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Undead Origins

Scarred Lands Creature Collection (OGL 5e)
5e
Acid Shambler: The acid shambler was one of the many horrors spawned in the aftermath of the Divine War, as the wild energies released by the titan’s defeat and imprisonment warped the living — and unliving — matter in their vicinity and gave rise to whole new races of loathsome monsters.
The shamblers are corpses brought back to horrific, agonizing life by a strange transformation of their blood. The thick reddish-black ichor that surges through their dead veins both animates and deteriorates them from the inside out due to its highly acidic properties.
Alley Reaper: The alley reaper was an assassin in life, one particularly ruthless, cunning and deceitful, who died with blood on their hands.
Ashcloud: A scourge to all, these undead are blamed by the divine on Chern, whereas titanspawn tend to point their fingers at Belsameth or Vangal.
Blood Zombie: These are the undead spirits of sailors who died on the Blood Sea, especially those who died violently on a vessel overcome with blood barnacles.
Burned One: Burned ones appear as humans who have been burned to the bone, eternally seared by the scorching judgment of Vangal.
If the burned one kills a cleric through use of its immolation feature the cleric rises within 24 hours as a burned one. If the resurrection spell is cast first, it prevents this from occurring and restores the cleric to life.
The faithful of Vangal are granted power and strength they use to crush all who oppose them. For this, the priests of the Ravager are reviled and feared throughout the Scarred Lands, but woe to the servant who turns their back upon their dark god, or who commits sacrilege in their quest for power. Those who have betrayed the Ravager find themselves stripped of their powers and hunted by their former brethren. If captured, these ex–priests are subjected to a ritual that leaves them as nothing but a burned husk, destined to roam the earth tormented in an agony of eternal flames as burned ones.
Chardun-Slain: Good soldiers never stop fighting. Great ones don’t even stop when they’re dead. The god Chardun, the Great General, awards distinguished soldiers the gift to carry on their wars after death. Chardun-slain rise one full year after their deaths and resume whatever assignment cost them their lives, be it laying siege to a town, guarding a bridge, or winning a battle.
Fleshcrawler: Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts.
Ghoul Ice: Sages say that ice ghouls were once humans that made a terrible bargain with Gaurak: to survive a terrible winter, they became cannibals.
Ghoul Poisonbearer: The poisonbearer ghoul is yet another undead creation of the Ghoul King, lord of the Isle of the Dead.
Should the target die while poisoned [by a poisonbearer ghoul's death spray], then it rises the next midnight as a poisonbearer ghoul.
Should the target die while poisoned [by a poisonbearer ghoul's bite], then it rises the next midnight as a poisonbearer ghoul.
Should the target die while poisoned [by a poisonbearer ghoul's spit], then it rises the next midnight as a poisonbearer ghoul.
Inn-Wight, Ghost of a Child Who Does Not Realize It is Dead: Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort.
Love-Scorned Soul, Undead Remains of a Particularly Strong-Willed Person Who Died Tragically Because of Their love for Another: These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the Unhallowed monster known as the False Lover — any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred.
Marrow Knight: The necromancers of Hollowfaust have devised many kinds of undead to act as their servants and soldiers, and one of their crowning achievements is the elite cavalry called marrow knights.
Through the rites of their creation they are compelled to obey the necromancers of Hollowfaust; they possess no other ambition.
Memory-Eater: Creatures slain by a memory-eater arise in 1d6 days as new memory-eaters.
This type of ghoul retains some of its former intelligence, as well as fragments of memories, to the point of not recognizing — or not being willing to accept — its undead state. Cursed to wander the land, wracked by the anguish of the dead and a yearning for its lost life, a memory-eater often seeks out clothing, possessions, and especially companions to which it retains some lingering connection, and will try to resume the life cut short. When rebuffed, and forced to acknowledge the truth, a memory-eater will fly into a berserk killing rage with a hatred proportional to its former affection. Its victims then arise as new memory-eaters, and the cycle begins anew.
Mistwalker: Most of these spirits are only looking for release, and will ask mortals to help them with unfinished tasks, sometimes as simple as delivering a message to the living.
Night-Touched: The night-touched are one of the many varieties of creatures created by Hrinruuk, it is said — in this case, an experiment that combined the essence of demonic fiends with the negative energies of the shadow realms. The results were monstrous beings that are almost alive, part fiend and part undead.
Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting.
Night-Touched Controller: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead.
Night-Touched Hound: Stories still told by titanspawn claim that Hrinruuk created these hounds as part of a game he devised for himself: He would set them loose after the same prey he sought, and then challenge himself to find, defeat, and capture the prey before the hounds could even track it down.
