearsome ritual called the March of Bones, in which hundreds of undead were raised from the cemetery and sent to wander the countryside.
Granette'rout, Undead Treant: Hel’s Forest is ruled by an intelligent, chaotic, and partially petrified stump of a treant, known now as Granette’rout, who was chopped down by the druids, and later given life by Hel herself.
Animated Claws in Chains: ?
Ghast: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD.
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost
Salipus, Ghast: ?
Myrean, Ghost: She was murdered by the dark elf assassin, F’arin Du`n, whose affections she had arrogantly spurned. Myrean’s corpse is hidden in one of the theater’s many labyrinthine storage areas; finding her body and giving her a proper burial lets her spirit rest at last.
F’arin has an especially despicable fetish when it comes to women of pure elven descent. He cannot resist them, and the more powerful and alluring they are, the more desirous of them he becomes until he maddeningly stalks them as if they were his targets for assassination and finally murders them in a hideous fashion that is very pleasing to his god. In a fit of jealous rage and lust-filled passion he murdered Myrean Dyrin, the famous elven actress, and hid her body quite maliciously within a costume trunk at the Masque and Lute. Her ghost haunts the theater still, looking for a vessel to possess that is strong enough to withstand F’arin D’un and bring peace to her angry spirit.
Ghost: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD.
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost
Ghoul: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD.
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost
A cleric or necromancer of Orcus created these fiends from the corpses of criminals and set the beasts loose within the city.
Ratling Ghoul: This room is partially dry, and serves as a backflow when the whirlpool temporarily clogs. During one of its clogging moments, a hungry ghast named Salipus that had escaped into the sewers found itself here.
Salipus has since managed to ensnare a few ratlings who now dwell with him as ghouls in the darkness, snatching living things from the water of the backflow pool, and enticing ratlings and wererats to their doom.
Gremag, Phoromyceaen Sorcerer-King of Tharistra, Lich: ?
Trystecce, Lich-Queen: ?
Salvager of Death, Servant of Orcus, Lich: ?
Bill Nockt Nog: Consecrated beneath the upper shrine is the secret crypt of Bil Nockt Nog; a devout follower of Bowbe in life, his remains were granted burial beneath the dolman in death.
The corpse remains inanimate unless his treasures are disturbed, at which point he springs to life, attacking with the sword, and summoning the spirit grizzly to join him in combat.
Spirit Grizzly, Bear-Shaped Shadow: ?
High Lord of Death, Mummy Cleric 7: ?
Mummy: Canopic Urn of the Undead magic item.
Clopek, Mummy: A set of three alabaster canopic jars sits on an ornate bookshelf filled with scrolls and ecclesiastical texts about the worship of the cat goddess. If the contents of the canopic jars are poured together on the floor, a mummy can be raised from their contents if a cleric reads the scrolls. The mummy is a former priest of the Temple of Bast named Clopek. When raised from the canopic jars, Clopek serves a worshipper of Bast completely until it is destroyed.
Shadow: Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen.
It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons.
There are 1d6+2 shadows in this area, those lesser members who were not transformed into shades, but were instead murdered in the dark fog that enveloped the island after the curse was evoked.
Glimmer Gem magic item.
Shade, Undead Shade: Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen.
It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons.
This chamber is still dimly lit, and the air seems to swirl with traces of fragrant smoke. Shadowy figures sit around a large table in mockery of their last moments. Some are half-standing; most have blades drawn. As the party watches, the figures begin to move, and shadowy claws reach out from beneath the table. The figures turn to shadow themselves as their essences are drawn into a small dark gem that appears in midair, slowly rotating above the table.
