Undead Origins

Voadam

Legend
Bunker #1
OSR
Black Skeleton: Undead creatures imbued with a mockery of life via exposure to the hidden necroleum below, these skeletons are stained black from the absorption.
Both are black skeletons, undead creatures imbued with a mockery of life via exposure to the hidden necroleum below.
Paul the Undead Executive Assistant: Matthews’ Bunker servant was imbued by his master with life everlasting, part of the terms of his service. It did not turn out as he hoped.
 

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Voadam

Legend
Glorpy!
OSR
Black Pudding Knight: A cursed undead knight that was once engulfed by a black pudding.
Karrion Knight: ?
Thoul: A thoul is a patchwork of goblins, fused together with necromantic rituals and glorpy serum (also known as the blood of Glorp, father of trolls and lord of all life).
 

Voadam

Legend
Candlekeep Mysteries
5e
Undead: ?
Miirym the Spectral Wyrm, Spectral Dragon: Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was confronted by an archmage and bound into service to protect Candlekeep as penance for her misdeeds. The wizard passed away before Miirym’s sentence had been served, and other spellcasters were unable to break the enchantment that bound her.
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit. The spectral dragon—what’s left of her—dwells in the catacombs and caves under the library.
Shemshime, Malevolent Spirit: ?
Cloud Giant Ghost: ?
Undead Minion: ?
Zizokrishka, Adult Blue Dracolich: In her thirst for power, she sought and achieved transformation into a dracolich, willing to wait an eternity to outlast the spell that held Hamukai near death, knowing his life force would one day dissipate and the vault would become openable.
Helmdar, Storm Giant Skeleton: Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair.
Undead Thrall: ?
Xanthoria, Lichen Lich: Xanthoria was a powerful druid who transformed herself into a lichen lich.
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
Xanthoria was a druid of Silvanus (god of wild nature) whose forest home was threatened by undead. By researching fungi and lichen, Xanthoria hoped to create a weapon that could protect her forest against undead invaders.
At some point, Xanthoria’s research became more geared toward creating a ward against death itself, then finally toward achieving lichdom.
Ultimately, Xanthoria found a way to link her soul to the life force of another creature and thereby unnaturally prolong her own life, by transforming the other creature into a phylactery.
Xanthoria was a half-elf druid of Silvanus, and a small symbol of Silvanus hangs around her neck. Unfortunately for her, she fell into madness and her research became twisted due to the machinations of Zuggtmoy. She began to perform terrible experiments on living creatures to try to find ways to bridge the gap between life and death. Eventually, she turned her experiments on herself, causing her to transform into an unholy lichen lich.
Undead Behir: ?
Lichen Lich: Lichen liches are the undead remnants of powerful druids.
Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle: ?
Death Tyrant: ?
Mold-Encrusted Skeleton: ?
Death Knight: ?
Flameskull, Consortium of Three: These are the remains of the Consortium of Three, the Netherese wizards who were loyal to Prince Hamukai. After establishing the refuge at Haruun, they honed their magic and vowed to return to Azumar to defeat Zikzokrishka. When they did, they discovered to their horror that Zikzokrishka had transformed into a dracolich, becoming even more powerful. They were defeated, transformed into flameskulls by the dracolich, and commanded to guard her necropolis for eternity.
Sarah, Grieving Ghost: Sarah was one of the servants killed alongside Lady Maria and the three Yellowcrest children—all murdered by Lord Viallis as part of his willing descent into evil. For five years, the young woman’s immortal spirit has been bound within [the book] Sarah of Yellowcrest Manor.
Ghost: It appears they stopped in the cave after an intense battle, fell asleep, and did not wake when the tide came in. Their spirits, corrupted by this horrific death, lie in wait.
Zyrian the Scrivener, Ghost: ?
Ghoul: ?
Lich: Ordinary liches contain their souls in inanimate objects, but the druid Xanthoria discovered a way to house her soul in a living being.
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
The end of the book records several failed attempts by Xanthoria to extend her life through a process similar to becoming a lich. There are various drawings of dissected animals and humanoids alongside musings on the viability of experimenting on fey creatures.
Fungal Servant: ?
Mummy Lord: The book describes rituals relating to the creation of a mummy lord. One is a unique and horrific process by which a mummy lord’s organs, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak. The book also hints of a ritual that can free a servant after the mummy lord is destroyed.
Valin Sarnaster, Mummy Lord: Before arriving at Candlekeep, The Canopic Being was stolen from the person who has most recently made use of it. Valin Sarnaster is an honored oracle of Savras, based in the House of the All-Seeing Orb in Tashalar. In accordance with visions she experienced years before, the oracle has embraced undeath by becoming a mummy lord, using the rituals described in the book.
Mummy: ?
Undead Scholar: ?
Shadow: ?
Warhorse Skeleton: ?
Hands of the Dead: ?
Sylphene, Poltergeist: ?
Poltergeist: ?
Specter: ?
Elf Vampire: ?
Vampire: ?
Wight: ?
Drovath Harrn, Wight: ?
Will-o'-Wisp: ?
Zombie: ?
 