Pain Doll: “It is ideal to start with a living subject, securely restrained and well-nourished. The longer into the ritual they survive, the more active and aggressive the pain doll will be, so encourage them to resist your magic until the last. You can begin with the twelve dozen rusted needles, almost anyone will survive their insertion, and then continue on to hammer in the joint spikes as indicated in diagram 13-A….” from the Mad Magister Leut’s treatise on the creation of pain dolls.
Reverent Spirit: These creatures were once devout mortals whose sense of morality and convictions allowed them to bypass the thresholds of death and return to the living world.
Reverent spirits were once the sorts of folks who spent most of their spare time at church, either in service or worship. They were the first to volunteer for a project and the last to leave the halls.
Tattooed Corpse: The sorceresses of Albadia are acknowledged as experts in the arcane practice of tattoo magic. What is less known is the darker side of this skill, in which the sorceresses combine forces with necromancers or tribal shamans to inscribe enchanted tattoos upon reanimated corpses. Special skills must be used to inscribe the marks on their flesh and an individual tattooed corpse can bear 1-4 tattoos.
Unhallowed: Sometimes, maybe once in a hundred years, a child favored by the gods is born. The baby seems destined for greatness: stronger, swifter, smarter or more beautiful than any other. Most of these children achieve their destiny and change the world for the better. But it is a fundamental truth of the universe that the gods expect much from those who receive their greatest gifts.
Sometimes that trust is betrayed. With a single act of treachery, a blessed individual might spurn the gods and waste their gifts. Such a violation of trust earns the eternal enmity of the gods. Such powerful individuals do not pass into the afterlife easily — they cling to the world of the living by sheer tenacity, knowing what punishments await them beyond.
Unhallowed The Faithless Knight: A faithless knight was once a bold and noble warrior who, in desperation, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his faith.
Unhallowed The False Lover: The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon them. It inspired heroes and heroines to great deeds, gave birth to new forms of art and literature; transforming the cultures of entire kingdoms with its wit and grace. Ultimately, however, it betrayed those dreams, crushing the spirits of those who loved it, sometimes simply because it could.
Unhallowed The Forsaken Priest: There is no greater crime in the eyes of the gods than perfidy, when a priest forsakes their vows of obedience and uses their influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest principles of its patron deity and became a force of malevolence and temptation to any soul caught in its clutches.
Unhallowed The Treacherous Thief: The treacherous thief was cursed by the gods for betraying the trust of others, all for petty greed. It once used its skills to steal from those who had almost nothing to call their own, simply for the joy of taking. It killed for a handful of coins, or just to watch them die. And now there is no treasure in the world rich enough to buy its way out of damnation.
Vengeful Sentry: It is believed that the vengeful sentry was once a trainer of sentry crows who later perished at the hands of Virduk’s forces in Irontooth Pass.
Horror: ?
Loathsome Monster: ?
Creature: ?
Dark Cloaked Form: ?
Burned Husk: ?
Abomination: ?
Shambling Corpse: ?
Desiccated Shambling Corpse: ?
Humanoid With Black Veins Showing Through Unwholesomely Dead-White Flesh: ?
Human-Like Creature: ?
Risen Corpse: ?
Shimmering Insubstantial Form of a Child: ?
Wandering Inn-Wight: ?
Sad Creature: ?
Servant: ?
Soldier: ?
Elite Cavalry: ?
Steed: ?
Spirit: ?
Wispy Insubstantial Shape: ?
Monstrous Being: ?
Strange Being: ?
Reanimated Corpse: ?
Ancient Tattooed Corpse: ?
Tormented Spirit: ?
Tankaras the Tortured, Unhallowed: ?
King Virduk, Unhallowed: ?
Queen Geleeda, Unhallowed: ?
Hideous Near-Skeletal Corpse: ?
Dark and Restless Spirit: ?
Undead, True Undead, Undead Creature: ?
Bloated Undead: ?
Undead Spirit ?
Undead Warrior: ?
Undead Creation: ?
Undead Remains: ?
Simple Undead: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm, animating simple undead seemingly at will.
Undead Servitor: ?
Ghost: ?
Deadly Ghost: ?
Ghoul: ?
Ghoul King, Lord of the Isle of the Dead: ?
Ghoulish Being: ?
Skeleton, Undead Skeleton: ?
Skeletal Creature: ?
Skeleton of a Centaur: ?
Skeleton of a Man-Beast: ?
Zombie, Walking Dead, Shambling Undead, Corpse, Lifeless Zombie: The corpse whisperer can revive the recently dead by speaking directly into their ears, creating a new follower that immediately joins the creature’s minions against its former friends. This functions as the animate dead spell, save that the corpse cannot be more than an hour dead and always rises as a zombie. There is no limit to the number of zombies the corpse whisperer can control. Zombies created through this ability always obey the corpse whisperer’s commands and the duration is unlimited.
Corpse whisperers are a titanspawn race adopted long ago by Belsameth and empowered to raise armies of the undead to lead against the death goddess’s enemies. There is a connection between the living and the dead that a corpse whisperer exploits, breathing new unlife into the recently departed so that it joins the corpse whisperer’s ranks of walking dead.
A humanoid slain by [a night-touched controller’s life drain] attack rises 24 hours later as a zombie under the night-touched controller’s control, unless the humanoid is restored to life or its body is destroyed.
If a creature [wearing four of a shackledeath's manacles] is killed by [the shackledeath's punishment] power, it becomes a zombie under the control of the shackledeath.
Intact Zombie: ?
Enhanced Zombie: ?
 