Now, a huge figure in purple robes, wreathed in flames appears at the head of the table.
“Be you all cursed,” it intones grimly. “Henceforth your shades shall be imprisoned within the walls of this Abbey, never again to feel the sunlight or taste the rain. This is my curse!”
A dark fog bursts forth from the creature’s mouth, enveloping all the writhing thieves, and rolling out into the corridors beyond. “This mist shall devour all the others who bear the mark of your cursed guild! Only you will linger now and see the ruin of all your works!”
In the middle of the table lies a fist-sized, multifaceted, reddish-orange stone, the Glimmer Gem. Any living creature that comes within 10ft of the gem must make a saving throw or instantly be drawn into the gem as if affected by a magic jar spell and replaced by a shade.
Glimmer Gem magic item.
Deacon Shade: ?
Deacon Shade Skirmisher: ?
Deacon Shade Guard: ?
Rawling Jawk, Shade: ?
Font Skeleton: Font skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir in the Stoneheart Mountain Dungeon. These skeletons are covered in red stains from the blood within the font from which they are spawned. Their eyes glow with a fiendish light. They normally wield longswords and use shields, as these are the weapons of the goddess of paladins and these skeletons exist as mockeries of the followers of that deity.
Entering the halls, his small party found that the burial halls had been thoroughly desecrated by the followers of Orcus and in a central chamber a corrupted fountain produced wave after wave of undead skeletons.
Skeleton: As with the ghoul encounter, a cleric or necromancer of Orcus freed these animated corpses and set them loose within the city to watch the chaos.
Spectre: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD.
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost
This encounter is with the spectre of a cruel old resident of the neighborhood or one of its victims. The original spectre is likely the mean old man from up the street, or the creepy cat lady.
Vampire, Bloodless Folk, Bloodless: Any vampire spawn [of Entrade's] that escape final destruction at the hands of the characters become full-fledged vampires if Entrade is killed and soon begin hunting the characters across the city at night to take their vengeance.
Vampire Spawn: Felicity created these unfortunate beings recently, so they have not matured fully yet.
If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn.
Nosferatu: ?
Penanggalen: ?
Felicity Bigh, Vampire: In the battle, Alecia and her subordinate vampires fought the heroes to a standstill, and while the party was able to escape, the results were devastating. The group had sustained terrible wounds in the fight, and before they were able to disengage from the horrific battle Felicity herself had perished. Blinded in their loss at Felicity’s death, the party said their heartfelt goodbyes and buried Felicity in a beautiful and quiet meadow. Little did the companions realize that Felicity had been turned, and when Alecia came to her grave that night she brought Felicity out of the ground as her latest spawn and tool of destruction.
Entrade, Vampire: ?
Alecia, Vampire: Spawn of Hethel.
Hethel, Vampire: ?
Tjorvi, Vampire: If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn.
Wight: ?
Loomin, Inn-Wight: Krants is being haunted by Loomin, an inn wight, the spirit of a little boy who died from neglect here many years ago.
Balcoth, Wraith-Mage: ?
Wraith: A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD.
Total HD
Opponent Rises as
Less than 3
Ghoul or ghast (50% chance for either)
4–7 HD
Wraith
8–11 HD
Spectre
12+ HD
Ghost
The wraith is the unkind spirit of a convicted murderer now out to get revenge upon the sheriffs who caught him in the act of his crime.
Zombie: Mawrr uses his scroll of animate dead to raise any fallen gnolls as zombies if the need should arise.
Allip: ?
Banshee: ?
Mohrg: ?
Silent Knight: ?
Leper Zombie: ?
Gloom Haunt: ?
Bloody Bones: ?
Cinder Ghoul: ?
Devouring Mist: ?
Ghoul Wolf: ?
Mortuary Cyclone: ?
Cadaver: ?
Shadow Rat Swarm: Fredo’s room has become home to a nest of shadow rats, being several huge rat swarms that were transformed by the shadows in Area 11.

