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Undead Origins

Quests of Doom 4 A Little Knowledge (5e)
5e
Crypt Thing: ?
Hoar Spirit: ?
Lantern Goat: ?
Zombie Spellgorged: If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies.
Zombie Sphinx: The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today.
Crypt Thing, Resident Crypt Thing, Undead Guardian: Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement.
Skeletal Humanoid: ?
Creature: ?
Hoar Spirit, Vengeful Undead, Enraged Spirit, Monstrosity, Intelligent Undead: ?
Being: ?
Gaunt Humanoid: ?
Sinister Lantern Goat, Undead Host, Hideous Creature, Evil Monster, Foul Creature, Parasitic Beast, Foul Undead Host: ?
Travvok, Zombie Sphinx: The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today.
Undead, Undead Monster: The building’s current resident transformed some of his former colleagues into his undead servants, while swarms of voracious scarab beetles, malevolent constructs, and other monsters originally hailing from Thanopsis’ homeland also perform the bidding of their sinister master.
The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters.
Skeleton: ?
Mindless Skeleton: ?
Zombie, Normal Zombie: ?
Human Zombie: ?
Orc Zombie: ?
Shambling Zombie: ?
 
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Quests of Doom 4 Fishers of Men (5e)
5e
Allip: After witnessing the carnage around them, Joy Montez and her sister Lily decided it would be better to take their own lives than face a gruesome demise. The act caused their souls to linger in this place as 2 allips.
Draugr: Unfortunately, the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. Tyler Ebbensflow, a draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids.
Draugr Captain: ?
Duppy: ?
Zombie: A humanoid slain by a duppy's incorporeal touch attack rises 24 hours later as a zombie under the duppy’s control, unless the humanoid is restored to life or its body is destroyed.
Meat Puppet Human, Boneless Skinless Corpse Reanimated After Being Exposed to Necromantic Energies: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.
Haunting Eaten Alive: Although the wizard’s body is no longer here, his horrific demise left its lasting impression on his quarters, giving rise to a sinister haunting.
Thalius Deneres, Specter, Ghostly Translucent Outline of a Badly Beaten Burly Man: Quattu and the crabmen tortured and brutalized Oliver’s devoted foreman, Thalius Degeneres. The agonizing ordeal transformed the formerly genial man into a seething pulp filled with hatred. When he finally succumbed, the vengeful spirit arose as a specter that still haunts his bedchamber.
Frightful Ghast: The chuul subjected the five plumpest human captives to the horrific fate of sealing them alive within the packing crates. Much to Quattu’s chagrin and the crabmen’s terror, the first crate unsealed three days ago created a frightful ghast who slew a crabman before the disappointed aberration personally destroyed it.
Ghast: The foul stench and thumping sounds emanating from inside these containers are telltale signs the two former occupants also underwent the hideous transformation into 2 ghasts.
Malignant Cloud of Shadows: ?
Barnacle-Encrusted Walking Corpse: ?
Floating Ghostly Humanoid: ?
Undead Monstrosity: ?
Human Meat Puppy, Revolting Undead Creature, Relentless Killer: Quattu and the crabmen deliberately jammed the doors in order to prevent the 3 human meat puppets they inadvertently created from escaping their confines. During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures.
Tyler Ebensflow, Draugr Captain: Unfortunately, the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. Tyler Ebbensflow, a draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids.
William the Mad Crawdad, Duppy, Undead Monstrosity, Miserable Sailor, Vengeful Spirit: The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a duppy.
Sinister Haunting: ?
 
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Quests of Doom 4 Forgive and Regret (5e)
5e
Groaning Spirit: ?
Mummy Swamp: The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. In this case, 4 swamp mummies rise from the peaty graves to batter the living.
Nosferatu: Nosferatu are savage undead who may be the progenitors of the common, more refined vampires. The curse of the nosferatu lacks the elegance and romance of its modern form, harkening to a forgotten age of verminous hunger and eerie powers. Granted immortal life but not immortal youth, nosferatu are withered, embittered creatures unable to create others of their kind, as they somehow lost that ability long ago.
Because nosferatu can’t create spawn, any nosferatu in existence are very old—created long ago in a time before they lost the ability to infect others with their undead curse.
Unrequited: On this spot centuries ago, the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequited coalesced at the spot.
Eladrian, Groaning Spirit, Undead Spirit, Insubstantial Spirit, Sullen Elf Spirit, Vengeful Spirit: ?
Translucent Figure: ?
Undead Monstrosity: The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. In this case, 4 swamp mummies rise from the peaty graves to batter the living.
Withered Leathery Corpse: ?
Hamish MacDuncan, Nosferatu, Vampiric Monster, Grotesque Nosferatu, Foul Caricature, Vampiric Predator, Vampire, Malevolent Denizen, Grizzled Veteran, Bald Humanoid Figure With Pointed Ears Rat-Like Teeth and Filthy Elongated Fingers Ending in Vicious Claws, Cunning Undead, Calculating Nosferatu, Unwelcome Nosferatu: The sins that stained the blighted Wytch Bog more than two centuries ago still linger as the villain who perpetrated a genocidal act longs to free his tortured soul from his undead bonds.
Hamish MacDuncan, a grizzled veteran of distant wars and expatriate of the upper regions of far-off Eamonvale, told the Viroeni matriarch that he knew of a safe path through the accursed bogs that he could guide them on and allow them to escape the confines of the Kingdoms of Foere for the promised freedom of Cailin Lee to the west. A mercenary to the core, though, MacDuncan told them he would do this only if the tribe paid him with all of the gold they had left.
Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed.
Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later.
The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them.
The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again.
But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. His immersion in the bog waters had not been kind to his physical body, so he emerged as a grotesque nosferatu, a foul caricature of the vitality he had known in life.
Servitor Creature: ?
Restless Spirit: ?
Shambling Corpse: ?
Vengeful Undead Creature: ?
Pathetic Spirit: ?
Abomination: ?
Lost Soul: ?
Malevolent Spirit: ?
Animated Corpse: ?
Savage Undead: ?
Will-o'-Wisp: ?
Aberration: ?
Creature: ?
Monster: ?
Undead: Even as the Wytch spoke to the nosferatu, he saw that the long dead corpses in the bogs where he had dumped them had begun to stir.
The ensuing carnage also piqued the interest of other dormant, restless spirits now roaming the land, seeking to avenge old grudges against the progeny of the humans who handed them over to an ignominious death and the individual directly responsible for their demise.
 

