Undead Origins

Voadam

Legend
Heroes of Skyfall
5e
Undead: Without delving too far into the insanity (though we really must talk about it at some time, because it is a ridiculous story in every sense) the Necromancer’s guild has for nearly the entire life of the city been charged with the protection of Skyfall from the dangers of the Lightless Depths. In return, they are given the bodies of all dead Skyfallians, which of course they animate to man their undead army.
Zombie: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Here these dark mages practice their trade disposing of the city’s dead and animating zombies to defend against the dark elf armies from the lightless depths.
Abrupt Animation spell.
Skeleton Shock Trooper: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Shadow: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Specter: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Mummy: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Ghast: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Ephemeral Scout: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Undead Servant: ?
Skeleton: ?

ABRUPT ANIMATION
2nd-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small piece of dried humanoid
skin)
Duration: 1 minute
This spell temporarily forces undeath upon a recently deceased corpse. Choose a corpse within range that died within the past minute. For the duration of the spell, the corpse acts as a zombie under your control. When the spell ends the corpse is no longer animated and collapses in its current space.
On each of your turns, you can mentally command the creature as a bonus action as long as it is within 60 feet of you. You can also issue one command as part of casting the spell. You decide the creature’s action and movement during its next turn, or issue a general command such as guarding a specific area. If you don’t give it a command, the creature only defends itself against hostile creatures. Your GM will have the statistics for zombies.
At Higher Levels. Whenever you cast this spell using a spell slot higher than 2nd level, you can increase the zombie’s Strength, Dexterity, or Constitution score by 4 points for each level of the spell slot above 2nd. You can choose a different ability score for each spell level. For instance, if you cast this spell using a 5th level spell slot, you could increase the zombie’s Strength score by 12, or increase its Strength by 4 and its Constitution by 8, or increase all three scores by 4, etc.
 
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Voadam

Legend
Horrors Unbound: Black Orc (5e)
5e
Undead: ?
Shadow: If a non-evil humanoid dies from [a black orc high priest of Orcus's Caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
 

Voadam

Legend
How Orcus Stole Christmas (5e)
5e
Winter Bones, Merry Undead Creature, Skeletal Scarecrow: ?
Undead: ?
Zombie Horse: The Sleigh of Orcus magic item.
Zombie Draft Animal: The Sleigh of Orcus magic item.

The Sleigh
Painted red with blood, set upon rails of the coldest iron, and capable of holding countless corpses in rotting sacks, the sleigh of Orcus is a massive wooden sleigh measuring thirty feet long and twenty feet wide. The walls of its bed rise ten feet in the air. It is icy cold to the touch and radiates an unholy aura to any who are sensitive to the presence of the dark powers of the world.
The sleigh itself possesses several strange magical properties. It only needs to be pulled by a single horse (who moves at its normal speed when pulling the sleigh), though the poor beast of burden withers and sickens after a week of being tasked with pulling the horrid winter sled. In another week, the wretched creature is emaciated to the point of death. This damage is unrecoverable, save by divine intervention or the use of a wish spell. If left tied to the sleigh overnight, the horse (or other draft beast) rises as a zombie, bound forever to the service of the sleigh master.
The draft animal, regardless of its form, gains the following features when it reaches the point of becoming undead:
It becomes an undead, and gains immunity to poison damage and the poisoned condition.
It gains the following additional features:
Favored Terrain. Whenever the creature is moving through snow covered terrain or blood-soaked battlefields, its speed is doubled.
Undead Fortitude. If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead.
In addition, the sleigh functions as a portable hole for any object placed in the bed. The item vanishes in an icy blast of brimstone when placed there and can be recalled by reaching back into the bed at any time. However, each time an item is retrieved there is a cumulative 1% chance that a demonic creature springs forth from this terrible abyssal portal to devour those who would dare deface the sleigh of their master.
The sleigh itself is impervious to all forms of damage and can only be removed from creation by having a bless spell cast upon it, and then wished out of existence.
 

Voadam

Legend
Hythum Chapters 1 and 2
5e
Undead Skeleton, Skeleton: ?
Undead: ?
Ghast: ?
Ghoul: ?
Wight: ?
Zombie: A humanoid slain by [a 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.
 

Voadam

Legend
Hythum Chapters 3 and 4
5e
Undead: ?
Skeleton: ?
Duke Varonus, Skeletal Guardian, Skeletal Tomb Guardian: ?
Ghoul: ?
Skeleton Armored: ?
Skeleton Decrepit: ?
Skeleton Minion: ?
Blazing Skeleton: ?
Wight: ?
Zombie: A humanoid slain by [a 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.
Wraith: ?
Specter: Wraith Create Specter power.
Shadow: If a non-evil humanoid dies from [a shadow's Strength Drain] attack, a new shadow rises from the corpse 1d4 hours later.
General Karattas, Skeletal Guardian, Four Armed Skeleton, Animated Skeleton: ?

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
Hythum Chapter 5
5e
Mummy: ?
Frozen Troll Zombie: In the chamber below is a Zombie, animated corpse of a troll, its skin is icy blue from cold and ice shards have grown out of its rotting flesh, chained to the wall.
Zombie Hulk: ?
Animated Corpse of a Troll: ?
Flameskull: ?
 

