Undead Origins


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Voadam

Legend
BF1 Tower of Skulls (5e)
5e
Undead: ?
Perfect Undead Soldier: ?
Unique Undead: ?
Horrible Undead Beast: ?
Undead Abomination: ?
Night Worm: ?
Titanic Elder Night Worm: ?
Flameskull: ?
Frost Giant Zombie: ?
Zombie: ?
Tortured Wight: Unlike the rest of the bodies, the wights in this room are the result of doomed experiments performed on soldiers who had proven themselves as competent warriors. The demon lord sought to create the perfect undead soldier, but failed miserably. The results are the tortured wights that now exist in eternal suffering.
Wight: Many people have died in the Tower of Skulls over the years and across the Prime Material Plane, and most of their bodies have come to the Black Graveyard. Here they return to attack the living intruders, rising as 6 wights all around the area.
The target dies and rises as a wight 24 hours later if its hit point maximum is 0 [due to a wight's life drain].
Greta, Hag Wight: Lamotruu bound three creatures into this room, crones who had displeased him.
Ingrid, Hag Wight: Lamotruu bound three creatures into this room, crones who had displeased him.
Haska, Hag Wight: Lamotruu bound three creatures into this room, crones who had displeased him.
Gwiddon: ?
Wraith: Wraith Stone
This expansive chamber is about 30 feet wide and 40 feet long. However, the deep shadows that seem to dwell within the corners make you doubt whether or not your estimate is accurate. In the center of the room, on a large pedestal, is a great black stone, about five feet in diameter. It pulses with a dark and eerie glow. In front of it rests a plaque, upon which something is written in crimson letters.
This is a strange item that Lamotruu discovered on one of his many pillages. The stone is a link to the Negative Energy Plane that draws upon a living body’s life force to create wraiths.
The plaque in front of the stone reads the following in Abyssal – “TOUCH ME.” The large black stone is a nefarious portal to the deepest reaches of the Negative Energy Plane. Doing as the plaque instructs drains the victim of 2d4 hit points permanently (DC 17 Constitution save for half, minimum 1), and each hit point drained creates a wraith immediately, which attacks on the next round.
The Skull Father was merely an apparition of Lamotruu, an extension of his will that he was able to extend outside the Tower of Skulls. His puppet defeated, Lamotruu raged, and Lendor and Deviah knew that their quest was not at an end. They sought out the Tower of Skulls for many years, during which time they married and went on many adventurers. Eventually their searching brought them to the tower itself. In they went, but the demon lord was too much for them. They died, and Lamotruu grasped their souls and bound their bodies to the Throne of Bloodrose to eternally serve him and the defense of the Tower of Skulls.
Bone King: This is the resting place of a creature, a great warrior and king that Lamotruu defeated. Instead of granting his opponent death, however, the nefarious demon lord brought him back into the clutches of undeath.
The Bone King is a unique undead. He was a powerful fighter before falling victim to the demon lord long ago, and still retains his impressive fighting ability. Lamotruu increased the Bone King’s size and fighting prowess, making him a very deadly opponent to those who would dare read the inscription on his sarcophagus.
Sand Mummy: ?
Mummy: ?
Lendor Al’Tanariv, Wraith: The Skull Father was merely an apparition of Lamotruu, an extension of his will that he was able to extend outside the Tower of Skulls. His puppet defeated, Lamotruu raged, and Lendor and Deviah knew that their quest was not at an end. They sought out the Tower of Skulls for many years, during which time they married and went on many adventurers. Eventually their searching brought them to the tower itself. In they went, but the demon lord was too much for them. They died, and Lamotruu grasped their souls and bound their bodies to the Throne of Bloodrose to eternally serve him and the defense of the Tower of Skulls.
Deviah Al’Tanariv, Wraith: The Skull Father was merely an apparition of Lamotruu, an extension of his will that he was able to extend outside the Tower of Skulls. His puppet defeated, Lamotruu raged, and Lendor and Deviah knew that their quest was not at an end. They sought out the Tower of Skulls for many years, during which time they married and went on many adventurers. Eventually their searching brought them to the tower itself. In they went, but the demon lord was too much for them. They died, and Lamotruu grasped their souls and bound their bodies to the Throne of Bloodrose to eternally serve him and the defense of the Tower of Skulls.
 