Canopic Urn of the Undead
Crafted by placing both a humanoid corpse’s dissected heart and the cremated ashes of the body within the urn, and then treating the remains with a dark alchemical mixture, the necromancer fashions a portable undead servant. When the urn is opened and a command word spoken, the corpse’s body rises up out of the urn to serve whoever possesses the vessel as a mummy.
The mummy serves until it or its clay urn is destroyed. If the mummy is destroyed, the necromancer may craft a new mummy for the empty urn using dark rituals at the height of the Blood Moon. If the urn is destroyed while the mummy is active, the mummy becomes uncontrolled.

Glimmer Gem
The glimmer gem is the cursed magical jewel that caused the entire Grey Deacons Thieves’ Guild to vanish from Bard’s Gate. This rare jacinth was first crafted by a magic-user for use in his magic jar spell, yet when the fatal crack appeared, it caused the spell to go awry. The stone now draws the body and soul into it, projecting the soul to the astral plane. The body appears as a small sparkling speck within the gem and is reflected as a shade or shadow creature of its former self. Prior to its theft by Rowling Jenks, the glimmer gem was in the possession of the Grand Vizier of Efreet, who used its powers to manipulate shadow, teaching him the method to enslave other spellcasters and steal their magical energies. The glimmer gem has 40 facets, and each facet is capable of capturing the spirit of another victim and turning them into a shade or shadow.
Any living being that comes within 10ft of the glimmer gem must make a successful save at –2 or be drawn into the gem. Victims of 4th level and below are instantly transformed into a shadow. Victims of level 4 and above must make an additional save. If this save succeeds they are instead transformed into a shade. Those failing the second save become shadows. Beings so transformed are trapped within a 500ft spherical proximity to the glimmer gem. Destroyed shades or shadows reform in 24 hours.
The glimmer gem may only be destroyed by a magic weapon, or by means of magic spells such as disintegrate. It has an AC of 0[19] and 25hp.
If destroyed, any beings trapped within the glimmer gem cease to exist, their spirits simply twinkling out. Beings turned to shade or shadow by the glimmer gem, and those destroyed when the gem is destroyed, may only be raised by means of resurrection or wish.
 


Voadam

Legend
Borderland Provinces (S&W)
Swords & Wizardry
Undead: ?
Skeleton: ?
Zombie: ?
Ghoul: ?
Ghast: ?
Shadow: ?
Wight: ?
Wraith: ?
Ghost: ?
Trystecce, Lich-Queen: ?
Singed Man, Infernal Tyrant, Vampire Lord: ?
Battle-Duke Ormand, Vampire: ?
Vampiric Ooze: ?
Rusalka: ?
Dullahan: ?
Groaning Spirit: ?
 

Voadam

Legend
Crypt of the SCIENCE-WIZARD S&W
Swords & Wizardry
Techno-Mummy: These mummies are prepared with technology and science, not dark magic or curses. The undead creatures are created in scientific laboratories in places where technology has evolved to an extremely high level. While some may be the result of medical experiments failing, or chemical interactions gone awry, they are usually part of a larger meticulous plan. Unlike the “more common” mummies, dark necromantic rituals have no part of their creation. Observing the mummy being animated by powers other than the gods fills all onlookers with a sense of nihilism and dread. Any viewer within 30 feet must make a successful saving throw. If the save is failed, the viewer is frightened and suffers a –2 penalty to all rolls for 1 minute. If the save is failed by 5 or more, the viewer is unconscious for the same duration. If the save is successful, viewers may act normally.
The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue.
 

