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Undead Origins

Streets of Zobeck for 5th Edition
5e
Undead, Undead Creature: ?
Radu Underhill, Darakhul: ?
Undead Skeleton: ?
Undead Creation: Seeking out Konrad, a powerful and politically-connected necromancer, is fraught with peril. He despises intrusions, and he’s likely to send conjured assassins or undead to eliminate adventurers who pester or threaten him. Searching his campus office yields a cryptic note linking him to Linnea and hinting at secrets beyond their relationship. If PCs search his off-campus lab, they encounter Konrad’s magical defenses and undead creations.
Protean Zombie, Special Protean Zombie: ?
Corroded Ghost of Machinery: The short and brutal rebellion saw mobs descend upon the workhouse, murder Kaple, and smash his machines. Kaple’s Ward became known as the Tarnish; a rusting corner of Lower Zobeck haunted by the corroded ghosts of machinery.
Kaple, Ghost: The short and brutal rebellion saw mobs descend upon the workhouse, murder Kaple, and smash his machines. Kaple’s Ward became known as the Tarnish; a rusting corner of Lower Zobeck haunted by the corroded ghosts of machinery.
But Kaple’s death brought no rest. His ruined soul remained trapped in his workhouse, able only to whisper in the dark to his rusting machines.
Standard Ghost: ?
Ghoul: Darakhul Fever disease.
Ghast: Darakhul Fever disease.
Dread Ghoul: Darakhul Fever disease.
Dread Ghast: Darakhul Fever disease.
Darakhul: Darakhul Fever disease.
Beggar Ghoul: ?
Snarling Ghoul: ?
Well-Dressed Ghoul with Heavy Jaw: ?
Lich: ?
Xavier, Wight Assistant: ?
Standard Wight: ?
Wraith: Soulforging spell.
Zombie, Normal Zombie: Corporeal Instability disease.
Soulforging
5th-level necromancy (ritual)
Casting Time: 1 hour (see below)
Range: Touch
Components: V, S, M (a complete mechanical body worth 10,000 gp)
Duration: Instantaneous
You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period, the subject’s soul and consciousness leave its body. The subject must make a successful DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying.
If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearforged traits. The subject’s original body dies and can’t be returned to life by any means unless its soul is freed from the soul gem.
If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith.
Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.

CORPOREAL INSTABILITY
A living creature that is infected with corporeal instability immediately metamorphoses into a spongy, amorphous mass of fleshy material. Its flesh, bones, and organs melt, flow, writhe, and boil, so the following effects occur:
• Its speed becomes 10 feet.
• It can’t cast spells and can’t use magic items, tools, or weapons. It can make unarmed melee attacks with reach 5 feet.
• It becomes blind and deaf.
• Its items don’t transform with it but instead fall to the ground in the creature’s space.
• An affected creature repeats the saving throw at the end of its turn. On a success, the corporeal instability is suppressed for 1 minute. While the instability is suppressed, the creature reverts to its normal form. Its armor, clothing, and other gear remain scattered on the ground around it. During this minute, no saving throws against corporeal instability are necessary unless the creature is hit by both of a protean zombie’s slam attacks. After the minute of stability elapses, the affected creature must make another DC 15 Constitution saving throw at the end of its turn. On a success, it has another minute of stability; on a failure, it is again reduced to a blob of flesh and it repeats the saving throw at the end of its turn until it becomes stable again.
• The effect ends permanently (until the creature is reinfected by a protean zombie) if greater restoration or comparable magic is cast on the infected character, or if the character remains stable (in their normal form) for 3 minutes.
• An infected creature dies when it is reduced to an amorphous mass of flesh for a third time by the same corporeal instability infection. Note that it doesn’t matter how many times a creature fails the saving throw while it’s unstable; it dies from the infection only if it becomes stable twice, then fails the saving throw and becomes unstable a third time. A creature that dies this way from corporeal instability rises at the next dusk as a zombie.