Quests of Doom 4 In the Time of Shardfall (5e)
5e
Triceratops Skeleton: ?
Zombie Poisonous Snake: ?
Zombie, Undead Servant, Undead Guardian, Peat Preserved Zombie: ?
Triceratops Skeleton, Undead Servant, Undead Guardian: A portion of the prehistoric landscape imprisoned in the Akaata contained large primordial tar pits, death traps for some of the ancient world’s titanic animals. When the fragment fell into the bog, that tar began seeping out of the stone, filling a portion of the swamp with sticky matter and the long-submerged bones of creatures that died in the gooey wells. Magher witnessed the fragments fall and investigated the site. He soon spotted the tar-encrusted bones in the pits and used his dark magic to animate the bones to create a new skeletal monster to do his bidding.
Zombie, Buried Zombie, Tar-Covered Zombie: ?
Burning Zombie, Burning Relentless Foe, Flaming Zombie: On the round after the tar-covered zombies emerge, Magher uses his fire bolt cantrip to set one alight. He ignites additional zombies on subsequent rounds. The tar combusts, turning the zombies into burning, relentless foes.
 

Quests of Doom 4 Pictures at an Exhibition (5e)
5e
Undead: ?
Ghost: ?
Wight: ?
Wraith: ?
Vampire: ?
Biting Skull, Glowing Skull: ?
Skeleton: ?
Chanting Skull, Glowing Skull: ?
Saint Matilda, Biting Skull, Glowing Skull: ?
High Priest Paulus, Biting Skull, Glowing Skull: ?
Saint Carlos, Defender of the Faith, Biting Skull, Glowing Skull: ?
Father Damien, Protector of Lepers, Biting Skull, Glowing Skull: ?
Father William, Protector of the Homeless, Biting Skull, Glowing Skull: ?
Sister Mary Catherine, Protector of Newborns, Biting Skull, Glowing Skull: ?
Father Donatello, Protector of Sea Life, Biting Skull, Glowing Skull: ?
 

Quests of Doom 4 The Covered Bridge (5e)
5e
Allip: Within the first week of Cnid’s arrival beneath the Manse Loga, the creature sent its night-terrors into the slumbering thoughts of Bett, the 3-year-old daughter of Nella, the manse’s head cook. The child died within days. Brokenhearted, Nella has dreamt of her lost daughter every night since. The Nightmare Node has fed and used her grief-stricken dreams, eventually using her anguish to create an allip.
Murder Crow: ?
Sir Varral et-Casan, The Blessed, Liberator of Eauxe, Slayer of the Singed Man, Spectre, Ghostly Knight, Shade, Long-Dead Hero, Murdered Dead, Cursed Shade, Stricken Spirit, Dark Figure, Spectral Paladin: Some four hundred years ago, a heroic knight by the name of Varral et-Casan was poisoned, foully murdered by someone very close to him. The horrendous betrayal left Sir Varral’s potent spirit unable to travel to its reward and find eternal rest. Worse still, Sir Varral’s spectre does not even know the identity of the murderer; it only knows that its hunger for vengeance must be sated.
Though they don’t know it, they have been transported into the memories of Sir Varral et-Casan, a hero foully murdered more than 400 years in the past.
The approaching figure is the spectre of Sir Varral et-Casan, now cursed to undeath by the nature of his foul betrayal and murder.
“Centuries foregone, I was most foully murdered, struck down in my prime by a spiteful and malevolent hand. I cannot — will not — rest until the murderer is named. Heaven is denied me so long as my murderer escapes justice.”
Lord of Crows, Murder Crow of Truly Ancient Mien, Crow the Size of a Man, Massive Bird: ?
Will-o'-Wisp: As the Nightmare Node opens seams into the Dimension of Dreams, bits of dream-stuff have squeezed into the Material Plane in the form of a will-o’-wisp. This being is pure chaos and eager to interact with the characters.
Shadow, Duergar Shade: This room has been used as a dwelling place for Cnid’s duergar. Unfortunately, the constant exposure to the Nightmare Node has transformed them into 6 shadows.
Ghast: ?
Malignant Cloud of Shadows: ?
Ghostly Person: ?
The Singed Man, Vampire: ?
 

Quests of Doom 4 The Desperation of Ivy
5e
Ghul: Ghuls are undead djinn and are considered genies even though their type is undead.
Almeric, Redwraith, Deathless Creature, Undead Horror, Wight-Like Creature, Ghastly Creature: They say the god of Nature never forgets. This deity, known today as Oon, birthed himself from nothingness by planting his own seed among the stars. His first memory was of his roots sinking deeply into the Cosmos, stealing their secrets before the beginnings of Time. Countless millennia later, one of his clerics would try in turn to steal from Oon, and the god punished the man by transforming him into a deathless creature, forced to live in misery for eternity.
A defrocked cleric was indeed transformed into an undead creature due to malign acts, and many years ago, his heartbroken family members sealed him within the hold’s basement.
Known as Almeric when he was alive and serving as the local rector, this undead horror is trapped in Area 31 for his crimes.
An arcane lock seals the door of this room. This is the prison of Almeric the Redwraith. Once the rector of the Parish of Hythe Wexshaw, Almeric was sentenced to immurement for his crimes, all of which have since been forgotten. Immurement involves sealing up the victim and letting him asphyxiate or starve to death. Trapped in this room, Almeric died of dehydration and then transformed into a wight-like undead called a redwraith.
Redwraith: ?
Wight: ?
Undead Djinn: ?
 

Quests of Doom 4 War of Shadows
5e
Huecuva: The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas.
Ankehaton, Shadow Greater: At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 15 Wisdom (Perception) check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow.
Shadow: If a non-evil humanoid dies from [a greater shadow's greater strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
The vengeful Ankehaton slew two of his killers, turning them into 2 shadows.
Walking Corpse: ?
Undead Sorcerer: ?
Sentient Undead Monster: ?
 