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Scarred Lands Player's Guide (OGL 5e)
5e
Night-Touched: The night-touched are one of many varieties of creatures created by Hrinruuk, it is said — in this case, an experiment that combined the essence of demonic outsiders with the negative energies of the shadow realms. The results were monstrous beings that are almost alive, part fiend and part undead.
Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting.
Night-Touched Controller: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead.
Night-Touched Hound: Stories still told by titanspawn claim that Hrinruuk created these hounds as part of a game he devised for himself: He would set them loose after the same prey he sought, and then challenge himself to find, defeat, and capture the prey before the hounds could even track it down.
Undead, Undead Creature: Chardun is selfish and egotistical, but not mindlessly violent like Vangal. He always seeks to rule, by any means necessary, and he attracts followers who seek dominion over both foes and fellows alike (including through animating them as undead).
Red Witch slitherin fight with magic, using charmed or summoned monsters or animating undead to do the physical fighting for them.
Death Domain Death's Master power.
Sapient Undead: ?
Mindless Undead: ?
Powerful Undead Ruler: ?
Powerful Undead Being: ?
Temporary Undead Minion: Animate Undead Minion spell.
Incorporeal Undead Creature: ?
Uncontrolled Undead: ?
Rogue Undead: ?
Grotesque Undead Experiment: ?
Undead Guardian: ?
Ghoulish Undead: ?
Ilkusthra the Autumn King, Legendary Undead Druid: ?
Undead Spirit: ?
Simple Undead: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm, animating simple undead seemingly at will.
Undead Servitor: ?
Ghast: ?
Ghost: The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains.
The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Spirit: The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains.
Spirit of a Fallen Legionnaire Officer: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Walking Dead: The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains.
Kaav, Hateful Ghost, Fell Spirit: He is the last member of the titan cult, left to curse the gods who showed no mercy to his people or his empire.
Ghostly Legionnaire: ?
Ghoul: ?
Ghoul King of Huros: ?
Ice Ghoul: ?
Inhuman Ghoul: ?
Emperor Laeren, Great Lich-Sorcerer: ?
Shadow, Undead Shadow: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Shadow Traitor spell.
Skeleton: Animate Undead Minion spell.
Chardun's Army, Raise the Eternal Army spell.
Uncontrolled Skeleton: ?
Specter: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Wraith: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Zombie, Mere Zombie: A humanoid slain by [a night-touched controller's life drain] attack rises 24 hours later as a zombie under the night-touched controller’s control, unless the humanoid is restored to life or its body is destroyed.
Animate Undead Minion spell.
Chardun's Army, Raise the Eternal Army spell.
Uncontrolled Zombie: ?