DARAKHUL FEVER
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. Failure costs the victim 1d6 Constitution damage and 1d4 Dexterity damage. The victim recovers from the disease by making successful saving throws on two consecutive days, but the accumulating Constitution damage makes this less likely with each passing day. Greater restoration cures the disease; cure disease allows the victim to make the daily Constitution check with advantage. Once the disease is cured, the victim recovers 2 Dexterity points per day naturally, but only magic can restore the lost Constitution.
Generally spread among humanoids, the disease has nonetheless been found to affect ogres, and therefore it is thought possible that other giants may be susceptible.
If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
Roll Result
00–09 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21–26 Dread Ghoul
27–30 Dread Ghast
31+ Darakhul
 

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5E Foes: Oz Bestiary
5e
Polar King: Legend has it that the King of Polar Bears was unchallenged until he met man. Brought low by their guns, the men skinned the King but did not realize he was still alive. The polar king, bereft of his fur, was blessed by the gulls with feathers instead.
Polar kings spring up as revenants of sorts where polar bears have been skinned. Nature fights back, and polar kings are the result.
Bear Rug: The Curious Tale of Dyna's Rug. The crooked Sorcerer who invented the magic Powder fell down a precipice and was killed. All his possessions went to a relative—an old woman named Dyna, who lives in the Emerald City. She went to the mountains where the Sorcerer lived and brought away everything she thought of value. Among them was a small bottle of the Powder of Life; but of course Dyna didn't know it was a magic Powder, at all. It happened she had once had a big blue bear for a pet; but the bear choked to death on a fishbone one day, and she loved it so dearly that Dyna made a rug of its skin, leaving the head and four paws on the hide. She kept the rug on the floor of her front parlor. Seeking to keep the rug from getting moldy, she sprinkled the Powder over it, animating the rug.
Preservefolk: They are created by cooky hags.
Cooky Hag Preserve power.
Preservefolk Noble: Cooky Hag Preserve power.
Spirit of Death, Death Spirit: ?
Headfolk: A living creature slain by [a headflok's garrote attack is debodified. Its ears stretch and it rises 24 hours later as a headfolk, unless the creature is restored to life or its head is destroyed.
Headfolk Swarm: ?
Massive Bear-Like Creature: ?
Revenant: ?
Blue Bearskin Rug: ?
Humanoid: ?
Slight Robed Skeleton: ?
Prime Preserve, Preservefolk Noble: ?
Preserva, Preservefolk Noble: ?
Bizarre Being: ?
Dangerous Violent Flying Head: ?
Undead: ?

Preserve. The cooky hag chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is imprisoned in a glass jar. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, at the start of its next turn, the cooky hag reanimates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a preservefolk. Otherwise, it becomes a preservefolk noble. A cooky hag can preserve only one creature at a time.
 
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5th Edition – S5 Dwarven Glory
5e
Feliul Stone: Ages ago, the Jar’ed, a battle lord commanded a troop of a hundred shields (as the dwarves style their soldiers) and met his end fighting a great horde of goblins in the Stone Wars. His body was laid to rest upon a slab of granite overlooking a deep crevice through which an old dwarven road ran and before the mouth of a lavish, if long abandoned bath house. “Ish-eth e althip Onu” as the dwarves say. His body returned to stone. But his spirit, filled with rage and hatred for all things, remained and he became a feliul spirit. In time he shaped the stone slab into a great boulder, 25 feet in diameter with the likeness of his face upon the rock. There he lingered, brooding on the evil of the world and the wrongs done to him and his kin. The feliul stone did not only brood however, but haunted the road as well. He took great sport in rolling down on passing creatures big or small, man, monster or dwarf, and crushing them to a boney pulp. There he sits even to this day.
Skeleton: ?
Animate Bones: ?
Bone Naga: ?
Foul Creature of Great Evil: ?
Bael, Ghost of a Fallen Dwarven Hero, Ghost of the Dwarf Lord: So it was that long ago a dwarf lord by the name of Bael came to the Smoking Giants. He brought with him a small troop of dwarves, heavily armed and armored. He sought to escape the intrigues of the Uthkin court and build for himself a home, far removed from the babble squalor that are the halls of government. He carried into those mountains a great axe, an heirloom of sorts, given to him during one of his many adventures, by one of the Val-Eahrakun, long ago. Crafted in the deeps of the Void the axe was possessed of an amazing power; when held by the righteous for the oppressed it could see into men’s souls and read their thoughts. Bael loved this axe and cherished it; but he feared it too, for he feared that if it fell into the wrong hands that some would bend its power and use it for ill intent. So Bael came to the mountains to build a fastness where he could live in peace and guard his axe from the prying eyes of those who did not deserve to wield it.
Upon the slopes of a tall mountain he found a narrow cave that wound down into the earth. He hollowed the tunnel and made a passageway and stairs. These led to the natural caverns beyond below. These he turned into his quarters; built a feast hall and barracks; a room for his hounds, storage chambers and the like. In time he built a door that led to a stone wall. This door he ensorcelled so that when it opened it opened into the Void. His magic was subtle and used the runes that later men would call the Winter Runes; these were not uncommon in Bael’s long ago day. The door he opened and beyond it he built a stair that led high into the Great Empty.
Where the stair ended he built a room and more chambers beside and in the final he built a platform. He he sought to hide the Axe.
He built a pool of water and cast more spells of misdirection and protection upon the water. The axe, and his other treasures he laid beneath the water in the pool. Safe from prying eyes he settled into his life’s retirement.
But the Void is a hollow place and his sorcery brought his tragedy. It came to pass that a creature from the Void, one of the Ordag, found his treasury and sought to make it her own. When he discovered her he called his men and they battled in the dark platform around the pool. He died there as did all his folk and the Ordag took possession of his halls. Though her power was limited for she could never match the sorcery of the inner door and she remained in the Void where the pool lay, dining on the eternity of her greed.
The halls fell into disuse and in time they were forgotten as was Bael and his axe. But Bael’s soul lingered there in the world of the living tormented by the Ordag all these long years.
 
