Undead Origins


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Voadam

Legend
Crypt of the SCIENCE-WIZARD 5E
5e
Techno-Mummy: These mummies are prepared with technology and science, not dark magic or curses.
The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue.
These 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.
Mummy, More Common Mummy: Unlike the “more common” mummies, dark necromantic rituals have no part of [techno-mummies] creation.
The Advisor, Techno-Mummy: ?
The Consort, Techno-Mummy: ?
Kersete I, The Science-Wizard, Mummy-Lich: ?
 
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Voadam

Legend
Custom Ancestries & Cultures
5e
Undead: Undead are created in a variety of ways: necromancy, a curse, or even a contagion.
Awakened Undead: Undead are created in a variety of ways: necromancy, a curse, or even a contagion. Whatever the cause, a very few people who fall victim and are transformed into undead nevertheless retain their minds and personalities from life. These lucky (or unlucky?) few reawaken after death to discover themselves transformed into an animate corpse.
Animated Corpse: ?
Zombie: ?
Vampire: ?
 

Voadam

Legend
D&D CLASSIC EDITION (HOUSERULE)
5e
Undead: Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life.
Spells and class features allow characters to transform into animals, summon creatures to serve as familiars, and create undead.
Powerful Undead: ?
Skeleton, Undead Skeleton: Animate Dead spell.
Zombie: Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Animate Dead spell.
Life Drain spell.
Banshee: ?
Ghoul: ?
Flameskull: ?
Lich: ?
Shadow: ?
Will-o'-Wisp: ?

Animate Dead
Necromantic
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: 1 corpse; see text
Duration: Instantaneous
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.
Regardless of the type of undead you create with this spell; you can’t create more than 1 undead creature with a single casting of Animate Dead. Casting this spell in a desecrated area (see the Consecrate spell) doubles this limit.
The undead you create remain under your control indefinitely. As a bonus action, you can mentally command any undead you made with this spell if it is within 400 feet of you (if you control multiple undead, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the undead will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the undead creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Life Drain
Necromantic
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 living creature
Duration: Concentration, up 1 minute/caster level
Saving Throw: Constitution negates; see text
The target must succeed on a Constitution saving throw or its hit point maximum is reduced by 4d6. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under your control, unless the humanoid is restored to life or its body is destroyed. You may only control a number of undead equal to your twice your proficiency bonus.
 

Voadam

Legend
5E Foes: Cults of Hell
5e
Ghoul Sanguine Priest: ?
Vampire Spawn Sanguine Deacon: A humanoid slain in this way [by a vampire sanguine archdeacon's bite attack] and then bathed in muckstuck blood rises the following night as a deacon under the arch-deacon's control.
Muckstuck: The entirety of a Sanguine church hinges on its muckstuck, a damned raised from Infernus that was a flatterer in life.
Vampire Sanguine Archdeacon: ?
Wrathborn: Worshippers of Phlegyas are those who want to murder the world, one soul at a time. To that end they create a wrathborn, a cursed lineage inhabited by thirteen damned souls from the Styx. These wrathful thirteen continue as if they were still in Infernus, murdering every being who comes within a few miles of the body of water where they are born.
The Thirteenth find a young soul and drown him or her. His death and subsequent resurrection creates a wrathborn through which the Thirteenth's wrath may find its expression. The Thirteenth are dedicated to ensuring the wrathborn keeps killing by infusing a body of water with the River Styx. Then, on the thirteenth of every Friday, the wrathborn is born again. The wrathborn is possessed by a wrathful from Infernus, unless the body is so destroyed that it cannot be possessed, in which case the Thirteenth will procure a blood relative for possession.
The Thirteenth use bodies of water—lakes, ponds, and other waterfronts—to create and trap the wrathborn.
Cac: ?
Parent: The parents appear as headless corpses, themselves reanimated by discordant damned.
Ghoul: Worshippers of Cerberus have perverted the sacrifice of Sikkar, often by fire, into a blood ritual in which drinking his blood is seen as a form of redemption. This blood is collected from a muckstuck, itself absorbed from stirges who are squeezed to provide the liquid to worshippers. It is also carved up and baked into bread-like wafers, which are fed to the faithful as the “body” of Sikkar. The worshippers eat Sikkar’s flesh and drink his blood, believing it brings them closer in communion with their deity. Over time, the population is turned into vampire spawn (those who drink Sikkar’s “blood”) and ghouls (those who eat his “body”).
Vampire Spawn: Worshippers of Cerberus have perverted the sacrifice of Sikkar, often by fire, into a blood ritual in which drinking his blood is seen as a form of redemption. This blood is collected from a muckstuck, itself absorbed from stirges who are squeezed to provide the liquid to worshippers. It is also carved up and baked into bread-like wafers, which are fed to the faithful as the “body” of Sikkar. The worshippers eat Sikkar’s flesh and drink his blood, believing it brings them closer in communion with their deity. Over time, the population is turned into vampire spawn (those who drink Sikkar’s “blood”) and ghouls (those who eat his “body”).
 