Rappan Athuk (5e)
5e
Agamemnon, Vampire-Wizard: Pillar #5 shows a slow slip into evil for the old wizard and speaks of his desire to starve any that pillage his resting place. It talks of blood being the key to divinity, and only through consumption of the living can a person achieve godhood (this is a clue that Agamemnon has become a vampire).
Agamemnon was a powerful wizard who quested for immortality. To this end, as his life drew to a close, he willingly became a vampire, summoning and dominating a member of the undead to do his will. Using a wish spell, he devised a ritual that destroyed his creator after he was transformed, making Agamemnon free to roam and do as he pleased without a controlling master.
Allip: ?
Amurru, Guardian of the Vault, Keeper of the Ravager, Eternal Guardian, Ancient Guardian: In the years that passed, Amurru and his comrades died, yet lived on in undeath, sworn to their charge for so long as it remained in their care.
Archbishop Pagonis, The Dark Archbishop, Shadowy Figure, New and Improved Form: Upon his death, Orcus had decided to send the archbishop back to the material plane to act as an “advisor” to the new Grand Cornu and maintain his position as Archbishop is his “new and improved” form.
Auriferous, Ancient Gold Dragon Vampire: The demiplane became another “prison” when Glazerel decide to house one of his experiments gone awry here. In an attempt to draw forth the soul of an ancient gold dragon named Auriferous, the beast was instead turned in to a vampire.
Azraggad the Vampire, Cultured Vampire: ?
Banshee: ?
Bodak: A creature that is slain by the bodak’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
A creature that is slain by the bodak[ priest]’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
Bodak Priest: ?
Bone Warrior: ?
Cadaver: A humanoid slain by a cadaver lord rises 24 hours later as a cadaver under the cadaver lord’s control.
Cadaver Lord: ?
Cat Feral Undead: ?
Coffer Corpse: ?
Crypt Thing: ?
Death, Manifestation of Death: ?
Demilich Advanced: ?
Deserach the Mage, Demilich: ?
Devourer: ?
Devouring Mist: A fearful exhalation of the Bloodwraith, the devouring mist seeks only to feed its insatiable hunger for blood.
Duke Aerim's Create Devouring Mist power.
Duke Aerim, The Bloodwraith: ?
Fear Guard: The fear guards were former temple warriors, bound to this place after death.
Fear Guard's Create Fear Guard power.
Ghost of Igni: Igni the Paladin defeated by The Master, avatar of Orcus, and cursed to unlife.
Igni was a paladin who almost defeated the avatar of Orcus. When Igni was defeated, Orcus concocted a particularly cruel undeath for the man. The demon lord cursed Igni to his current ghost state but also perverted all Igni’s paladin abilities into evil reflections. Under the curse Igni is compelled to slay any who try to open the doors.
Kor the Storm, Ghost of Kor the Storm Giant, Undead Storm Giant, Undead Form: ?
Ghul: Ghuls are undead djinn.
Grezell, Vampire, Head Vampire: ?
Grim Jester: ?
Guardian Cimota: The former collector of these scrolls, an injured soldier and neophyte acolyte of Orcus, was slain in here by a rival over hierarchy in the lower orders of the clergy. Maintaining his soldier’s sense of duty towards his collection, the acolyte eventually rose from death as a guardian cimota, forever tasked to guard these scrolls.
Itara, Vampire: ?
King Goov the Disfigured, Greater Mummy, Undead King: King Goov sacrifices 500 maidens to Orcus and slain in popular revolt, rises as undead creature and flees to Rappan Athuk with captive Yokim of House Portia, consort of Helman “Hairfoot” Hillman.
Goov made a covenant with Orcus to remain alive after death. In trade, Goov sacrificed 500 young maidens to the evil god, which triggered a revolt among his people, leading to regicide. Honoring his promise, Orcus made Goov undead.
Knight Gaunt: ?
Lord Navarre, Demonic Knight: This symbol covers a secret door leading to the long-undisturbed tomb of Lord Navarre, a former fallen paladin who has degenerated even further, becoming a demonic knight.
Navarre’s corrupter, Deserach the mage (now a demilich), placed her soul and her treasure within this chest and trusted the chest to Navarre’s keeping.
Meat Puppet: These sounds come from the 3 strange creatures known as bonesuckers that make their home here and move to attack anyone passing through the room. At first glance, they resemble toadstools 10 feet in height, with rubbery trunks and tentacles sprouting from their crown. The trunk is composed of 5 sturdy tentacles they use to move around. They attack by grappling with their upper tentacles, inserting the tip into their victims’ flesh, and liquefying and sucking out the bones. Enemies killed by this attack reanimate within the temple as meat puppets 24 hours after dying.
Human Meat Puppet: The room also holds 8 human meat puppets, the legacy of past bonesucker victims.
Otyugh Meat Puppet: Some years back, several clusters of otyughs swarmed into the Bloodways, only to fall victim to its malign influence. Now the remains of these long-dead creatures roam the halls, attacking any living creature they come upon.
Mhao, Servitor Vampire: ?
Undead Mimic: ?
Mohrg: ?
Mordnaissant, Creature: Horribly, due to a necromantic taint on the room, infants created through this chamber’s powers do not die if the mother dies in the room; her womb continues to expand, and eventually a mordnaissant bursts free.
Greater Mummy: ?
Guardian Mummy: ?
Mummy of the Deep: ?
Mummy Priest of Orcus: ?
Nadroj the Wraith-Wizard, Nadroj the Wraith, Poweful Wraith, Wraith: [F]ormerly a wizard/merchant favored by Orcus, and thus allowed to retain his knowledge of spells.
Nightcrawer: ?
Greater Shadow: ?
Undead Ooze: ?
Unusual Skeleton: Undead Ooze Skeletons power.
Larger Skeleton: Undead Ooze Skeletons power.
Patrol Captain Luther, Dwarf Graveknight: ?
Phasma, Translucent Robed Figure Sheathed in a Pulsing White Light: ?
Plethor, Mummy, Powerful Mummy: The mummy in Area 12A is Plethor, who was in life a powerful cleric.
Saracek the Fallen, Skeleton Warrior: Like many of the pursuing Army of Light, Saracek joined the legions of evil in worship of Orcus. When he converted, he became a skeletal warrior. His utter corruption gives him abilities beyond those of normal skeletal undead.
Shadow Rat: ?
Baron Simrath the Vampire, Vampire, Long-Undead Lord: Simrath is the long-undead lord of a small barony in the foothills. He was once a great general of good, and was much loved by his troops. Like many other heroes of the region, Simrath rode off against the forces of Orcus. He was slain in a nighttime battle at the field east of the ford of the Wild Edge River by a vampire serving the evil priests. That vampire was slain by the holy light of a sun priest. Simrath’s companions were unaware of his fate (being turned to a vampire), and buried him with full honors in the foothills near the battlefield, in a wild grove of great beauty. There he rests by day.
Slavish the Sorcerer, Arch-Lich, Powerful Lich: ?
Army Skeleton: ?
Black Skeleton, Magical Black Skeleton: ?
Bone Swarm: ?
Undead Hummingbird Swarm: ?
Swoana, Vampire: ?
Vampire Warlord: ?
Barrow Wight: A humanoid slain by [a barrow wight's slam] attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it, unless the humanoid is restored to life or its body is destroyed.
Sword Wight: Duke Aerim's Create Sword Wight power.
Oblivion Wraith: ?
Xillin, Mummy, Powerful Mummy: [T]he mummy in Area 12B is Xillin, who was a great mage.
Zelkor, Wraith, Undead Minion: Nadroj the wraith breaks Zelkor and makes him an undead minion of Orcus.
This area is the lair of Zelkor, who was once a good-aligned archmage of some renown. During his quest to drive the evil from this place, he was captured by the evil priests, tortured, and eventually slain by Nadroj the wraith once he agreed to worship Orcus. He retains some of his powers though his alignment has irrevocably shifted to evil.
Ancient Black Dragon Zombie: ?
Army Zombie: ?
Basilisk Zombie: ?
Behir Zombie: ?
Brain-Eating Zombie: ?
Brine Zombie: The ship was a great galley and is over 80 feet in length. It sank in a storm, with the loss of all hands. While most of the crew died, the captain and his most ruthless pirates rose again in undeath. The crew now consists of 12 brine zombies, and Captain Killbessa, a mummy of the deep.
Carcharodon Zombie, Zombified Carcharodon: ?
Fire Beetle Zombie: ?
Giant Crayfish Zombie: ?
Giant Rat Zombie: ?
Grey Render Zombie: ?
Gug Zombie: ?
Zombie Horde: ?
Juju Zombie: These tortured creatures were warriors of light who refused to join the army of evil. Their mouths and eyes were sewn closed by evil priests while they were alive and then sacrificed to Orcus. Against their will, they are now undead creatures.
Otyugh Zombie: ?
Plague Zombie: Pestilience Disease.
Zombie Rot disease.
Fountain of Pestilence artifact.
Purple Worm Zombie: ?
Pyre Zombie: ?
Rhinoceros Beetle Zombie: ?
Spellgorged Zombie: ?
Troll Zombie: ?
Vrock Zombie: ?
Warhorse Zombie: ?
Yellow Mold-Encrusted Troll Zombie: ?
Powerful Allip: Due to Grand Cornu Lorvius’s increasing paranoia, he had his own personal vault created, and after its construction, he slew the builders and tasked their undead forms to guard the treasures within.
In addition to the magical wards in the room, the former builders of the room are very angry with anyone able to bypass their protections and enter without Lorvius. The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant ghost.
Yokim, Banshee, Banshee Concubine: The acolytes of Orcus entombed Yokim, the unwilling elven concubine of King Goov during life, alive — her crypt sealed and walled up so that she could not leave Goov after his undeath. As she starved to death, sealed in her coffin, Yokim transformed into a banshee.
Banshee, Ghostly White Figure: ?
Aaphia, Crypt Thing, Humanoid Figure: ?
Manifestation of Death, 7-Foot-Tall Figure, Unmoving Figure: ?
Nycristi, Demilich Advanced: ?
Deserach, Lich-Mage: ?
Fear Guard, Translucent Figure, Being: The fear guards were former temple warriors, bound to this place after death.
Bartholomew Ragusovitch, Grim Jester, Skeletal Abomination, Orcus's Amusing Creation: As one of Orcus’ few amusing creations, Bartholomew can only be permanently destroyed if the characters slay him while he is prone (Orcus granted him his deathly reward after accidently breaking his neck in a prat fall.)