Voadam

Legend
Blood Vaults of Sister Alkava for 5th Edition
5e
Hulking Ogre Zombie: ?
Skeleton: ?
Specter: Two specters haunt the Blood Procession, remnants of donors who died in the process of providing sustenance to the Shroud-eaters in years past when this was still a Sanguine Shrine. The specters, composed of undying hatred fueled by their untimely deaths, strike at any living creatures in the hallway that aren’t under the protection of Sister Alkava—in this case, the player characters.
Blood Zombie: A blood zombie has been infused with necromantic magic that gives it a semblance of life.
These four blood zombies were created from the bodies of some of the villagers who arrived as part of the first tribute, used to power the Blood Cauldrons and prepared in case Sister Alkava needed undead defenders.
Vampire: ?
Vampire Spawn: ?
Vampiric Shroud-Eater: ?
 

Voadam

Legend
Book of Beginnings
5e
Undead: ?
Mummy: ?
Vizier Tor, Mummy of the Deep, Undead Monstrosity: Before Tor died, he was cursed by an ancient relic of the Shadowed Waste that cursed him to forever live as an undead monstrosity of himself.
Sir Cadogan Kerrington, Sword Wight: Cadogan arrived at the mine an hour later. He drew his greatsword and began his approach. Inside the mine he fought back giant spiders, goblin rovers, and a necromancer beginning to animate those who died working in the mine. However, just before he cut down the necromancer, he put a curse of Cadogan and his family to live forever as servants of the dead.
Skeleton: Cadogan arrived at the mine an hour later. He drew his greatsword and began his approach. Inside the mine he fought back giant spiders, goblin rovers, and a necromancer beginning to animate those who died working in the mine. However, just before he cut down the necromancer, he put a curse of Cadogan and his family to live forever as servants of the dead.
Undead Monstrosity: ?
Specter: ?
Wraith: ?
Mummy of the Deep: ?
Wight: The sound of a battle may alert the sea hag (location 4), GM discretion. She will use her soul bag to summon the vile soul within and force it to inhabit the corpse of a dead soldier that lies at location 2. The dead soldier arises immediately as a wight and seeks to attack the PCs.
The sea hag hides in the rear of the chamber and will release a soul she has trapped within her soul bag (see location 1). If the soul is released when the PCs enter, they will feel a rush of cold air blow past and the kelp fronds will momentarily sway as if breeze moved by. The soul will return in the form of a wight two rounds later unless this has previously occurred.
Zombie: A humanoid slain by [a sword wight's life drain] attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Ghost: ?
Ghoul: The ghoul was formerly a drow spy in the employ of the Lloth. He was discovered and sealed in the barrow whereupon he begged the Lloth for help. Her answer was to make him [a] ghoul upon death.
The spy helped hide the fallen king in the secret mausoleum but was discovered and locked into the tomb to die. He begged the Lolth for help, but she cursed him to undeath as a ghoul.
The First Chief, Skeletal Hill Giant, Massive Fur-Clad Skeleton: ?
Mummified First Chief's Cave Bear: The first chief’s cave bear has been mummified and placed in this alcove.
Sword Wight: ?
 
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Voadam

Legend
Book of Binding
5e
Undead: Occult Fate Binder power.
Incorporeal Undead: ?
Ghost: A ghost is a spirit of regret or woe which haunts a place following its death; the binder gives it a way to escape the confines of its place of death.
Spirit of Regret: ?
Spirit of Woe: ?
Haures, Ghost: ?
Vecna, Master of All That is Secret and Hidden: ?
Vecna, Cruel-Minded Lich: ?
Acererak, The Devourer, Demi-Lich: ?
Specter: ?
Poltergeist: ?
Kas, The Bloody Handed, Vampire: ?
Will-o'-the-Wisp: ?
Wraith: ?
Zombie: ?
Tenebrous, The Shadow That Was, Unholy Shadow: Some centuries ago, the great demon lord Orcus sought divinity and attained it. Slain and resurrected by a surge of negative energy, the corpulent demon arose as the gaunt Tenebrous, a god of darkness and undeath.
When the great demon lord Orcus was slain, a shadow named Tenebrous rose in his wake, setting off a chain of events that would nearly destroy the entire multiverse, beginning with Mechanus.

Empty Vessel
Starting at 13th level, you can expend the use of your Extra Vestige feature by binding it to a corpse or skeleton as a 10-minute ritual, animating the body as per the spell animate dead, but with the following differences:
• The undead gains all the features as it would being bound to the chosen vestige.
• The undead can ignore your mental commands if doing so would prevent it from acting in accordance with both influences of its bound vestige.
 