Voadam

Legend
Before the Stroke of Midnight - Level 9 Adventure and Compendium
5e
Undead: ?
Duchess Rose Amandian Blackraven, Undead Spirit, Ghost, Restless Spirit, Tormented Spirit, Undead Wraith, Vengeful Spirit: Rose was a female human noble (CN) and Duchess of Shieldsborg Castle. She died after being poisoned by Prunellia. After her death, Rose transformed into an undead spirit that haunts the mausoleum in the Blackraven cemetery.
After Rose Blackraven had passed away, her spirit lingered in the castle long enough to learn the truth about how she died. Prunellia’s betrayal enraged Rose beyond mortal bounds and turned her into an undead creature doomed to forever rage over her fate inside the old mausoleum.
Vengeful Bride: The vengeful bride is the spirit of a bride-to-be who died from mortal sorrow after her fiancé was murdered.
Fearsome Undead: ?
Spirit of a Bride-to-Be: ?
Undead Spirit: ?
Undead Familiar: ?
Ghast: ?
Eerie Ghost: ?
Viola Grey, The Ghost of Shieldsborg Castle, Half-Elf Ghost: ?
Ghostly Apparition: ?
Ghostly Shape: ?
Ghost: Little is known about the Veil of the Afterlife. Some say it was first worn by an ancient queen whose beloved was slain in a battle. The queen mourned so grievously that she perished and became a ghost, doomed to forever haunt a forest in which she and her lover often had walked.
Ghostly Woman: ?
Prunellia, Lich: If the characters didn’t defeat Prunellia, she continues her murderous scheme. Her evilness and magical abilities eventually transform her into a lich, which proceeds to rule the castle and surrounding areas with terrible wrath.
Lich: ?
Infuriated Lich: ?
Mummy Lord: ?
Skeleton: ?
Poltergeist: ?
Restless Spirit: ?
Haunting Spirit: ?
Vampire: Spooky Wild Magic Effect 91-92.
Vampire Spawn: ?
Wight: ?
Wraith: ?
Zombie: A creature killed by a [subtly changed phase] spider rises as a zombie controlled by the DM at the beginning of its next turn.

91–92 If you die within the next minute, you return to life as a vampire or a werewolf. Your alignment and memory remain unchanged.
 