Alumaxis, Knight Gaunt, Undead Horror: A good soldier to the end, Alumaxis volunteered for the role of leader of this building site when he understood it would further the reach of Orcus in the world. What he didn’t know was the depth of deceit in the ranks of his “advisors”. As a man used to facing foes head-to-head, he did not see the treachery of the clergy until it was too late. To cover any evidence of their assassination, the clergy ordered this pyre built to honor their fallen “leader”. The captain’s body was laid to rest atop the bonfire, and he was immolated. Unexpectedly, the fire never burned itself out; it smolders even to this day, wafting smoky tendrils to remind the very stones of the dungeon what happened here. Alumaxis himself was not fully consumed by the flame. He regained his material body after being scorched and returned to the mortal realm as a knight gaunt, an undead horror normally created when a paladin falls in righteous combat against evil. Orcus himself found the humor in returning his soldier to the field in such a form.
Human Meat Puppet, Loathsome Twitching Undead: These loathsome, twitching undead either descended from the Temple of Final Sacrament, or arose spontaneously from the corpses of victims slain within the Bloodways.
Undead Mimic, Hideous Creature: The font is actually an undead mimic, a hideous creature that wandered into this place as a normal variety of mimic, and replaced the existing font, thinking to trap petitioners when they came to gather some of the water. The mimic waited so long, and was eventually infused with so much dark energy, when it perished from starvation it transformed into this undead version.
Somewhat Wimpy Mohrg: This mohrg was deemed substandard by the Orcus priests who created it, and they agreed to have it serve here rather than simply discarding it.
Mohrg Consort: ?
Mordnaissant, Rare and Deadly Creature: ?
Captain Killbessa, Mummy of the Deep: The ship was a great galley and is over 80 feet in length. It sank in a storm, with the loss of all hands. While most of the crew died, the captain and his most ruthless pirates rose again in undeath. The crew now consists of 12 brine zombies, and Captain Killbessa, a mummy of the deep.
Guardian Mummy, Mummified Corpse: ?
False Black Skeleton, Normal Skeleton Painted Black: ?
Elite Black Skeleton Trooper: ?
Bone Swarm, Surprisingly Intelligent Creature, Sheet of Bone, Swirling Mass of Bones, Motley Collective: ?
Undead Hummingbird Swarm, Swarm of Undead Hummingbirds, Wicked and Terrible Creation: The darting shapes are swarms of undead hummingbirds, a wicked and terrible creation.
Zelkor, Evil Lich: ?
Brain-Eating Zombie, Robed Figure: ?
Giant Crayfish Zombie, Bloated Rotting Corpse With Chunks Taken Out of It: ?
Juju Zombie, Tattooed Man, Tortured Creature: These tortured creatures were warriors of light who refused to join the army of evil. Their mouths and eyes were sewn closed by evil priests while they were alive and then sacrificed to Orcus. Against their will, they are now undead creatures.
Goblin Juju Zombie, Body: ?
Barely-Intelligent Plague Zombie: ?
Pyre Zombie, Bipedal Medium Figure: ?
Yellow Mold Encrusted Troll Zombie, Troll Zombie, Troll-Zombie: ?
Horrible Mass of Shambling Moaning Zombies in a Horde: ?
Undead, Undead Creature, Undead Monster: The priest of this foul place is the goblin Jedra, who found a book about Orcus left here by a previous inhabitant. Jedra rather liked the idea of Orcus and built this chapel to honor him. Orcus was amused by this and granted Jedra some limited power which she is using to learn to raise undead.
A slave that is freed and brought successfully to the surface world is worth half their value in experience points with a minimum of 100 XP. If the characters merely free the slaves and leave them to their own devices — i.e., let them try and escape Rappan Athuk on their own — not only should you not award any experience, it is advised that good characters suffer a loss of 100 XP per slave allowed to fend for themselves in the Dungeon of Graves. As a cruel alternative, you may turn slaves freed in this manner into undead and send them at the party — requiring characters to confront their mistake face-to-face.
Karsh was a high-level priest in the service of Orcus who was slain when he battled Zelkor’s army at the gates of this place. He was utterly destroyed (disintegrated) during the battle, and all the secrets of his greatest creation died with him. Forged from the blood of Orcus himself, and imbued with the power that that wrought, the zombiestone was created for the armies of evil to carry with them like an unholy Ark of the Covenant. The plan was to create an unending supply of soldiers by animating the fallen on both sides and creating nearly unstoppable troops that would horrify the troops that laid siege to this place.
The only problem was that the undead created by the stone were uncontrollable, even by the priests of Orcus. Once the dead began to walk, they attacked everyone, friend or foe, inflicting horrific losses on the evil army as well. The battle commanders moved away from the zombiestone for fear of losing their still living troops, and it was not until some months later that the stone was retrieved and brought here by Orcus’ priests.
Powerful Undead: ?
Horrible Undead: ?
Undead Thing: ?
Undead Troll: This beast was a former guardian of the path to Level 0E3. After most of the living inhabitants died, the troll starved to death. The power of the chapel kept the beast from entering the afterlife, so he is confined here as an undead troll.
Undead Servant: ?
Undead Servitor: ?
Undead Guardian: Alternately, should you not wish these doomsday weapons unleashed, characters might have the opportunity to restore the field. Nycristi, the sister of the Oracle, can inform them how to do this. Three characters must volunteer for sacrifice, giving up their life forces forever to restore each of the 3 energy beams. Their remains become new, undead guardians for the beam.
Horrid Undead: ?
Ancient Undead: ?
Powerful Undead Nemesis: ?
Lurking Undead: ?
Undead Tenant: ?
Non-Intelligent Undead: ?
Intelligent Undead: ?
Enhanced Undead: In the eastern corner of the cave is an idol of undead creation in the shape of Orcus. This idol permits Tribitz to create the enhanced undead found in this cave.
Strange Undead Bug: ?
Maggot-Ridden Undead: ?
Undead Trooper: ?
Lesser Undead: ?
Mindless Undead: ?
Undead Form: ?
Undead Minion: ?
Helpless Ghost: ?
Mailliw Catspar, Ghost: Because the level, when sealed, provides no exit for disembodied spirits, the soul of Mailliw lingers still in this chamber, bound in eternal slumber.
Ghost, Damned Spirit, Undead Custodian: The library is attended by a ghost, the damned spirit of a scribe who came here to steal but was slain by the lich in Area 5C-14.
Phalen, Ghost of an Evil Elven Wizard: Hovering nearby, however, is Phalen, the ghost of an evil elven wizard. Once a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and damned to guard their burial grounds for eternity.
Horribly Malignant Ghost: Due to Grand Cornu Lorvius’s increasing paranoia, he had his own personal vault created, and after its construction, he slew the builders and tasked their undead forms to guard the treasures within.
In addition to the magical wards in the room, the former builders of the room are very angry with anyone able to bypass their protections and enter without Lorvius. The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant ghost.
Ghoul: Inside are the gnawed-on skeletons of some 30 frog-cultists who had rebelled against a long-dead abbot and were put down to face live entombment. Five of them remain as ghouls inside the room, envious of the living.
These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.
Creatures slain by [Orcus's legendary action] devouring darkness rise as ghouls under the command of Orcus within 1d4 rounds.
Well-Fed Ghoul: ?
Hungry Ghoul: ?
Ghast: These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.
The third oyster the characters pry open contains a ghast that automatically attacks with surprise. A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning.
These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.
The chamber also holds a pair of bodies: one is the corpse of the adventurer Mailliw Catspar, and the other the remains of a priest of Orcus. The latter corpse has reanimated as a ghast.
Ghast, Undead Horror: The third oyster the characters pry open contains a ghast that automatically attacks with surprise. A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning.
Ghast, Horror: ?
Lich: ?
Devron the Necromancer, Lich: Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus.
Gremag, Phoromyceaen Sorcerer-King of Tharistra, Lich: ?
Lich-Queen Trystecce: ?
The Winter Lich: ?
Magerly, Lich, Lich Necromancer: ?
Eralion, Failed Lich: ?
Mean-Spirited Lich: ?
Demilich: ?
The Conductor, Elf Lich, Ancient Undead: The Conductor was born more than 5000 years ago in a land so distant that he can barely recall the scent of its golden shores, long before men and orcs populated this region. He amassed enough magical might that he was able to thwart death, and he has lived as a lich for millennia.
Damien, Lich: ?
Cleric-Lich: ?
Wizard-Lich: ?
Minion of Orcus: ?
Animated Mummy: ?
Mummy, Normal Mummy: These are the remains of servants of Agamemnon, bound here for all eternity to serve him after death.
Greater Mummy, Boy-Mummy, Dessicated Perfectly Preserved Body of a Slender Boy in His Early Teens: ?
Mummy Lord: ?
Shadow, Undead Shadow: If a non-evil humanoid dies from [an acolyte of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the acolyte’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [archbisop Pagonis's strength drain] attack, a shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from [Celeen'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.
A humanoid reduced to 0 hit points by [an adult umbral shadow dragon's shadow breath] dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count.
A humanoid reduced to 0 hit points by [an ancient umbral shadow dragon's shadow breath] dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count.
If a non-evil humanoid dies from [Gernalda's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Gernalda’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a goblin 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.
If a non-evil humanoid dies from [a goblin slaver's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the slaver’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a goblin underpriest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the underpriest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Gudmund's Caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Gudmund’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Hesperix's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Hesperix’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a hobgoblin offering guard's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the hobgoblin offering guard’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Lorvius's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Lorvius’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a mummy priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the mummy priest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Phesor's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Phesor’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Plethor's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Plethor’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a 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.