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Voadam

Legend
Book of Lairs 5e
5e
Charissa, Drowned Maiden: The young woman, Charissa, is a drowned maiden who was killed several weeks ago in one of Captain Jarzon’s foul rites.
She was taken from her home some time ago. She doesn’t know how long.
She was drowned in the sea as part of some ritual, her body left to drift with the tide.
The captain is a religious figure to the pirates.
When she died, a cold and unwholesome force wrapped itself around her soul.
Shroud: Other sacrificial victims.
Captain Jarzon, Specter: ?
Zaeriez, Conniving Rusalka: ?
Sarcophogus Slime: ?
Rotting Wind: ?
Scorpion Prince, Venomous Mummy: ?
Banshee: ?
The Black Prince, Fext: An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final words of the pledge passed his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. Ultimately, the king got what he asked for—he and his sons were returned to life as fext in the service of Death itself.
Lich Hound: ?
The King in Silver, Fext: An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final words of the pledge passed his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. Ultimately, the king got what he asked for—he and his sons were returned to life as fext in the service of Death itself.
The Red Prince, Fext: An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final words of the pledge passed his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. Ultimately, the king got what he asked for—he and his sons were returned to life as fext in the service of Death itself.
Wraith: ?
Kreena Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Ynoh Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Arinam Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Thrua Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Ogel Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Bone Swarm: ?
Undead Aboleth: ?
Nihileth: ?
Undead Aberration: ?
Nihilethic Zombie: ?
Lurching Zombie: ?
Swarm of Skinbats:
Zombie: ?
Bone Collective: ?
Lich: ?
Undead Horror: ?
Undead: ?
Jumbled Skeletons: ?
Minotaur Skeleton: ?
Darakhul Ghoul: ?
Iron Ghoul, The Iron Marshall: ?
Putrid Haunt: ?
Imperial Ghoul: ?
Iron Ghoul, Officer Naragal, Ghoulish Captain: ?
Inimical Undead: ?
Vampire Warlock, Valeed Al-Zalam: ?
Dismortuum: ?
Brother Qayoom the Eternal, Wispy Shroud, Simple Haunt: ?
Corpse Mound: ?
Spectral Guardian: ?
Dwarf-Sized Shadow: Three dwarf-sized shadows, the spiritual remains of the woodcutters.
 
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Voadam

Legend
Book of Lost Spells for Fifth Edition
5e
Crypt Thing: Create Crypt Thing spell.
Skeleton, Undead Skeleton: Crew with the Dead spell.
Animated Skeleton: ?
Zombie: Crew with the Dead spell.
Zombify Self spell.
Animated Corpse: Crew with the Dead spell.
Shadow, Standard Shadow: Devouring Darkness spell.
Infuse Shadow spell.
Umbral Touch spell.
Umbral Weapon spell.
Ghoul: Transform Zombie spell.

Create Crypt Thing
7th-level necromancy
Cleric, Wizard
Components: V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 100 gp)
Casting Time: 1 action
Duration: Permanent
Range: 30 ft.
Area of Effect: 1 corpse
Saving Throw: None
You animate one medium or large corpse you can see into a crypt thing (see Fifth Edition Foes from Frog God Games). The newly-created crypt thing guards the area where it was created.

Crew with the Dead
6th-level necromancy
Warlock, Wizard
Components: V, S
Casting Time: 10 minutes
Duration: 24 hours
Range: Self
Area of Effect: All dead humanoids within 60 ft. of you
Saving Throw: None
You animate all dead humanoid creatures you can see within 60 feet of yourself to act as a crew for a ship or boat. Treat the animated corpses as zombies or skeletons, as appropriate. They have a +8 bonus on skill checks related to crewing the ship, but they are incapable of doing anything else. They must be constantly commanded (by your mental commands) or they do nothing. If your concentration is broken, they halt their activity immediately and you must spend an action to regain control over them.
The undead crew does not fight, even if commanded to do so. If instructed to do anything but operate a boat, they simply stand in place, doing nothing.

Devouring Darkness
5th-level conjuration
Sorcerer, Wizard
Components: V, S
Casting Time: 1 action
Duration: 1 minute
Range: 150 ft.
Area of Effect: Sphere, 20-ft. radius
Saving Throw: Con / half damage
A cloud of darkness erupts from a point that you can see. The cloud fills a 20-foot-radius sphere around the target point. Everything inside the affected area is heavily obscured. Each creature in the cloud when it appears takes 8d6 necrotic damage, or half damage with a successful Constitution saving throw.
Creatures slain by devouring darkness rise 1d4 rounds later as shadows.