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Voadam

Legend
Explorer's Guide to Wildemount
5e
Frost Giant Zombie: An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eisel cross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead.
Beyond shaping the unsuspecting frost giants into undying horrors, the Aeorian artifact also infused and amplified the elemental nature of the wandering horde, so that the undead giants exude a deadly aura of slowing cold, ensnaring their prey in icy mist that lessens their chance to escape.
The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie.
Jarl Conessa Berg, Frost Giant Zombie: The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie.
Husk Zombie: The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies-resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake.
Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage.
A humanoid slain by a melee attack from the [husk] zombie revives as a husk zombie on its next turn.
A humanoid creature killed by this [Husk Zombie Burster Burst attack] damage rises as a husk zombie after 1 minute.
Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie.
If this damage [from a nergaliid's siphon life attack] kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie.
Husk Zombie Burster: Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection.
Shadowghast: ?
Undead: ?
Mynarc Furdahl, Undead Warlock: ?
Restless Undead: The ancient burial mounds scattered across Far Hharom are rumored to be haunted by restless undead that were animated just as the arcane meddling of the Betrayer Gods reached its abominable zenith.
Undead Minion: ?
Undead Horror: ?
Undead Spirit of Unnamable Horror: ?
Swarm of Undead Snakes: ?
Ghost of an Aerorian Citizen: ?
Ghost: ?
Vecna, The Whispered One, Lich Lord: ?
Oleyahs, Demilich: ?
Demilich: ?
Vorugal, Ancient White Dracolich: A death knight named Pentrakath lurks in a cave in the Dreemoth Ravine, and he has uncovered the bones of Vorugal, the ancient white dragon that destroyed Draconia twenty years ago. He gathered a host of profane relics and stole the souls of hundreds of dead dragonborn in an attempt to stitch together a soul powerful enough to resurrect Vorugal as an ancient white dracolich.
Oracs the Enduring, Ancient Black Dracolich: ?
Pentrakath, Death Knight: ?
Shadow: ?
Skeletal Abomination: Something in Ustaloch is turning the fish and crabs in the lake into skeletal abominations that attack boats and people near the shore.
Skeletal Creature: ?
Specter of Dwarf: ?
Specter of Elf: ?
Spirit of Dead Sailor: ?
Spirit of Dead Sea Hag: ?
Pillia Ravenosa, Vampire: ?
Vampire Spawn: Velima Shanglian, a vampire who lives in a hidden lair outside Yrrosa, turned the travelers into her vampire spawn.
Velima Shanglian, Vampire: ?
Mera Vacross, Vampire: The person behind the attacks is Mera Vacross, a female human transformed into a vampire by one of Korberta Horswell's experiments.
Vampire: ?
Wight: ?
Poltergeist: ?
Ferol Sal, Wight: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death. Ferol returned as a wight and has continued to work obsessively in his personal lab ever since.
Wraith: The temple is filled with specters of dwarves and elves captured by a high priest who went mad and locked her congregation in the temple during the final ore raid. All her victims starved to death, as did the priest herself, who became a wraith.
Zombie: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death.
One of the blacksmiths who worked in this chamber was crushed by a stone table that broke into rubble when Salsvault crashed into Foren. Since then, the blacksmith has been a zombie restrained beneath the rubble and unable to break free.
Human Zombie: ?
Well-Preserved Human Zombie: ?
 