If a non-evil humanoid dies from [Relnek's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Relnek’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a slaver's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the slaver’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Theron's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Theron’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Tibor's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Tibor’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Tribitz's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Tribitz’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [an underpriest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the underpriest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Wharaz's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Wharaz’s control, unless the humanoid is restored to life or its body is destroyed.
Any targets killed by the shadows join their ranks in this room forever.
Shadow, Shadowy Figure: ?
Skeleton, Normal Skeleton: At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons (with maximum hp), and is working on a corpse, this time attempting to make a zombie.
This room is literally piled wall to wall with bones and rotting bodies, all sacrificed to the evil lord of the dead. Nothing of value remains, as the bodies were searched prior to disposal here. This room is used as a resource for animating skeletons to serve in the evil temple.
If the power of the idol [of undead creation] is removed, or the idol taken more than 150 feet from the undead [army zombies and army skeletons], they become normal zombies and skeletons.
A creature within 5 feet of the [undead] ooze can take an action to pull a creature or object out of the ooze. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 9 (2d8) necrotic damage. If a skeleton is pulled out, it animates as if the ooze’s skeletons ability was used.
Undead Ooze Skeletons power.
Skeleton Violently Exploding: ?
Goat-Human Skeleton: ?
Normal Skeleton, Undead Swordsman in Mail and Coif: ?
Skeleton, Undead Servant: ?
Skeleton of Medium Size: ?
Specter: With great delight, Nadroj turns any paladin characters into specters.
These horrors, the souls of paladins slain by Nadroj, attack immediately.
Nadroj the Wraith-Wizard Create Specter power.
Oblivion Wraith Create Specter power.
Zelkor Create Specter power.
Specter, Minion: ?
Specter Nobleman: ?
Oldaric, Vampire Spawn: He died early on in the Bloodways after a devouring mist sucked him dry. He has become one of the many vampire spawn that lurk within the labyrinth.
Vampire: ?
Lillyandra, Lilly-Flower, Vampire: ?
Kenard, Warden of the Dead, Vampire: Along the southern wall, in a mundane but comfortable chair, flanked by 2 doors, sits Kenard, Warden of the Dead a former ranger and hero who chose to be infected with vampirism to ensure the feral vampires in Area 0E3-24 are never released from their prison.
In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life, terrible and loathsome louts that beat and stole from any who were weaker than them.
One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago, by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment.
Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and shortsword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site.
“This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action. Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.”
The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers.
Feral Vampire Spawn, Brutish Pale Humanoid Shape, Foul Vampire: In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life, terrible and loathsome louts that beat and stole from any who were weaker than them.
One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago, by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment.
Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and shortsword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site.
“This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action. Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.”
The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers.
Shekahn, Vampire, Horrible Monster Lover: ?
Vampire Spawn: The target dies if this effect [Agamemnon's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Agamemnon’s control.
The target dies if [Azraggad's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Azraggad’s control.
The target dies if [Grezell's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Grezell’s control.
The target dies if [Itara's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Itara’s control.
The target dies if [Simrath the Vampire's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Simrath’s control.
The target dies if [Swoana's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Swoana’s control.
The target dies if [a vampire warlord's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Unlike most vampires, Shekahn wants to make spawn rather than kill the characters outright. Anyone taken prisoner is drained and turned into a vampire spawn.
Human Vampire Spawn, Vampire Spawn Minion: ?
Half-Elf Vampire Spawn, Vampire Spawn Minion: ?
Vampire Spawn, Debased Vampire: ?
Vampire, Dark-Skinned Humanoid: ?
Vampire Harlot: ?
Abbot Cyngamon, Wight: ?
Wight: ?
Kynos, Wight: ?
Will-o'-Wisp: ?
Will-o'-Wisp, Evil Being: ?
Will-o'-Wisp, Tiny Undead: ?
Wraith: Unbeknownst to the sahuagin, this cave was once the private chamber of a high priest who swore fealty to the Profane Tides. Slain by a wraith while he slept, the priest was interred in the floor directly below his bed. Though that bed and all other evidence of the priest’s existence are gone, his spirit lingers. A successful DC 18 Wisdom (Perception) check while searching the floor reveals a section of mismatched stones in the floor, 6 feet long by 2 feet wide. Anyone spending half an hour with the proper tools can unearth a copper casket buried a few inches below the surface. The casket is sealed shut by time and moisture, requiring a successful DC 17 Strength check from 2 characters working together to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the priest became after death.
Anyone who crosses the threshold of the tomb is instantly cursed (no saving throw).
A cursed character is doomed to one day return to the tomb as a wraith. A cursed character that dies is immediately transformed into a wraith and begins journeying back to the tomb to guard it against intruders. The character who dies cannot be aided by a raise dead or resurrection spell. Moreover, a cursed character cannot remove the curse, either on themselves or another, with a remove curse spell; only a non-cursed cleric can do so. A cursed character is not aware of the affliction while alive except that once a year, on the anniversary of the day of the curse, the character is overwhelmed with a sense of doom and hopelessness. The feeling passes the next day. Powerful divination magic is necessary to determine the source of this annual ennui.
Ulman Dark Raising the Dead power.
Balcoth the Wraith-Mage: ?
Wraith, Restless Spirit: The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things.
King Lothar, Long-Dead Caveman Wraith: ?
Powerful Wraith: ?
Wraith, Shadowy Dragon: The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb. The spirits of his advisors were then captured in the dragon heads as 5 wraiths to serve him in the afterlife and protect his tomb.
Wraith Bodyguard: ?
Zombie, Normal Zombie, Zombie Creature, Zombie-Creature: A humanoid slain by [a devouring mist's blood drain] attack rises 24 hours later as a zombie under the mist’s control, unless the humanoid is restored to life or its body is destroyed.
Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.
A humanoid slain by [a sword wight's greatsword] attack rises 24 hours later as a zombie under the sword wight’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a sword wight's life drain] attack rises 24 hours later as a zombie under the sword wight’s control, unless the humanoid is restored to life or its body is destroyed.
If the zombie horde is dropped to 0 hit points, it becomes 7 (2d6) zombies, which lose all the features of the zombie horde, but continue to attack normally.
Greatly diminished, the order of Tsathogga now counts 8 acolytes (cultists), and 4 under-clerics (cult fanatics), who in turn control 16 zombies raised in the under-temple.
At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons (with maximum hp), and is working on a corpse, this time attempting to make a zombie.
This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure.
If the power of the idol [of undead creation] is removed, or the idol taken more than 150 feet from the undead [army zombies and army skeletons], they become normal zombies and skeletons.
This level contains an evil artifact, the zombiestone of Karsh. This artifact causes any creature that is killed within 500 yards to re-animate as a zombie creature. The closer to the stone, the more powerful the zombie. Zombies near the stone are so tough in fact, that they must be physically hacked to pieces or burned to destroy them.
Any creature slain on this level [Zombieland] immediately rises as a zombie in 1d3 rounds, except in Areas 13C-9 and -10. The zombie has hit dice equal to the base hit dice of the creature plus 1d3. See the zombiestone for more information.
Zombiestone of Karsh artifact.
Kalina, Zombie: A follower of Oghma, Kalina was separated from the rest of the group. She too was captured and tortured to death at the Talon of Orcus. Her lifeless corpse was then reanimated, and now stands ready to serve her former captors in the Talon as one of the zombies in Area 10C-7.
Zombie Dissolving: ?
Hardier Enchanted Zombie: The documents in the leather case reveal the procedure to create hardier enchanted zombies. This method requires 250 gp worth of material components per zombie and a fully equipped laboratory.
Zombie Minion: ?
Uncontrolled Zombie: The circle of death spell requires a successful DC 18 Constitution saving throw to avoid. A creature killed by the spell becomes an uncontrolled zombie, subject only to its inner appetite.
Zombie Horse: ?
Zombie in Plate, Zombie Wearing Plate Armor, Man in Plate Armor: ?
Partially Hacked Apart Human Zombie: ?
Native Zombie: ?
Humanoid Zombie, Bloated Rotting Corpse With Chunks Taken Out of It: ?
Humanoid Zombie: ?
Goblin Zombie: ?