Voadam

Legend
5th Edition Monsters & Treasure of Aihrde
5e
Bag O' Bones: The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to that of a stone golem, and it requires the magical coordination of both a high-level cleric and a master wizard.
The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
The Black Breath, Unklar's Breath, Breath of Despair: Created by dark magic, the black breath is a creature of necrotic energy. When created, the black breath contains a drop of its creator’s blood and appears as a small, invisible gel. The creature remains inert until it is rubbed on a location or object it is meant to guard. It can then assume its air form and attack.
Arch-Mage Nulak-Kiz-Din created the black breath to guard his many treasure holds, towers, and places of power.
Feliul Stone, Magical Stone That Has Been Possessed by the Spirit of a Fallen Dwarf Gnome Giant or Goblin: Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant, or goblin (far more commonly a dwarf). Usually, the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it. These spirits live within the rock and stone, trying to fulfill their spent lives’ lingering needs.
Forsaken: They bear the signs of their origins and chains and leather straps hang upon them, some attached, others not.
The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon them, their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could.
Laumeun: The laumeun were once humans whose bodies have wasted away, mutating into abominations through a lifetime of misspent sorceries. They are shells of themselves; their flesh largely rotted away, their innards, blackened with corruption, hanging on to their slowly mutating bones. Their muscle has long since decayed and only their sorcery holds them upright, giving them the appearance of floating.
The laumeun are aware of what has happened to them. They well remember the transformation and understand that the sorcery they practiced in life somehow went awry and corrupted them.
The laumeun first appeared during the Age of Men when the sorcerers ruled. Lau is the dwarven word for sorcery [and] is a derogatory word at best. Mastery of the Language of Creation lies beyond many men’s capabilities and some succumb to the power of it before they cast it aside. These are the laumeun. The language, corrupted beyond its scope lingers with the laumeun, burning away their flesh and corrupting the mind.
The creatures are considered great abominations by wizards in Aihrde for they failed at their craft, but continue to hound those more successful. It is the fear of all wizards that at some point they too shall become corrupted by their magic and mutate into a laumeun.
Mison Men, Ancient Mountain Warrior Who Has Returned to the World by the Magic Bound in the Bones of a Dead Dragon: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwove with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one.
Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerlulthut: The naerlulthut are the spawn of the [naerluth], that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it.
The naerlulthut’s natural form is one of dust, the spirit of the devoured creature lingering in the refuse left behind by the naerluth.
These creatures are very uncommon, only found where the [naerluth] have dwelt for some time. They have no real connection to the Winter Dark or the Horned God, being entirely creations of the [naerluth].
Shelkerow: The shelkerow are priests of a banished god, evil and tormented souls who had nowhere to go after death, so they coalesced into a morass of etheric ectoplasm, a twisted nightmare that exists only to drain the life from the world.
Anywhere that dark priests were put to death en masse a shelkerow can manifest. In years past when the city was sacked, the priests of Unklar gathered here in the tower in a last-ditch attempt to save themselves. They failed, as knights and paladins broke through the door and put them all to the sword.
As priests of a banished god, their souls had no house to which they could flee. So they lingered, evolving into a morass of twisted nightmare known as a shelkerow.
Soul Thief, Rottenshuf: These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Terralip Tree: In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole, and branches, there to poison the ground, the very air, that once gave it life.
The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow.
But others, druids and the like, use them as guardians, for powerful druids can bind a tree’s spirit to the bole and keep it there until released or turned.
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some, this is all there is and they take no heed of the fruit that is the earth, the wind, the sky, and cool waters. For others, they are awake and take notice, for what it is worth, of the world around them, and these love or hate the joy of it as is their wont. Of these, the terralip is born. An evil limb in life turns worse in death. Or happenstance twists a happy spirit into a malevolent force. In either case, the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
They are found in any environment and locale, sometimes along on a dusty plain, at others in the deeps of a wild forest.
Undead: Any creature slain by a naerluth arises again as a random type of undead within 1d10 rounds.
Undead Crow: ?
Undead Hound: ?
Undead Spirit: ?
Banshee: Noxmurus, Night of the Dead, artifact.
Ghost of a Priest Who Lived in the Tower: ?
Ghost: ?
Ghoul: ?
Skeleton: Knoglen Blade magic item.
Skeletal Colossus of Various Animal and Human Bones Grafted Together in Odd Patterns: ?
Gaunt Skeletal Creature: ?
Gaunt Orc: ?
Skeletal Orc: ?
Gaunt Skeletal Manticore: ?
Wight: ?
Malhavok, Wraith Who is Not Affected by Sunlight: In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat. Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last, it found a home in the very blade the rogue carried in life. This blade, borne of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing.
Zombie: Knoglen Blade magic item.
Terrible Yellow-Boned Figure of Grotesque Proportions: ?
Alchemical Abomination: ?
Simple-Minded Guardian: ?
Relentless Guardian: ?
Solitary Guardian: ?
Ravenous Hunter: ?
Abomination: ?
Fallen Sorcerer: ?
Ancient Blight: ?
Silent Killer: ?
Great Abomination: ?
Guardian of a Mountain: ?
Clever Stalker: ?
Incorporeal Creature: ?
Tormented Spirit: ?
Lingering Essence: ?
Relentless Attacker: ?
Swirling Cloud of Dust: ?
Vaguely Corporeal Form: ?
Morass of Etheric Ectoplasm: ?
Twisted Nightmare: ?
Echo of Darkness: ?
Eater of Souls: ?
Mass of Black Smoke: ?
Morass of Twisted Nightmare: ?
Shadowy Transparent Figure of Smoky Black: ?
Shepherd of the Damned: ?
Special Servant of the Lords of the Netherworlds: ?
Guide of Sorts: ?
Hunter of Souls: ?
Shadow: ?
Old Dead Tree: ?
Angry Remnant: ?
Echo of a Tree's Spirit: ?
Twisted Spirit: ?
Mindless Killer: ?
Malevolent Force: ?