Voadam

Legend
Cults of the Sundered Kingdoms (S&W)
Swords & Wizardry
Undead Guardian: ?
Undead: The Tower of Bone’s lower levels broke through into the dwarven city, and the tower’s ability to create unique varieties of undead caused the city to become besieged from its own catacombs.
The Tower of Bone was crafted by the hand of Orcus himself as both a mobile fortress from which to wage his ceaseless war in the Abyss and also as a factory to churn out an endless supply of undead legions.
Mindless Undead: ?
Skeletal Fish, Undead Fish: ?
Banshee, Groaning Spirit: ?
Ghast: ?
Dwarven Ghost: ?
Lord Wynston Mathen, Ghost: ?
Ghost: ?
Ron Bottom, Ghost: ?
Ghoul: ?
Trystecce, Lich-Queen: ?
Lich: ?
Devron the Necromancer, Lich: ?
Damat, Lich: ?
Bog Mummy: ?
Mummy: ?
Mummy Priest of Orcus: Two of the bodies are inanimate, failed experiments, but in the third the Animator succeeded in creating a mummy priest of Orcus.
Shadow: ?
Paleoskeleton Creature: ?
Skeleton Warrior: ?
Skeleton: ?
Human Skeleton: ?
Dreva, Skeleton Warrior: ?
Madrana Mathen, Spectre: ?
Vampire: ?
Aracor, King-Chieftain of the Island of War, Vampire: The shock of the earthquake struck the mountain of Mynydd Marfal just as the sons of Aram finished killing their grandfather. As the mountain suddenly shook, the fortress of Broch Marfal was thrown down and crashed into the valley below. But from the rubble crawled the lifeless body of Aracor, given new life. The blood price of all of his family had been paid, Aracor now lived as a creature of the night that survived on the blood of the living.
No cult worships at the obelisk buried in the granite of Mount Marvel, but an incredibly powerful vampire called Aracor, created by the obelisk at the moment of his death, has hunted the nights of Ramthion Island for nearly 8000 years spawning numerous myths, legends, and superstitions among the inhabitants of its mountains and lowlands.
Matriarch Isabel Gorezeval, Alcadritch Vampire: ?
Wight: ?
Wraith: ?
Oblivion Wraith: ?
Dread Wraith: ?
Zombie: The zombies wear ragged amber robes and have their mouths stitched shut. They are the remains of adherents who died and were never buried before Turgeon animated them.
If reduced to 0 hp, the [zombie] horde breaks up into 2d6 zombies that continue attacking.
Cerebral Stalker Create Zombie power.
Tower Zombie: Tower zombies are the creation of the Tower of Bone, its unholy emanations despoiling everything around it and twisting it into a cruel mockery of life.
The city and caverns are filled with undead creatures, unintentionally created by ambient death radiation seeping from the Tower.
The Tower is dedicated to a single overriding purpose: the creation of undead creatures. Bereft of fresh corpses from which to fashion undead it allows the latent energy that is normally used to animate the dead to leak out into the surrounding area, thus creating tower zombies.
Juju Zombie: ?
Tower Zombie Dwarf Guard: ?
Tower Zombie Dwarf Worker: ?
Tower Zombie Dwarf Cook: ?
Tower Zombie Dwarf Miner: ?
Dagfa Durbis, Tower Zombie Mine Captain: ?
Tower Zombie Gnoll: ?
Tower Zombie Bigbear: ?
Ashthrak, Tower Zombie Bugbear Chieftain: ?
Hatur, Tower Zombie Gnoll Chieftain: ?
Branwyr, Protector of Durandel, Tower Zombie Dwarf: ?
Tower Zombie Human Guard: ?
Maurits Felldrake, Tower Zombie Human: ?
Tower Zombie Ogre: ?
Tower Zombie Minotaur: ?
Tower Zombie Otyugh: ?
Zombie Horde: ?
Bhuta: He is a victim sacrificed by drowning, and now serves the cult in undeath.
Whenever suitable sacrifices are found, rituals are held in the main nave of the chapel for the purpose of creating new undead guardians (the bhutas, see below).
The undead known as bhutas are not formally a part of the cult, but are a byproduct of its worship and sacrifices. Whenever a living sacrifice is drowned in the well, there is a 20% chance that the sacrifice is brought back as a bhuta.
Obelisk of Chaos artifact.
Bogeyman: ?
Fear Guard: ?
Grave Risen: ?
Lantern Goat: ?
Undead Ooze: It was once a common gelatinous cube but its feasting on the remains of the undead creatures created by the Tower of Bone has mutated it horribly.
Corpse Orgy: If the horde is destroyed, the actual guardian of the obelisk appears. The destroyed zombie horde creeps together into a mass of broken and dismembered zombie corpses intermixed with the fragments of armor and weapons that they bore. This amalgamation of horror is an undead creature called a corpse orgy and is the true guardian of the obelisk, appointed by Orcus personally millennia ago.
Flenser: ?
Mohrg: In addition, the obelisk bears a magical trap that unleashes a powerful death spell (creatures with fewer than 7HD die, no save; creatures with 8–12HD save or die) centered on itself immediately followed by an animate dead spell that animates them as mohrgs.

Obelisk of Chaos
The Obelisk of Chaos beneath the Chapel-on-the-Moor is still mostly buried in the bedrock below the catacombs. Only the top 3ft of the obelisk, its pyramidal pinnacle, is exposed. The stone is a strange yellowish color with whorls of darker coloration. The obelisk below the pinnacle is 3ft thick and 20ft tall. It is dedicated to Hastur and summons a gibbering mouther when someone of non-Chaotic alignment touches it. Likewise, anyone of non-Chaotic alignment who touches it must make a saving throw or be affected by a confusion spell.
In addition to summoning the gibbering mouther, the obelisk gives forth a 30ft-radius aura directed inward that activates only when a Lawful creature comes within 10ft. Lawful creatures cannot cross the circle to leave except with a successful dispel magic against a 15th-level caster. This only dampens the effect for 1d4 hours after which it functions again unless the obelisk is destroyed.
The obelisk is AC –2[21], magic resistance (50%), and has 250 hit points.
Finally, if any non-Chaotic creature is sacrificed by drowning in the well, there is a 20% chance that the victim rises as a bhuta in 24 hours under the influence of the obelisk and serving the Brothers In Yellow.

create zombie (slain creature rises in 1d4 rounds).
 