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Voadam

Legend
Dark Sun Terrors of the Desert
5e
Dwarf Banshee: Dwarves who die before completing a major focus are often condemned to live out their afterlives as banshees. In unlife they haunt their unfinished work or quest, unable to bear the fact that someone else may complete what they could not.
Shadow Giant, Shadow People: Shadow giants, or shadow people as they prefer to call themselves, are the descendants of the halflings who served Rajaat the Warbringer during the Cleansing Wars.
Shadow giants are the descendants of the loyal servants of Rajaat who the Champions sacrificed to complete the betrayal of their master. These halflings merged with the Black and can only interact with the real world in the form of shadows.
It is not known what they eat, but the shadow people desire obsidian as eggs to incubate their young and have contracts with nobles, including one from Urik to provide 100 unblemished balls of obsidian each year.
Sand Bride: ?
Negative Material Plane Creature: ?
Sand Mother, Mother of the Bride: A sand mother, or mother of the bride, is a very old and powerful version of the sand bride. Its normal appearance is identical to that of the sand bride. It is not known if the sand mother is a unique creature or if a sand bride can somehow evolve into a sand mother.
Thrax, Water Wraith: Legends say the sorcerer queen Abalach-Re offered an alliance to a town of proud warriors. The town refused and killed her envoys. In return, she cursed the town with an unquenchable thirst, and within days, the entire town was dead and the thrax were born.
A human who survives water drain damage from a thrax must succeed on a DC 14 Charisma saving throw or become cursed. Over a period of 1d4+1 weeks, the human painfully begins to change into a thrax and is possessed of an overwhelming thirst, tripling her daily water needs. Other races are immune.
Dreadful Creature: ?
T'liz: Defilers who accumulate enough defiler points are forcibly severed from their life essence, and some defilers embrace this change.
T’liz are undead defilers whose spirits have outlived their bodies.
Lich, Kaisharga: ?
Undead: ?
Undead Defiler: ?
Extremely Powerful Undead: ?
Undead Halfling: ?
Undead Horror: ?
Undead Minion: ?
Willing Undead: ?
Wraith Athasian: In the Gray, the spirits of the dead slowly dissolve and are absorbed. Wraiths are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves. All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson Shrine in Under Tyr, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights.
Shadow of the Living: ?
Wraith Knight: In the Gray, the spirits of the dead slowly dissolve and are absorbed. Wraiths are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves. All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson Shrine in Under Tyr, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights.
Zombie, Common Zombie: Wherever the Gray caresses the world, an indelible stain spreads. Darkness bleeds into the land, the sun dims, and the dead rise. Much of Athas has shuddered now and again under the Gray's touch, and the land sprouts a bountiful harvest of zombies. From the underbelly of Tyr to the ruins of Bodach in the Salt Meres to the Dead Land south of Balic, undead horrors aren't the villains of make believe; they are the reality of which Athasians warn their children.
Zombie Salt: The salt zombie is an undead creature born of hate (and possibly a subtle magic of the Great Ivory Plain).
These creatures are formed when a human or demihuman dies of thirst in the Great Ivory Plain.
There appear to be several areas of the Great Ivory Plain where a person who has died of thirst will become a salt zombie. (A person who dies of thirst through hit point loss does not become a salt zombie.) The sheer force of will of an individual refusing to die seems to somehow reanimate their corpse in these peculiar regions. It is unknown what sort of residual magic may linger in these areas to cause such an effect. There is a 5% chance that any person dying of thirst in the Great Ivory Plain will reanimate.
Animated Corpse: ?
Mummy: ?
Zombie Feasting: Among cannibalistic halflings, diseased inhabitants are buried alive instead of eaten, left to die respectably in the embrace of nature, the giver of life that offers succor in death. But even the far reaches of Athas are not spared from the undead plague. On certain nights, undead halflings walk again in the Forest Ridge, called by flesh.
Zombie With Size Small: ?
 