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5th Edition -- The Long Valley
5e
Bag o' Bones: The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to a stone golem, and requires the assistance of both a high level cleric and a master wizard coordinating their powers.
The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
Skeletal Colossus of Various Human and Animal Bones Grafted Together in Odd Patterns: ?
Yellowed Bone Figure of Grotesque Proportions and Terrible Aspect: ?
Alchemical Abomination: ?
Guardian: ?
Simple Minded Guardian: ?
Skeleton: ?
Zombie: ?
Bag o' Bones, Heap of Bones, Monstrous Bag o' Bones, Monstrous Heap of Bones: ?
Zombie Infected With Rot Grubs, Undead Acolyte: The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time. His acolytes joined him in death, slaying themselves around him and lying upon smaller mounds of earth.
A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn.
Wight: The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time. His acolytes joined him in death, slaying themselves around him and lying upon smaller mounds of earth.
A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn.
Shadow: ?
Ealuta, Twisted Creature of Evil and Spite: So Ealuta found her, kneeling in the snow over her brother’s grave, and she sought to make a fresh kill and eat her there and then while the meat was still warm. Her clawed hand grasped the child’s throat to choke the life from it, but far faster and more agile, the child spun and struck Ealuta across the brow with a rock. The witch fell back into the snow, and the girl leapt upon her and stove her head in with the rock. With the last of her strength she took the witch by the hair and dragged her to her gorge and cast her mangled body to the floor far below. With that she left her brother and the valley to the east and came in time to the Massif and the people there where it is said she prospered, but would never speak of those dark days but to her own children.
The tale did not end there, however, for Ealuta rose from the gorge, a twisted creature of evil and spite.
Variant Vampire Spawn: ?
Normal Vampire Spawn: ?
Ghost of a Boy: Before Gaxmoor was returned to Aihrde, the god Narrheit found a boy hunting in the valley, he learned of the city’s whereabouts from the boy. The boy treated him guardedly, but shared food and clean water with him. For whatever reason this pleased the god of chaos an evil and he took a liking to the boy. He knew that he was about to unleash Gaxmoor from its tether and set his minions upon it. He knew too that they would bring chaos to all who dwelt in the region; so to repay the boy’s kindness he set a guardian upon the Lost Valley. He slew the boy and set his ghost in the valley, tasking it with driving out all evil from the region. In this way, the boy’s people were protected from the horrors and wicked evil done to Narrheit’s own minions.
The ghost of the boy lingers now as spirit, haunting the valley’s length from one end to the other.
 