Animate Undead Minion
1st-level necromancy
Followers of Chardun created this spell as a means for junior clerics to enslave the dead. Priests of Chardun see this magic as a way to gain a temporary guardian and strike fear into their enemies. Over time, the rituals to perform this black magic leaked out of religious circles and became secularized, so necromancers who use arcane power can now learn this spell.
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (part of a dead humanoid)
Duration: Concentration, up to 1 hour
This spell creates a temporary undead minion. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. The spell makes the bones into an undead skeleton or the corpse into a zombie (the DM has the creature’s statistics). You can use a bonus action to mentally command a creature you animated with this spell if the creature is within 30 feet of you. The creature follows your command until the task is complete. If it has no command, the target acts only to defend itself.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or one additional undead for each slot level above 1st. Each creature must come from a different corpse or pile of bones. Whenever you take a bonus action to command your minions, you can give the same command to multiple creatures you animated with this spell.

Chardun’s Army
3rd-level necromancy (divine, true ritual)
Chardun originated this ritual, sometimes called raise the eternal army, during a crucial battle in the Titanswar. The Great General’s forces took heavy losses destroying a titanspawn horde, and Chardun had barely a moment to savor his hard-won victory when the titan Thulkas was reported approaching with another army. The Slaver knew his remaining troops would not be enough, so he devised this ritual for his worshipers to raise the remains of his original troops. His black magic won that day.
Casting Time: 3 hours
Range: Self (150-foot radius)
Components: V, S, M (a jeweled warscepter, which is not consumed in casting)
Duration: 3 days (see below)
You must cast this ritual so that it ends during nighttime. Corpses and bones of Small and Medium humanoids within a 150-foot radius of you animate as up to 40 undead under your control, assuming enough remains are present. Bones become skeletons and corpses become zombies. Alternatively, you can assert control over uncontrolled skeletons or zombies in the area, but the maximum number of undead created or controlled remains limited to 40. You can use a bonus action to mentally command any creature created or controlled with this ritual, as long as the creature is within 150 feet of you. To command multiple creatures at one time, you must issue them all the same command. When the duration ends, 75 percent of the undead created with this ritual are destroyed and turn to ash. The remaining undead become uncontrolled. However, if uncontrolled undead have a clear task remaining when they become uncontrolled, they tend to keep performing that task.
At Higher Levels. When you cast this ritual using a spell slot of 4th level or higher, the ritual’s radius and range of control doubles for each slot level above 3rd, to a maximum of 9,600 feet using a 9th-level slot. In addition, you can animate up to 10 more undead per slot level above 3rd.

Shadow Traitor
4th-level necromancy
Penumbral lords and followers of Belsameth use this spell often against their enemies, and both groups claim to have originated the spell.
Casting Time: 1 action
Range: 30 feet
Components: S, M (a drop of tar or pitch)
Duration: Instantaneous
You can cast this spell only in an area where no sunlight is present. Choose one humanoid or humanoid corpse that you can see within range. The target’s shadow becomes an undead shadow. If your target is a living humanoid, the shadow attacks the target until one or the other is destroyed. If the target is killed by the shadow or is already a corpse, then the shadow is under your control for 24 hours.
You can also cast this spell on an undead shadow you currently control to reassert control over it for another 24 hours, or you can include the shadow as if it were a ghoul when you cast create undead to reassert control over undead.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose one additional target for each slot level above 3rd. If you cast this spell to reassert control over shadows, you can reassert control over one additional shadow per slot level above 3rd.