Infuse Shadow
4th-level necromancy
Cleric, Wizard
Components: V, S
Casting Time: 1 action
Duration: Permanent
Range: 60 ft.
Area of Effect: 1 shadow
Saving Throw: None
You infuse shadow-stuff into one living creature’s shadow that you can see. The shadow then animates and is under your control. It uses the standard stat block for a shadow. As a bonus action on each of your turns, you can mentally command the shadow if it is within 120 feet of you. You decide where it will move and what its action will be. Alternatively, you can give it a general order such as “guard this area.” If it has no orders to follow, it only defends itself against hostile creatures. Once given an order, the shadow continues following it until that order is complete. After 24 hours, the shadow is no
longer under your control; it becomes a free-willed undead.
The original creature regains a shadow over the next 24 hours. It appears faintly after one hour, then gradually intensifies until it casts a normal shadow again.

Transform Zombie
5th-level necromancy
Wizard
Components: V, S, M (a bone from a ghoul)
Casting Time: 1 action
Duration: Permanent
Range: Touch
Area of Effect: 1 zombie
Saving Throw: None
One zombie that you touch becomes a ghoul. If you previously had control of the zombie, you retain control of the ghoul.

Umbral Touch
4th-level necromancy
Cleric, Wizard
Components: V, S
Casting Time: 1 action
Duration: 1 minute
Range: Self
Area of Effect: Self
Saving Throw: None
You gain a Strength-draining attack. As an action, you can make a melee spell attack against one creature within your reach. If you hit, the creature loses 1d4 points of Strength. If the creature is reduced to 0 Strength, it dies; 1d4 rounds later, it reanimates as a shadow under your control, with the stats of a standard shadow.

Umbral Weapon
5th-level necromancy
Wizard
Components: V, S
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: Self
Area of Effect: Self
Saving Throw: None
You reach into nearby shadows and use them to create a blade made of shadow-stuff. The blade can resemble any weapon you are proficient with. For the duration of the spell, you can wield the umbral weapon like a normal melee weapon, but you use your spellcasting ability and spell attack bonus when attacking. The weapon does 3d8 necrotic damage, and the target loses 1 point of Strength unless it makes a successful Constitution saving throw. The umbral weapon gains a +3 bonus to damage for every point of Strength it drains. A creature reduced to 0 Strength by this blade dies instantly, and rises in 2d4 rounds as a shadow.
The blade disappears if you let go of it, but during the spell’s duration, you can create it again in your hand with a bonus action.

Zombify Self
4th-level necromancy
Wizard
Components: V, S, M (a piece of zombie flesh)
Casting Time: 1 action
Duration: 10 minutes
Range: Self
Area of Effect: Self
Saving Throw: None
Your flesh becomes corrupt and dead as your body transforms into that of a zombie. You become immune to poison, paralysis, stun, disease, and unconsciousness for the duration of the spell. You also lose 4 points of Dexterity and have tactical disadvantage on Charisma checks used to interact with others.
You can end the spell as a bonus action. When the spell ends, you take 5d8 necrotic damage, or no damage if you make a successful Constitution saving throw.
 