Adventures in Tehuatl (5e)
5e
Aboleth Nihileth: ?
Allip: ?
Bone Swarm: ?
Cadaver: The Aztli teenagers who transformed into these shambling undead abominations foolishly ingested saline swamp water while frolicking in a deep pond. The salt content made them delirious and dehydrated. When one of them fell into the pond and started to drown, the others leapt into the water and vainly tried to rescue him. In the end, they all perished and began their existence as cadavers.
Drowned Maiden: ?
Fire Phantom: ?
Ghoul Cinder: ?
Huecuva: ?
Shadow Greater: ?
Skeleton Black: ?
Spawn of Tlatoani: ?
Unresurrected Wraith: The Old Master lies dead. If anyone takes the chom’s advice and attempts to talk to him by placing the kernel and the jadeite into his mouth, they are in for a rude awakening … literally. Performing this act causes the creature to rise from the dead, transcending his bound corpse as an unresurrected wraith, and while truthfully it can talk, it is furious. It accuses the characters of being blasphemous heathens who have disturbed its rest for taboo purposes.
Zombie Nihilethic: If a creature dies while diseased [from a nihileth aboleth's tentacle attack], it rises in 1d6 rounds as a nihilethic zombie.
If a creature dies while diseased [from a nihilethic zombie's slam attack], it rises in 2d6 rounds as a nihilethic zombie.
Nihileth Aboleth, Normally Dominant Monster, Undead Monstrosity, Undead Abomination, Malevolent Creature, Abomination, Monstrosity, Ethereal Nihileth, Something Large, Arrogant Monster: ?
Nihileth Creator: ?
Allip, Incorporeal Flying Allip, Undead Spirit: ?
Bone Swarm, Angry Animated Whirlwind of Shattered Broken Bones: ?
Cadaver, Shambling Undead Abomination: ?
Drowned Maiden, Hideously Bloated Body, Floating Corpse: ?
Amriuhu, Cinder Ghoul: This morning, Amacaina captured Amriuhu (N male Poqoza half-elf scout), the rival group’s leader, and keeps him hogtied inside her abode. She spent the day sewing hides together and chanting over him as she sliced his flesh more than 200 times as part of a gory ritual long forbidden within her culture and by Tlatlcolli. When the sun set, she wrapped Amriuhu in her cinched hide bag and dragged him over a roaring fire so the heat could evaporate the moisture in the hides and crush the tortured person wrapped inside the bag.
The characters arrive on the scene as Amacaina calls down bolts of lightning from the clouds as she dances in a contorted manner to a melody only she can hear. The wounded Amriuhu struggles to breathe inside the bag, hastening the torturous ritual. Amacaina is also not alone, as 2 greater shadows who share her interest in spreading chaos and evil hover nearby in the shadows beyond the fiery light. Their malevolence seems to capture and suppress some of the radiance emanating from the flames as they seem to taste the victim’s lifeforce ebbing from him. Although normally confined to the maizefields of Miquito (the Land of the Dead), Ixana’s ritual inexplicably summoned them to this location.
Ixana also gleefully watches from the darkness. She feels her time with her ticitl is drawing to a close. She waits to say goodbye to Amacaina until after Amriuhu finally succumbs to the pressure of the shrinking hides and the heat. She swears she heard several bones snapping and faint, wracking wails over the crackling of the flames caressing the hide bag as it dips lower into the blaze.
When the characters arrive, the rest of the villagers are nowhere to be found. Amacaina’s grisly ritual and her unearthly associates scared everyone away except for one young Poqoza woman who bizarrely smiles at the spectacle. She is Ixana, who is disguised as a female humanoid. The participants are so engrossed in their ritualistic killing that they suffer disadvantage on their Wisdom (Perception) checks. The characters can interrupt the ritual by physically preventing Amacaina from performing her frenetic dance. If they do so for more than three rounds, the lightning stops and the cloud dissipate. If the characters fail to stop the ritual in less than one minute after they first see Amacaina, Amriuhu dies and is reborn as a cinder ghoul.