Death’s Master
Starting at 17th level, you learn the finger of death spell. It counts as a cleric spell for you. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
When you cast finger of death, you may add your Wisdom modifier to the necrotic damage you deal. You apply this extra damage after the target makes its saving throw.
When you kill a humanoid using finger of death, it rises under your command as any appropriate type of undead up to CR 4 that you choose, rather than rising as a mere zombie.
 
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Shadows of the Dusk Queen for 5th Edition
5e
Zombie: ?
Shadow: ?
Skeleton: ?
Wraith: ?
Specter: ?
Aazael, Dread Knight, Undead Warrior: Aazael’s armor is a preternatural second skin fused over the desiccated flesh and scarred bones locked within; the undead warrior’s life force lingers on in his armor, much like a lich’s essence is bound within a phylactery.
Lich: ?
Undead: ?
 

Shunned Valley of the Three Tombs (5e)
5e
Undead: ?
Aila, Alia, Ghost, Ghostly Lady of the Lake, Spirit: Aila was a neophyte druid who along with her companions stumbled into the valley while tracking an injured deer. While she examined the deer’s tracks the owlbear burst forth from its lair and surprised the group. It quickly killed three of the party and forced the lone survivor to flee. Seeing all was lost, Aila retreated into the lake. The owlbear did not follow her but waited on the bank for her to return. Eventually she tired and drowned and the owlbear wandered off after savaging the three slain adventurers.
Once the owlbear left, the lone survivor returned and buried all the remains (Area A) he could find. He couldn’t find Aila—but had seen her enter the mere—and so named the mere in her memory. Her spirit has haunted its waters ever since.
Ghost: The ghosts of those buried in its tombs haunt the valley.
Skeleton: ?
Ice-Wreathed Skeleton: ?
Tomb Guard, Goblin Skeleton: ?
Drezna, Hobgoblin Ghoul: Herein dwell Craz and Drezna. Lovers in life they rest together eternally. Horrifyingly, Drezna—depraved in life—rose as a ghoul and was so hungry she gnawed the flesh from her lover’s bones.
Craz, Hobgoblin Skeleton: Herein dwell Craz and Drezna. Lovers in life they rest together eternally. Horrifyingly, Drezna—depraved in life—rose as a ghoul and was so hungry she gnawed the flesh from her lover’s bones.
Craz, Skeleton Tomb Guard: Herein dwell Craz and Drezna. Lovers in life they rest together eternally. Horrifyingly, Drezna—depraved in life—rose as a ghoul and was so hungry she gnawed the flesh from her lover’s bones.
 
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Simple Settings: Savage Lands
5e
Undead: The presence of undead is not terribly prevalent, though certain magics, planar meddling, and primal energies could conspire to create them, though intelligent undead are less likely still.
Intelligent Undead: The presence of undead is not terribly prevalent, though certain magics, planar meddling, and primal energies could conspire to create them, though intelligent undead are less likely still.
Skeletal Pterodactyl, Skeletal Pteranodon: There are tar pits that seem to attract creatures with a siren call. Those creatures are dragged into an untimely death, only to arise once more as skeletal versions, once the tar pits have consumed the creatures of any other organic matter.
The skeletal pteranodon is one such creature.
Strange Ambling Skeleton: ?
Skeletal Creature: There are tar pits that seem to attract creatures with a siren call. Those creatures are dragged into an untimely death, only to arise once more as skeletal versions, once the tar pits have consumed the creatures of any other organic matter.
Murderous Undead: It is not sure what drives these creatures to kill, but some say that the tar pits command it. It has also been said that the skeletal creatures that crawl from the pits have been seen throwing their kills into the pits, to create yet more murderous undead.
Zombie: ?
 