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Voadam

Legend
Guildmasters Guide to Ravnica
5e
Erstwhile: A significant shift in the Golgari balance of power began when the kraul death priest Mazirek discovered an ancient mausoleum compound. Deep in the undercity, beneath the layers of civilization that had built up over millennia, Mazirek found a hidden network of vaults called Umerilek, an enormous structure that would have dominated a city block. Inside were hundreds of well-preserved corpses suffused with a latent necromantic power that Mazirek activated, bringing the corpses back to a shambling semblance of life. This new race of undead is called the Erstwhile (equivalent to the wight in the Monster Manual).
In their time, the Erstwhile were aristocratic elves of immense wealth and opulence.
Fungus Drudge: Fungus covers the bodies of most of the undead that serve the guild, the majority of which are fungus drudges (equivalent to zombies in the Monster Manual)- mindless servants animated by the fungus that infests their bodies.
The region containing a Golgari lair is infested with mosses and strange fungi. This habitat accounts for one or both of the following effects in the surrounding undercity (the effects don't spread to the surface): Moss, fungi, and other growth covers every under-ground surface within half a mile of the lair. Fungal spores drifting throughout the lair have the power to animate corpses. Whenever a Small or Medium humanoid dies within the lair, roll a die. On an odd number, the dead creature rises up as a fungus drudge (use the zombie stat block in the Monster Manual) 1d8 hours later, unless its body is destroyed.
Devkarin Lich: Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari.
Various forms of fungus grow in and over the rotting flesh to hold the body together.
Storrev, Lich: ?
Orzhov Spirit: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual.
Indentured Spirit: Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia. An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude.
Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits.
Nightveil Specter: A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live.
Gloamwing: If a gloamwing is killed, its specter becomes fixated on destroying those responsible. lf the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated.
Blood Drinker Vampire: ?
Mind Drinker Vampire: When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.
The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind.
Szadek, Mind Drinker Vampire: ?
Jarad Vod Savo, Elf Lich: Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos.
Obzedat Ghost, Ghost Council, Patriarch: The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.
Karlov, Grandfather, Obzedat Ghost: ?
Enezesku, Obzedat Ghost: ?
Fautomni, Obzedat Ghost:
Vuliev, Obzedat Ghost:
?
Xil Xaxosz, Obzedat Ghost: ?
Svogthir, Lich: The original mandate of the Golgari Swarm under the leadership of Svogthir, its Devkarin founder, was to maintain Ravnica's agriculture and manage its waste. But Svogthir's interest in necromancy, and his eventual transformation into a lich, shaped the course of the guild's activities and gave birth to its philosophy of embracing death as part of nature's cycle.
Elf Lich: ?
Wight of Precint Six: ?
Undead: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
Fierce Undead Horror: Storrev is a lich and a leader of the Erstwhile. She is adept at the politics of court, and she is feared for her power to transform dead monsters, from ordinary beetles to the mightiest wurms, into fierce undead horrors.
Ghost: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual.
Lich: ?
Revenant: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
Shadow: ?
Specter: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual.
Vampire: ?
Wight: ?
Wraith: ?
Ogre Zombie: ?
Zombie: Druid Circle of Spores Fungal Infestation power.
A Golgari shaman is spreading a fungal infection that transforms its dead victims into zombies.
Citizens who die in a particular neighborhood sprout fungal growths and rise as zombies, then shamble toward the undercity.
People who die in Rakdos-inspired violence stand back up as zombies and keep fighting.