Last edited:

Voadam

Legend
Cyclopean Deeps Volume 1 Swords and Wizardry
Swords & Wizardry
Ghost-Ammonite: Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence.
Necrohemoth: Necrohemoths are massive creatures formed of thousands of corpses and bits of corpses, all bound together by necromantically-animated sinew and bone. The entrails pulse with horrid life, pumping bile and reeking fluids through the body, much of which leaks out and trails down the putrescent side of the vast monstrosity. Usually necrohemoths are shaped like serpents or are just enormous piles of horror, but extremely powerful necromancers have created some that are bipedal — albeit still largely formless.
The unspeakably evil process for creating a necrohemoth is known only to a few of the great, dark necromancers of the serpentfolk.
Zeshir's Zombie: ?
Zeshir's Mouse-Zombie: ?
Zombie Frog: ?
Serpentfolk Zombie: ?
Ghast: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Wight: ?
Wraith: ?
Zombie: ?
 

Voadam

Legend
Cyclopean Deeps Volume 2 Swords and Wizardry
Swords & Wizardry
Ash-Abti: Ash-abtis are undead creatures formed by their own cremated ashes, most often found in the tombs of Ancient Khemit.
The dust of an ash-abti's disintegrated victim has a 5% chance to rise as an ash-abti (most ash-abtis are created by funerary processes rather than these wild ones created by a victim’s disintegration).
Ghost-Ammonite: Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence.
Mantis Tomb Guardian: These undead creatures are the animated carapaces of mantis-priests.
The creatures are animated by ancient necromancy, but apparently were prepared in a manner that made them immune to clerical turning.
Serpentfolk Zombie: In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. Before the zombie begins to rot, the body is “harvested” from the tree, and its brains are removed.
Yiquooloome’s Trees.
Zombie Buoy: Zombie-buoys are zombies tethered to one of the floating rocks in a void.

Ghast: ?
Ghoul: ?
Lich: Each time the Octopus Diadem’s owner puts it to use (other than for regeneration or flying), there is a 1% chance that the powerful magic item sucks the user’s soul into it, immediately creating a being that is, effectively, a lich.
Mummy: ?
Shadow: ?
Wight: ?
Wraith: ?
Zombie: In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie.

Yiquooloome’s Trees
The trees in Yiquooloome’s orchard are one of the more horrible growths found in the Cyclopean Deeps. They were fashioned by the elder being from flesh and bits of elder ambergris, and are an essential part of Yiquooloome’s bizarre ecology-economy. The trees have their roots in the loamy substance of the cavern floor, but they run far deeper, more than a mile down into the cold stone below. Clawing minerals and water from the depths, the trees are able to grow their horrid fruit, transforming newly-hatched serpentfolk into fully-developed bodies, devoid of intellect. The process may be summarized as follows:
1. Yiquooloome created the loamy earth of the cavern and then caused the trees to grow, using its own mind and some seeds of elder ambergris. This infusion of power began the process, and is not part of the ongoing lifecycle of the trees.
2. Serpentfolk eggs hatch on the loamy soil of the cavern, and the hatchlings smell the scent of the trees, which is almost irresistibly attractive to them.
3. The hatchlings climb into the tree, attracted to the higher part of the trunk by smell, and in the highest part of the tree’s trunk they smell the tree as food.
4. When the hatchling bites the tree, they are paralyzed by the sap. Tendrils grow rapidly from the tree into the hatchling, beginning to feed it rapidly.
5. The captured hatchling grows extraordinarily quickly from the nutrients the tree provides, using its vast root network to supply the process. The brain enlarges along with the rest of the body — faster, indeed, if the hatchling came from the Breeding Pits, where the gene pool has been artificially manipulated specifically for the benefit of these trees. The artificially-grown “fruit” of the tree is barely more intelligent than the hatchling, despite the large brain.
6. Within 2–4 weeks, the “fruit” is grown to maturity. The tree cuts off the flow of nutrients and instead infuses the dying creature with a drug that makes it able to hear and obey Yiquooloome’s mental commands. Once the creature dies from the lack of nutrient (about a day), it detaches as a zombie under Yiquooloome’s mental control. These detached zombies are periodically told to walk over to the Zombie Storage Cavern (Area 20Z-18).
 

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