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Voadam

Legend
Book of True Evil (5E)
5e
Undead Familiar: ?
Devilish Undead Familiar: ?
Demonic Undead Familiar: ?
Skeletal Undead: ?
Corporeal Undead: ?
Occultist Vampire: Empowered by mystical rituals, unnatural science, or otherworldly forces, occultists are thought by most to be monsters, shunned and feared by society. Some seek this power out while others have it foisted upon them, but not all of these individuals are beholden to their base desires and some lead lives that are a boon for a society rather than bane.
Occultists are the stuff of dark secrecy and fell power, things of legend and forbidden lore. Becoming one of these otherworldly creatures is sometimes the ultimate goal of a cultist, drinking the blood of an existing occultist or engaging in strange rituals to fully realize their power. To others it is a curse bestowed by bloodline or destiny, a burden that strengthens itself through hardship.
Many of the fell adventurers that resist their inner natures are raised far from civilization or hidden away from the world in utter secrecy, tainted by otherworldly power inherited from their reclusive parents or bestowed upon them by fate and the workings of cults.
The first thing to decide when making an occultist is the source of your character’s abilities: did they seek out their dark path or was it forced on them by destiny? They might have discovered a dark object or accidentally happened into a nexus of otherworldly energies, stumbling into a ritual or coming upon the decaying essence of a dying monstrous entity looking for a new soul to tether to itself. Perhaps your character has always sought out power regardless of its source, seeking it out with others in a cult only
to be the one that unlocks the secrets of the order. Maybe instead your parents were occultists and in a moment of panic you realized your unnatural inherited talents.
Infused with unholy energies and driven by a thirst for blood, you are slowly becoming a true master of the night and one of the most powerful types of undead.
Occultist Master of the Night power.
Dark Transformation Lich: A person obsessed with becoming a lich may be consumed with a hunger for more powerful magic or to attain immortality. The threat of a mundane life or death is anathema to such an individual. These mages and mystics tend to live isolated lives, spending all their waking hours studying the lore of undeath’s masters. Intensive research over hundreds and thousands of hours take a toll on their bodies, leaving gaunt and sickly figures akin to a corpse. Upon the end of their dark transformation, the spellcaster completes their goal, becoming something fully versed in arcana and beyond death. Though they resemble liches in nature, even after their dramatic change these creatures must still spend decades before learning the secrets of phylacteries and complete lichdom.
Prerequisites. Intelligence 15 or higher, Undead Attunement feat, ability to cast arcane spells.
Dark Ritual. Tie off blood flow to one of your extremities until it undergoes necrosis, then revitalize and restore animation to the limb with a smaller ritual that takes place over one day. Complete this process for all of your major extremities.
Dark Apotheosis: Lich Dark Transformation power.
Dalvora Yalyz, Half-Dragon Lich: ?
Unquiet Dead: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Haunt: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Mummmified Form Covered in Script: ?
Entropy-Eyed Skeletal Lord: ?

Undead: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Vampire: ?
Lich: ?
Skeleton: ?
Zombie: ?
Warhorse Skeleton: ?
Ghoul: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Minotaur Skeleton: ?
Ogre Zombie: ?
Vampire Spawn: ?
Shadow: ?
Specter: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Ghast: ?
Will-o'-Wisp: ?
Wight: ?
Ghost: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Wraith: ?

Master of the Night
When you reach 20th level, you regain 20 hit points at the start of your turn if you have at least 1 hit point and aren’t in sunlight or running water. If you take radiant damage or damage from holy water, this feature doesn’t function at the start of your next turn. In addition, your type changes to undead.
 
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Voadam

Legend
5th Edition -- Bones of the Companion
5e
Powerful Undead: The glabrezu carries with it a powerful and ancient relic of evil, the Staff of the First Necromancer, a magic item that allows it to create powerful undead—a power it has put to use within the crypt in pursuit of amusement and because it can.
Undead: ?
Wandering Undead: ?
Wraith: There are two wraiths in here as well, animated by the glabrezu with its Staff of the First Necromancer.
Staff of the First Necromancer magic item.
Specter: Staff of the First Necromancer magic item.
Mummy: The glabrezu came to this room and used the Staff of the First Necromancer to animate one of the knights interred here as a mummy.
Staff of the First Necromancer magic item.
Zombie: The chaplain referred to this area as the Hall of the Damned and intended to use it as an area to exact spiritual torture on enemies of the Companions. The chaplain was animating the corpses of enemies and turning them into zombies or skeletons. The intent was for them to reside here forever.
Skeleton: The chaplain referred to this area as the Hall of the Damned and intended to use it as an area to exact spiritual torture on enemies of the Companions. The chaplain was animating the corpses of enemies and turning them into zombies or skeletons. The intent was for them to reside here forever.

STAFF OF THE FIRST NECROMANCER
Staff, legendary
This twisted, gnarled staff was fashioned over a thousand years ago from a variety of mismatched bones connected to a large creature’s spinal column. This staff allows the wielder to create undead from corpses. As an action, when the wielder speaks the command word and touches the staff to an intact corpse, the corpse rises 10 minutes later as the wielder’s
choice of a wraith, a specter, or a mummy. The staff grants no control over the newly risen undead, and that creature may well attack the wielder if given the chance.
Each use of the staff forever corrupts and stains the wielder’s soul. After using the staff nine times, the wielder dies and their accursed soul becomes bound to the staff for eternity.
 

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