FUNGAL INFESTATION
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
 
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Voadam

Legend
Hoard of the Dragon Queen
5e
Undead Dragon: ?
Szass Tam, Lich: ?
Sandesyl Morgia, Elf Vampire: ?
Dracolich: ?
Vampire Spawn: ?
Specter: Several of the castle’s residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of six specters haunting the chamber.
Will-o'-Wisp: ?
 

Voadam

Legend
Icewind Dale – Rise of the Frost Maiden
5e
Brain in a Jar: Through a n eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires.
The Unfettered Mind. This lunatic text discusses how one might exist solely as a disembodied brain, preserved for eons in a magical suspension fluid. It includes sketches of brains in jars.
Ythryn's mages could extend their lives indefinitely by preserving their brains inside jars.
Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid.
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar.
Ritual of Brain Transfer. Veneranda can use the equipment in this chamber to transform one humanoid into a brain in a jar. This ritual takes 24 hours and results in the death and liquefaction of the subject's body.
Veneranda, Brain in a Jar: Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid.
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. Veneranda, a neutral evil Netherese wizard, extracted her own brain to become a brain in a jar that is affixed to the body of a headless helmed horror.
Coldlight Walker: Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life.
Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be.
The coldlight walker is the undead remnant of a Reghed nomad or the shambling corpse of an unfortunate Ten-Towner who was cast naked into the tundra as a sacrifice to Auril and perished from exposure.
The coldlight walkers are made from the frozen corpses of Ten-Towners who were banished to the tundra as sacrifices to the Frostmaiden.
Any of Avarice's minions still patrolling the city are swiftly captured and dragged before the Frostmaiden. Auril murders each captive in turn and transforms the cultist into a coldlight walker.
Frost Giant Skeleton: Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living.
Frost Giant Skeleton Wielding a Rusty Anchor: ?
Gnoll Vampire: When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
Tekeli-Li, Gnoll Vampire: Tekeli-li was a fang of Yeenoghu, a powerful gnoll whose pack invaded lcewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit.
The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become-the embodiment of winter's remorseless consumption.
Icewind Kobold Zombie: The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells.
Since arriving in Icewind Dale, Vellynne has secured the services of six Icewind kobolds that act as her valets and guides. Two of them were killed by a Melf's acid arrow spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies.
Kobold Vampire Spawn: The creature is a kohold vampire spawn created by Tekeli-li.
Nass Lantomir's Ghost, Spellcasting Ghost: Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.
As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone.
One night while the others slept, Nass stole a professor orb from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with Melf's acid arrow spells before fleeing with the orb.
Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book.
Nass Lantomir outsmarted her rivals in the Arcane Brotherhood by partnering with a pirate captain before leaving Luskan for Icewind Dale. After stealing Vellynne Harpell's professor orb, Nass fled to the coast to make her rendezvous with the pirate captain's galleon, the Wicked Eddy. The ship found Auril's island the hard way: by crashing into the ice shelf that runs beneath it. As the vessel took on water, Nass alone swam to shore, only to die of frostbite on a snow-covered bluff overlooking the Wicked Eddy's sunken hulk.