Huecuva, Unfaithful Undead Priest: An unusually charismatic hobgoblin evangelist named Banc commands the military and religious expedition. The new faith he espouses is his belief in his own divinity, and he resorts to any means necessary to propagate his belief, including unspeakable acts of cruelty and barbarism. As proof of his godhood, he demonstrates his ability to cast powerful spells, an act he could not achieve without divine intervention. Of course, the arrogant Banc is a charlatan who cannot explain how he obtained his priestly powers. Unbeknownst to him, the Aztli god Itztliteotl took an interest in the conniving huckster. He grants the hobgoblin his magical powers to amuse himself and indirectly to spite the Poqozas and Tlatlcolli. Many Poqozas, including some of Tlatlcolli’s priests, fell prey to his abundant charms and brutal tactics. As punishment for their lack of faith, the angry god condemned his former priests to an undead existence as huecuvas who are partly to blame for the illnesses afflicting the Poqozas.
Black Skeleton, Undead Monstrosity, Evil Guardian: ?
Zombie Nihilethic, Zombie Thrall, Undead Abomination, Ethereal Undead, Zombie Servant, Unfortunate Creature: Roughly once every 1,000 years, an enormous rogue gas giant planet passes through the solar system, creating a prolonged solar eclipse. After centuries of inaction, the nihileth aboleth took the event as its signal to reactivate. Over the next several weeks, the undead abomination began to enslave the unsuspecting teenagers venturing to the Mulla Chanacu, transforming the vibrant youngsters into a zombie horde.
The reawakened nihileth aboleth now poisons the land surrounding the Mulla Chanacu where young Poqozas experience visions to guide them into adulthood. Over the past several weeks, he has killed and raised many of them as zombie thralls under his command. Furthermore, the adults sent to check on their well-being also fell prey to the monster that now swims in the muck at the bottom of the Mulla Chanacu crater.
The plants are the nihileth’s advance guard, but the teenagers and rescuers who ventured to the Mulla Chanacu are its army. The young Poqozas who set off from their homes to partake in the spirit quests quickly fell prey to the nihileth, who killed them and reanimated their corpses as zombies under its command. The nihileth also stalked the tallgrass to slaughter bandits, fugitives, and hunters to supplement its band of recruits.
Undead: ?
Ghast, Undead Scavenger: ?
Ghost, Apparition of a Gnoll Priest: ?
Ghoul, Undead Scavenger: ?
Mummy, Undead Monstrosity: In an ultimate act of sacrilege, Itzcuin raised one of the acolyte’s corpses as a mummy.
Mummy: ?
Mummy Necocyaotl's Chosen: When the canal walls that created the Yoaltica Ilaquiloz flooded the region, the temple tumbled and sank into the mire. The warrior-priests, unable to escape the destruction, sacrificed themselves to Necocyaotl using sacred potions to mummify their remains so they could continue to serve their god in death.
Shriveled Body Wrapped in Leaves and Sealed With Mud: ?
Shadow: If a non-evil humanoid dies from [a black orc high priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Huge Skeletal Dragon Queen: ?
Minotaur Skeleton: Long before the Aztli retreated into the depths of the earth, the Tepepan Mountains served as the home of a moon princess minotaur and her minions. The priestess led her progeny through her interpretation of the celestial bodies, especially the moon and all its phases. This civilization thrived for many centuries but died of a waterborne plague. In her hubris, she misread a premonition warning her of a melt, which came to pass. The event killed the entire minotaur population and collapsed their short passageway to the surface. However, four of her minions reanimated after death as skeletons.
Wraith, Hateful Monstrosity: The twins’ worshippers and priests almost unanimously abandoned the destroyed gods, but two of the acolytes refused to leave. They painted the images on the cavern walls to commemorate their patron deities in bleak fashion. To punish them for their insolence, Yaocteotl transformed them into 2 wraiths.
Wraith: Tlatoani bound the tortured souls of those victims he sacrificed against their wills to this chamber and cursed them to prevent their escape.
Wraith, Undead Monstrosity: ?
Zombie, Ravenous Walking Corpse, Desiccated Corpse, Dead, Walking Dead, Lumbering Corpse, Shoving Corpse, Shuffling Corpse: ?
Dimwitted Zombie, Undead Monstrosity: ?
Slumbering Zombie: ?
 