Knoglen Blade: This weapon is a pole-arm, fashioned from the living bones of the aghul’s victims. Ranging about 8 feet long, it serves as a +2 weapon in both hit and damage. The blade(s) are razor-sharp, self-replicating bones. When the blade strikes a successful hit with a 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. If not treated, the wound begins to rot and the surrounding flesh begins to fall off. A creature that dies from the rotting returns as an undead. Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days. The Knoglen loses all magic when its owner dies.

Noxmurus, “Night of the Dead”
Weapon (longsword), Artifact
When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world.
The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history.
Noxmurus is a +3 greatsword, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross guard is speckled black as if colored with coal dust. The sword wastes with time or use, for the spirit of the elves lies within it. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by any elf, but a high elf (or half-elf who is not the offspring of a high elf) or human, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and has an Intelligence of 12, Wisdom of 15 and Charisma of 17. While Bodach is within the blade, the blade can communicate telepathically with its wielder. If Bodach is outside of the blade, the blade can only transmit emotion.
Its greater and lesser abilities are listed below.
When unsheathed, the sword grants the wielder advantage on all stealth checks, and if in a forest environment, the bearer can become invisible at will. Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp-familiar in all respects.
The blade imparts a resistance to poison as well as darkvision up to 120 feet. It can detect magic within a 20-foot radius. When borne by any elf but a high elf (or half-elf who is not the offspring of a high elf), the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD or levels. A potentially affected creature that succeeds at a Wisdom save (DC 15) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD or levels suffer the frightened condition for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all attack rolls and attribute checks. The wielder can also detect any type of scrying.
The sword has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elf or fey, the blade has a malevolent effect. On a roll of natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.
 
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Voadam

Legend
Askis World Primer
5e
Undead. The Dead: ?
Slavering Undead: ?
Foul Undead Mage: ?
Vined Skeletal Monstrosity, Undead Servant: ?
Mindless Recruit of the Silent Knights, Member of the Ministerium Immorte: Knowing the dangers that could result from the Taenarius Tunnels but aware that removing them would be impossible, the Celestial Heroes sought a way to maintain the danger they could not destroy and tried a wide variety of means. Legions of soldiers sacrificed their lives in the entombing darkness, automata returned to the surface as crazed killers, and in time only one solution presented itself. So it is that for the denizens of Askis, there is service even in death: the Minesterium Inmorte.
It is not at all widely known but virtually everyone donates their corpse to public service when they finally pass away. Most funeral rites involve incineration of the body but even those who choose not to be cremated are ultimately recruited, the corpse taken away to The Ministry after the final viewings and bereavement have passed (ostensibly in the interests of the public health). Once there the Quibus Pythonicus prepare the remains with holy oils and salves to ensure the smell of decay does not emanate and then raise it to patrol the world’s waters and subterranean passageways. Before being sent into the field a mindless recruit of the Silent Knights is encased in sacred armor that completely covers their body, leaving nothing to see but the intense glare of their undead gaze.
Saint Argyripus, The Breathless Saint, Bereaving Ghost: After the philosopher scientist released a maddening gas to spread all over Regredior, the brave Argyrippus ignored the warnings of the Golden Redeemers and ventured out into the mind-altering mist. He heaved and spat before drew in a breath so deep that the the city-wide fog withdrew from the streets and into his lungs! The dwarf died for his efforts and his bereaving ghost sometimes haunts the night in Regredior to recant his death, but the citizens of the city shall ne’er forget his noble sacrifice and without fail they have honored him thrice a year since.
Vicefroth, Ghost, Spirit: ?
Neracito, Ghost: ?
Lich: ?
Lich-Queen: ?
Ulnayr, Lich: ?
Vampire: ?
Vampiric Warmaster: ?
Living Dead: ?
 
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Voadam

Legend
Insidious Experiments (Level 4 PCs)
5e
Skeleton: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Ogre Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Bone Naga: ?
Serpentine Skeleton: ?
Crawling Claw: ?
Undead: ?
Undead Guardian: ?
Animated Dead: ?
Mindless Undead: ?
Undead Thrall: ?
Monstrously Large Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
 

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