Sephek Kaltro: He was a mariner whose ship sank off the coast of Auril's island a few months ago. He swam to the island but nearly froze to death. As his life was fading, the spirit of a frost druid beholden to Auril possessed him. The winter spirit cannibalized Sephek's spirit and is using him as a living vessel to do the Frostmaiden's work. The spirit can't leave Sephek's body; if Sephek dies, the winter spirit is destroyed along with him.
Undead: ?
Undead Servant: ?
Banshee: This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act.
Crawling Claw: ?
The White Lady, Poltergeist: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned.
The White Lady of Lac Dinneshere, Ghost: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned.
Janth Alowar, Ghost: In life, Janth Alowar was a neutral human sage who devoted himself by cataloguing the flora of Icewind Dale. He and his guide were killed and decapitated by a yeti in the foothills of Kelvin's Cairn two years ago, and his restless spirit has lingered.
High Necromancer Cadavix, Ghost: Deep under the rubble, the corpse of High Necromancer Cadavix lies crushed, yet his ghost remains behind to haunt the tower.
Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit: The Netherese Esoteric Orchestra was midway through its crowning performance when Ythryn fell from the sky. Determined to finish, the musicians played on as the city hurtled to the ground, but Ythryn crashed before they could finish. Deprived of the opportunity to complete their grand finale, the orchestra's troubled spirits haunt the hall.
Ghoul: ?
Iriolarthas, Netherese Demilich: A demilich is what becomes of a lich that neglects to feed souls into its phylactery, and Iriolarthas's phylactery has been empty for nearly two thousand years, buried under the rubble of Ythryn far from the demilich's reach.
The inhabitants of Ythryn had only a few moments to react as the city fell. lriolarthas conjured a doorway to a magical demiplane and stepped through it just in time. As Ythryn settled into its icy grave, all magic in the city became undone for a brief time, as though something was trying to siphon it all away. The demiplane expelled Iriolarthas in that instant, trapping the lich in Ythryn, and became a living demiplane. Iriolarthas searched the ruins of the city for his spellbook and his phylactery, recovering only the former. He also found several magical servants in stasis that had survived the devastation, as well as a handful of apprentices who had used their spells in ingenious ways to escape death.
Some of those inside tried to flee Ythryn, but glacial ice blocked all conventional routes of escape, and attempts to leave by magic were thwarted by a troublesome intercessor: the mysterious spindle in Iriolarthas's citadel was still putting out magical pulses of energy to hinder spellcasting. By the time this disruption stopped some fifty years later, fear and madness had warped the minds of the apprentice mages, transforming them into nothics. Meanwhile, Iriolarthas grew increasingly feeble until, finally, the lich's skeletal body turned to dust.
Iriolarthas, Netherese Lich: ?
Szass Tam, Lich: ?
Demilich: A demilich is what becomes of a lich that neglects to feed souls into its phylactery.
Lich: ?
Sahnar, Moon Elf Mummy: ?
Mummy: The mummy was created by Netherese priests to serve as a lore-keeper in Ythryn.
Shadow: The shadows were born from those who survived Ythryn's crash, only to face starvation. Driven mad by trauma and hunger, the group of survivors resorted to cannibalism. These victims rose as shadows to take vengeance upon the last surviving member of the group, and their hatred extends to other living creatures as well.
Vampire: ?
Krintaas, Wight Bodyguard, Thayan Wight, Undead Bodyguard: ?
Will-o'-Wisp: ?
Drakareth, Wraith: Drakareth was a Netherese mage who survived the fall of Ythryn, murdered his wounded rivals, and stole their spellbooks and magic items. He had hoped to escape with his newfound treasures but perished from exhaustion and cold, rising as a wraith.
Ogre Zombie: ?
 