Pestilence
The pestilence is typically caught from contact with bodily fluids of a creature carrying the disease. Every round that a creature is in contact with an infected creature or some of its fluid, it must succeed on a DC 14 Constitution saving throw or contract the disease. Anyone infected will begin losing hit points at a rate of one per hour until death. A DC 10 Constitution saving throw is allowed each hour to avoid the hit point loss for that hour, but the process continues afterwards. Magical healing increases the victim’s hit points, but the progress of the disease continues after the curing. Lesser restoration completely removes the disease and return the victim back to health, although it does not restore the lost hit points. If the victim dies from the course of the disease, the body rises as a plague zombie in 1d4+1 rounds. A sprinkling of holy water or a lesser restoration spell cast on the body prevents this from happening. The body may be raised from the dead normally, but not while it is still “alive” as a plague zombie.

Zombie Rot. A creature who takes a bite or claw attack, or who is within 15 feet of the plague zombie when it drops to 0 hit points, must make a DC 13 Constitution saving throw. On a failed save, the creature contracts zombie rot.
While it has zombie rot, the creature cannot regain hit points except via magical means, and it has vulnerability to slashing damage as its flesh rots. At the end of each long rest after being infected, the creature’s maximum hit points is reduced by 3 (1d6) and it can repeat the saving throw, ending zombie rot on a success. Any reduction to the creature’s hit point maximum is permanent until the zombie rot has been cured. The reduction ends after the creature’s next long rest after being cured. If this reduction drops the creature to 0 hit points, the creature dies and rises as a plague zombie in 1d4 hours.