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Voadam

Legend
Dark Matter
5e
Husk, Shriveled Undead Husk: Few can personally attest to the ravages of being exposed to the naked vacuum of space. With rare exceptions, the vacuum is brutally lethal, stripping the body of all gases, freezing it whole, and boiling its blood in seconds. Sometimes, however, the Black is ill-content with merely stripping everything from the body; it might also divorce the soul from it, leaving behind a shriveled, undead husk, restlessly prowling to satiate its bottomless hunger and thirst.
As manifestations of the 'verse's bitter severity, husks represent the fate of countless spacers who have been stranded in the Black without hope of rescue.
As storied spacer Zan, the Terran, once said, “Never search an abandoned ship without a blaster. ‘Abandoned’ doesn't always mean ‘empty’.”
In other words, old crewmen have a tendency to linger on their derelict ships as husks, still desperately clutching at their life suits and life pods for air. The last moments of these spacers are hideously stretched out to an eternity of undead suffering, terminated only when they are discovered or destroyed by salvagers, or their ship plummets into a planet or star.
Spacer wisdom attests that the dead should be pushed out the airlock without exception or delay. New spacers might attribute this course of action to pragmatic disease prevention, but seasoned explorers know it's because no ship is ever truly safe from husks. In certain regions of space, bodies can unnaturally dehydrate, shriveling to the gaunt, lifeless outline of husks, without ever meeting the vacuum directly. It is a complete mystery how such husks animate, but seasoned spacers know better than to search for the cause—the answer might prove to be far worse than the question itself.
Forlorn Husk: ?
Metallic Skeleton: An unholy abomination of necromancy and technology, a metallic skeleton is formed by dipping the bones of the recently dead in molten metal, usually bronze, silver, or gold, fitting a construct core into the skull, and animating the whole arrangement. What results is a silent, obedient minion, with the strengths of a construct and the lifeless determination of an undead.
Metallic skeletons are a fusion of the two ideal servants animated to life by arcane magic: obedient undead and simple constructs. The result is a servant capable of repairing nearly lethal damage to itself, pursuing complex goals in service of its master, and decimating its master's enemies. With its construct core embedded in its skull, the skeleton can summon vast reserves of arcane energy to collect itself from destruction, as long its skull remains intact.
Unholy Abomination of Necromancy and Technology: ?
Silent Obedient Minion: ?
Obedient Undead: ?
Metallic Skeleton Edict: ?
Metallic Skeleton Bronze Skeleton: ?
Metallic Skeleton Silver Skeleton: ?
Metallic Skeleton Gold Skeleton: ?
Worm Walker: A[ psi-worm] infested humanoid that dies rises 1 round later as a worm walker.
Humanoids that fall to psi-worms face a far more gruesome fate than death: as a psi-worm larvae burrows into its skull, it roots itself in the brainstem and seizes control of the creature, rendering them mindless. Until the threat has passed, these new worm walkers fight alongside the psi-worm gestalts to drive off invaders. However, when they are no longer needed, they are merely abandoned and left to fertilize the nearest patch of xenobloom.
Ghast: ?
Specter: ?
Gregorian Terminus the First, Immortal Lich: No one is quite sure when Terminus, an accomplished wizard, underwent the Rite of Lichdom, but by the time he turned 150 years old, it was clear that Terminus had become an immortal lich.
Shadow: ?
Zombie: If a humanoid target drops to 0 hit points [from a wrothian primarch's psionic vice attack], it rises 1 round later as a zombie under the primarch’s control, unless the humanoid is first restored to life or its body is destroyed.
For some yet unexplained reason, half of the humanoids that die on this planet instantly reanimate as zombies.
 
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Voadam

Legend
Darkmeade
5e
Ghostly Undead: ?
Undead: ?
Skeleton: ?
Zombie: ?
Wight: ?
Wraith: A wraith is created from the spirit of a dead person who embraced evil while alive.
Specter: Specters are the wraith’s spawn, created from people whose spirits are prevented from passing on after death.
Wraith Create Specter power.
Evil Undead: ?

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.
 

Voadam

Legend
DD-02 The Darkness Beneath Brightwell Manor for 5th Edition
5e
Undead: ?
Allip: ?
Burning Ghat: ?
Burning Ghat of Vaguely Dwarf Shape: ?
Lich: ?
Mummy: ?
Mummy, Mummified Remains of a Dwarven Thane, Dwarven Corpse: ?
Mummy Acolyte: ?
Mummy Acolyte, Mummified Remains of a Dwarven Queen, Mummified Dwarf: ?
Mummified Dwarf ?
Mummy Soldier: ?
Mummy Soldier, Mummified Dwarf: ?
Skeleton: ?
Vampire: ?
Serendrack, Half-Elf Vampire: ?
Vampire Spawn: A humanoid slain in this way [by a vampire's bite] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Pale-Skinned Humanoid: ?
Zombie: Leodric sits among six corpses; he’ll cast animate dead using a 5th level slot in order to raise all of them as zombies.
Walking Corpse: ?
 

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