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Voadam

Legend
Locathah Rising (5e)
5e
Drowned Ascetic: ?
Drowned Blade: Gar Shatterkeel Lair Action.
Drowned Assassin: ?
Drowned Master: ?
Drowned, Drowned Undead, Drowned One: The undead remains of those who lost their lives when their ships sunk.
This area extends well beyond where you can see, stretching into the darkness. Thousands of humanoid corpses (humans, elves, dwarves, halflings, gnomes, and the odd half-orc) are neatly arranged in lines along the sea floor beneath the ceiling of the coral mountain, in some kind of macabre underwater morgue. Most of them are dressed in uniforms common among surface-dwellers traveling at sea.
For the most part, the corpses are unmarred. Some bear the odd bump, bruise, or scrape, but it’s obvious that wasn’t the source of their demise. A successful DC 12 Wisdom (Medicine) check allows a character to recognize that these sailors died by drowning.
When he arrived, Gar Shatterkeel arranged the corpses into orderly lines, so that he might prepare them for transition into one of the living dead. He completed a ritual using a small amount of blood he had obtained from a kraken, animating a handful of these creatures.
Since then, he’s managed to dupe a pair of kraken priests into bringing a young kraken into the coral mountain, where they might “nurture it into maturity in relative seclusion.” Gar’s intent, of course, is to use the blood from the young creature in a much larger ritual, to animate what will certainly be a terrifying army of undead to assault the coastline of the Sea of Fallen Stars.
Unbeknownst to the kraken priests, part of Gar’s plan is to keep them enclosed until he can perform his grand ritual and sacrifice the kraken to animate his undead army.
Shoalar knows that Gar plans to use the blood of the kraken to create an army of undead.
If the characters do run from Gar, he completes the ritual to animate an army of the drowned, fortifies his position at the coral mountain further, and begins a campaign of terror across the coastal settlements of the Sea of Fallen Stars.

Gar Shatterkeel Lair Action
Up to five corpses that Gar can see within 60 feet rise up as drowned blades and attack anyone Gar directs them to on his turn.
 

Voadam

Legend
Lost Laboratory of Kwalish (5e)
5e
Ctenmiir, Dwarf Vampire: Once a dwarven warrior, Ctenmiir was transformed into a vampire and hidden away within White Plume Mountain.
Drelzna, Vampire: ?
Gloine Nathair-Nathair, Undead Medusa: And when Gloine Nathair-Nathair died, the kenku raised her in undeath to prolong their cult, continuing to fill their city with glass statues.
Enlightened One, Brain in a Jar: All of Kwalish’s companions died at the hands of the sphinx, but the inventor managed to harvest their brains in order to return them to a semblance of life.
Instead of preserving the brains of his fallen comrades in the hope of one day reviving them, Kwalish might have worked with the sphinx to arrange their deaths in order to harvest their brains for his research.
Grand Master, Brain in a Jar: While investigating the laboratory workings in this area, the devil inadvertently found its brain magically drawn into the jar, where it remains desperate to be reunited with its body.
Alton, Brain in a Jar: ?
Broderick, Brain in a Jar: ?
Corliss, Brain in a Jar: ?
Dunstan, Brain in a Jar: ?
Editha, Brain in a Jar: ?
Glass Armature: ?
Mechanical Skeleton: ?
Undead Jellified Kenku High Priest: ?
Undead Treant: ?
Quaal, Brain in a Jar: ?
Queen Ehlissa, Brain in a Jar: ?
Keoghtom, Brain in a Jar: ?
Nolzur, Brain in a Jar: ?
Tuerney the Merciless, Brain in a Jar: ?
Undead Minotaur: ?
Twin Children Spirit: It’s said that the spirits of twin children haunt the Barrier Peaks—poor tykes who froze to death looking to pick flowers for their mother. Each seeks the other now, lost forever and begging strangers for aid. Tales talk of how one spirit will lead explorers to safety, while the other guarantees malicious calamity.
Undead Tarrasque: ?
Skeletal Beast: ?
Undead: The Barrier Peaks are said to house a vile laboratory, capable of reanimating undead that are immune to a cleric’s holy power.
I’ve heard tales of a haunted monastery up in the peaks. Something about vengeful dead coming down to steal corpses, and taking them back to their forsaken abode.
Vengeful Dead: ?
Brain in a Jar: ?
Skeleton: ?
Vampire: ?
Vampire Spawn: A humanoid slain by having their hit point maximum reduced to zero by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Wraith: ?
Specter: Wraith's Create Specter power.
Bone Naga: ?
Mummy Lord: ?
Lich: ?
Ghost: A horrible whispering can be heard up in the mountains. Folks claim it’s the ghosts of ancient explorers, trying to entice others into joining them in death.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.
 
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