The Fountain of Pestilence. The Fountain is like the smaller pools that the party may have encountered already on this level. Anyone coming within 10 feet of the Fountain must make a successful DC 12 Constitution saving throw or be infected with pestilence; a saving throw must be made each time a character comes within 10 feet. After a successful saving throw the character may remain in the area without making further saving throws. If the party enters the room at all, the Fountain begins creating and calling various monsters to slay the intruders. The order in which these monsters are called, and other details, are set forth below. Creatures formed from the Fountain’s substance take 2 rounds to be completed. The growing lumps of matter can be attacked while they are forming, but the attacks do only half damage since the Fountain is still feeding the growing creatures during that time. Plague zombies that are turned during this combat flee to the Fountain; the effect of the turning is removed by the Fountain after 1 round.

Round
Creature
1
4 pestilenzi demons begin forming
2
Pestilenzi demons continue forming
3
Pestilenzi demons are fully formed and can attack. Fountain begins forming 2 plague zombies.
4
Plague zombies continue forming
5
Plague zombies are fully formed and can attack
6
Fountain calls 20 giant rats, which do not arrive yet
7
20 giant rats arrive to join the combat
8
5 giant centipedes crawl from the Fountain to attack
9
Fountain begins forming 2 pestilenzi demons
10
Pestilenzi demons continue forming
11
Pestilenzi demons are fully formed and can attack.
After these 11 rounds, the Fountain temporarily exhausts its resources, and there is a break of 10 rounds during which the Fountain is not able to create or summon more monsters. After this time has elapsed, the Fountain can begin the process over again, with the one exception described below under Treasure. The Fountain cannot be killed or damaged except in one way: If the necklace of hands is removed from the statue and thrown into the Fountain, the Fountain begins to recede and eventually disappears within a month.
Story Award. A party that manages to defeat the Fountain receives 6,000 XP.
Treasure. Each of the pestilenzi demons summoned by the fountain was created from the diseased substance of the pool itself, and the pool uses gems to create the demons’ eyes. The 6 pestilenzi demons created by the Fountain during its first 11 rounds of combat each have yellow tiger-eye gems for eyes, worth 500 gp each. Subsequent demons (if the party remains in the room long enough for the Fountain to regain its power) do not have eyes and fight as if blind.