Sinful Whispers (5e)
5e
Cadaver: A humanoid slain by [a cadaver lord's bite] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a cadaver lord's claw] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
Cadavers, undead sailors who perished in the perilous waters, prowl the rocks and reefs seeking to kill those who enter their territory.
The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Cadaver Lord: ?
Crypt Thing: ?
Undead Sailor: ?
Wily Roger, Cadaver Lord, Vindictive Captain: The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Undead, Undead Monster: ?
Gaunt Corpse: ?
Maximilian Sidrow, Ghost: Not all of the Dulcimer’s passengers survived their ordeal with the hawanis. Maximilian Sidrow resisted their attempts to render him unconscious, which forced the hawanis to resort to greater violence. The hawanis left Maximilian for dead, as they were instructed to bring live captives to Thalasskoptis. However, Maximilian was alive, yet unconscious and badly injured. When he regained consciousness, Maximilian dragged himself into the jungle to apparent safety. However, the exhausted and weakened Maximilian fell into one of the elves’ many camouflaged pits leftover from their days as Dolentla Island’s rulers. Maximilian died at the bottom of the insidious trap. Characters searching the area can locate the trail leading to Maximilian’s final resting place with a successful DC 15 Wisdom (Survival) check. However, Maximilian’s spirit does not rest in peace.
Maximilian’s violent and untimely death left his angry soul searching for vengeance.
 

Skeletons of the Illyrian Fleet
5e
Nameless Warrior, Ghost, Apparition: The corpse of a warrior who lost its life in the wreckage of the battle between Illyria and the Dragon Empire has returned to life as a ghost. Its past is a mystery to it: name, rank, even allegiance. Death and decay stripped all of these things from the Nameless Warrior, who now exists as an apparition clothed in a naval uniform tattered beyond recognition and wrapped in a cloak made from a sun-bleached flag. The only thing it remembers is the face of the creature that killed it: a monster with a terrible, piscine face decorated with kelp-green frills and a maw filled with razor-sharp teeth. Tortured by a mind devoid of memories, the Nameless Warrior clings to its one purpose: to destroy the creature that ended its life—the four-armed sahuagin known only as the Sharktooth Scourge.
Undead Sahuagin, Undead Sea Devil: None know exactly how many sahuagin infest the lightless waters of the Middle Sea, and few care to know. Most humanoids can’t distinguish one shark-person from another, but a hulking, four-armed sahuagin known as the Sharktooth Scourge has gained a reputation in the Seven Cities. The Sharktooth Reef was named for the Scourge and his herd of shark-toothed sahuagin pirates.
However, the Scourge has suffered many terrible wounds in the years since his herd first began raiding ships traveling the Middle Sea. He feared death. He met with a sea witch in a hidden Septime cove and begged her to grant him eternal life so that he could survive his wounds. She granted his wish, but not as he expected. Her blessing bestowed upon the Scourge and his herd the curse of undeath.
Sharktooth Shaman: None know exactly how many sahuagin infest the lightless waters of the Middle Sea, and few care to know. Most humanoids can’t distinguish one shark-person from another, but a hulking, four-armed sahuagin known as the Sharktooth Scourge has gained a reputation in the Seven Cities. The Sharktooth Reef was named for the Scourge and his herd of shark-toothed sahuagin pirates.
However, the Scourge has suffered many terrible wounds in the years since his herd first began raiding ships traveling the Middle Sea. He feared death. He met with a sea witch in a hidden Septime cove and begged her to grant him eternal life so that he could survive his wounds. She granted his wish, but not as he expected. Her blessing bestowed upon the Scourge and his herd the curse of undeath.
Undead Sahuagin, Sharktooth Scourge: None know exactly how many sahuagin infest the lightless waters of the Middle Sea, and few care to know. Most humanoids can’t distinguish one shark-person from another, but a hulking, four-armed sahuagin known as the Sharktooth Scourge has gained a reputation in the Seven Cities. The Sharktooth Reef was named for the Scourge and his herd of shark-toothed sahuagin pirates.
However, the Scourge has suffered many terrible wounds in the years since his herd first began raiding ships traveling the Middle Sea. He feared death. He met with a sea witch in a hidden Septime cove and begged her to grant him eternal life so that he could survive his wounds. She granted his wish, but not as he expected. Her blessing bestowed upon the Scourge and his herd the curse of undeath.
 

Into the Woods

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