Zombiestone of Karsh Wondrous item, artifact (requires attunement by a cleric or paladin)
This 2-foot square stone of eerily glowing purple material seems to waver in shape and form, and at times even seems to bleed a black ichor. No carvings or markings are present on the stone, except some faint chisel marks on the exposed top. The stone radiates chaos, evil, and necromantic magic of the greatest power.
Powers. The Zombiestone has the following abilities and effects:
All living creatures within 60 ft. of the Zombiestone are under the effect of a bane. Whenever they make an attack roll or a saving throw, they must roll a d4 and subtract that amount from the attack or saving throw roll.
The first time a living creature comes within 40 ft. of the Zombiestone and every 10 minutes it remains within this zone, it must attempt a DC 14 Constitution saving throw. On a failure, the creature contracts a disease from the table below (reroll duplicates).
No undead creature can be turned or destroyed with channel divinity within a 100 ft. radius of the stone. Any undead creature within 300 ft. has a +8 bonus to its saving throw to avoid being turned, and any undead creature within a 700 ft. radius has a +4 bonus.
Any undead within 100 ft. are immune to bludgeoning, piercing, and slashing damage from non-magical weapons and resistant to all other damage. Any undead within 300 ft. are resistant to all damage. Undead within 700 ft. are resistant to bludgeoning, piercing and slashing damage.
The Zombiestone has a permanent 10 ft. radius antimagic field around it.
Any living creature that dies within 300 ft. of the stone rises as a zombie in 1d3 rounds. It has 1d3 more hit dice than it did as a living creature but loses any magical abilities. The possessor of the stone cannot control the newly risen zombies.
Any creature within 100 ft. of the stone must make a DC 12 Charisma saving throw every hour or turn evil.
Any living creature within 100 ft. of the stone must make a DC 14 Wisdom saving throw every hour or permanently lose one point of Wisdom.
Destruction. A simple hammer and chisel coated in the blood of a unicorn and wielded by an innocent child can crack the stone, thereby killing the child (irrevocably and forever).
1d8
Disease
1
Bubonic Plague
2
Cackle Fever
3
The Grunge
4
Hemophilia
5
Mummy Rot
6
Sewer Plague
7
Sight Rot
8
The Pestilence


Create Devouring Mist (3/day). Duke Aerim coughs, expelling a devouring mist in an unoccupied space within 10 feet of it. The devouring mist is under Duke Aerim’s control. Duke Aerim can have no more than three devouring mists under its control at one time.

Create Fear Guard. The fear guard 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 fear guard in the space of its corpse or in the nearest unoccupied space. The fear guard is under the fear guard’s control. The fear guard can have no more than two fear guards under its control at one time.

Create Specter. Nadroj 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 Nadroj’s control. Nadroj can have no more than seven specters under its control at one time.

Create Specter. The oblivion 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 oblivion wraith’s control. The oblivion wraith can have no more than ten specters under its control at one time.

Create Specter. Zelkor 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 Zelkor’s control. Zelkor can have no more than seven specters under its control at one time.

Create Sword Wight. Duke Aerim targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target rises as a sword wight in the space of its corpse or in the nearest unoccupied space. The sword wight is under the Duke Aerim’s control. Duke Aerim can have no more than seven sword wights under its control at one time.

Raising the Dead: Ulman charges 3,000 gp to attempt this difficult task and has a 30% chance to fail in some way (see below). If he fails, he weakens and is unable to do anything but lay in bed for a period of 1 month thereafter. If 3 gems worth 250 gp or more each are used in the procedure, the chance of failure drops to 10%. Failure results are listed on the table below:
d6
Result of attempt
1
Character remains dead
2
Character returns from the dead but with 1d2 permanently lost Constitution points and 4 levels of exhaustion for 2 weeks
3
Character’s body dissolves into a putrescent ooze
4
Character returns from the dead, but grows to ogre size, gaining 4 extra hp but losing 1d4 points of Intelligence
5
Character’s body remains dead, character’s soul returns as a wraith and attacks
6
Character remains dead

Skeletons. An undead ooze can expel 1d6 skeletons from its mass, each appearing within 5 feet of the ooze. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. An undead ooze’s form holds up to 10 skeletons of Medium size. They remain active even if the ooze is killed. Some undead oozes have unusual or larger skeletons inside of them.
 
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Into the Woods

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