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Campaign Backdrop: Wolfsbane Hollow (5e)
5e
Will-o'-Wisp: ?
Vampire: ?
Alduir Weyrud, Bound Spirit, Tortured Spirit, Haunt, Mad Wrathful Thing: The ruins hold a dark secret in its fire-blackened stone. In the collapsed basement of the cathedral, the tortured spirit of Alduir Weyrud, the man wrongly murdered for the crimes of Avud Kreslik, still lingers. The haunt present in this basement is a mad, wrathful thing unable to fully coalesce into a true spirit due to the desecration of Alduir’s remains.
Ghost: The Red Reaper’s victims aren’t able to find peace in death and still walk the land as ghosts.
Haunt: Room 12 at the Foxhound is haunted. They say the old owner’s wife committed suicide up there.
True Spirit: ?
Alduir Weyrud, Vengeful Ghost, Wild and Tempestuous Spirit: Were Alduir’s remains reunited (his skeleton is kept by the monks at the Church of Aether, while his skull is mounted at the Foxhound) the haunt could be suppressed. However, if Alduir’s remains were brought together on the night of a full moon his spirit would be able to manifest in the form of a vengeful ghost, bound to the ruined cathedral.
 

Campaign Codex #2: Lesser Undead (5e)
5e
Ghast: ?
Undead: ?
Variant Ghast: ?
Ghastly Necromancer: ?
Savage Ghast: ?
Ghoul: ?
Variant Ghoul: ?
Creeping Hunger: ?
Ravenous Ghoul: ?
Reckless Ghoul: ?
Skeleton: ?
Variant Skeleton: ?
Skeletal Archer: ?
Skeletal Champion: ?
Skeletal Spearman: ?
Skeletal Swordsman: ?
Wight: ?
Zombie: A humanoid slain by [a wight's life drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Variant Wight: ?
Barrow Stalker: ?
Will-o'-Wisp: The soul of a humanoid slain by a barrow stalker’s life drain attack rises 24 hours later as a will-o’-wisp (instead of a zombie) under the barrow stalker’s control, unless the humanoid is restored to life or its body is destroyed.
Variant Zombie: ?
Legless Zombie: ?
Moaning Dead: ?
Rotting Zombie: ?
 

Chaos Rising (5e)
5e
Allip: ?
Corrupted: In this subversion, the power of the Faceless Lord created a special type of undead, the corrupted.
Dark Custodian: ?
Demonvessel: ?
Allip, Shade of a Long-Dead Dwarf, Shade of a Dwarf: ?
Corrupted, Sick and Feverish Dwarf, Strange Dwarf: ?
Giltz, Dark Custodian: Later, Giltz accomplished what Orcus could not: He and a host of undead overcame and wiped out the dwarves. Yet before Giltz could claim his prize, the last dwarves assassinated him. In his anguish, Giltz’s spirit remained and now haunts the Citadel’s demiplane.
The final dwarven defenders made a trap for Giltz. Though dying in the process, the dwarves struck a mortal blow to the priest. Upon his death, Giltz’s animosity and anger for his failure at the doorstep of success was so great and his debt to the powers of death so large that he now roams the Citadel as a dark custodian.
The last dwarves sacrificed themselves to slay him, and his great anguish at the time of his defeat propels him forward.
Kinst, Demonvessel, Evil One: The figure is Kinst, a demonvessel (see Appendix B), lamenting his failure to become a powerful lord (his failure might be due to the characters’ actions in the Citadel during the “Siege of Orcus”). Kinst’s soul is damned to wander the catacombs as a demonvessel.
Undead, Undead Creature: ?
Undead Dwarf: ?
Undead Servant: ?
Undead Minion: ?
Ghast: ?
King Galm, Ghost, Spirit: Years after the characters leave the “Siege of Orcus” era, King Galm, whom the characters met in the Citadel, was assassinated for allowing the characters into the catacombs. Now that the characters are in a different (and future) relative timeframe, they might once again meet Galm.
Galm’s ghost laments the division between the dwarves and may become enraged or helpful depending on how the encounter unfolds with the characters in the “Siege of Orcus.” Galm holds no ill will about his decision to allow the characters into the catacombs. His torment is that Kinst opened the portal in the first place and that many innocent dwarves lost their lives.
His torment is that Kinst betrayed the dwarves and held a position of such high confidence, and so he blames himself for the lives of the dwarves who died. Furthermore, Galm suspected in life that Kinst was his own son. Galm never confessed his tryst with Kinst’s mother to anyone, especially to Kinst’s father. Galm always helped Kinst out behind the scenes on the off chance that he was his son, though now he feels that he overlooked the obvious evil in the boy due to his guilt about the adultery, and many dwarves lost their lives as a consequence. Galm’s torment continues as Kinst flourishes and walks in unlife as a demonvessel. Galm now desires that Kinst’s soul be extinguished for the evil Kinst caused.
Ghoul: ?
Mummy: ?
Shadow: 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.
Specter Dwarven Craftsman, Wispy Image of a Dwarf, Incorporeal Dwarf: These specters were dwarves who refused to get up from their tables and fight when Giltz attacked. Their longing for perfection kept them here endlessly attempting to work on the items they cannot touch.
Specter Spawn: A humanoid slain in this way [from a dark custodian's soul drain attack reducing the victim's hit point maximum to 0] rises the following night as a specter spawn under the dark custodian’s control.
Tenear, Vampire, Vain Vampire, Stunning and Unusual Creature: Tenear was a victim of a union between a foul demon and a beautiful nymph. Strikingly beautiful in life, she hid her bat-like wings and small horns under cloaks and long bangs. Living the life of a highway bandit and later a baroness of a small cadre of criminals, her notoriety grew. Unfortunately, this notoriety attracted the attention of Zaitan, a darker agent of evil.
Zaitan seduced the vile Tenear with his unearthly charms. Once a demon and now undead, Zaitan remembers little of the circumstances of his rebirth. His desire for the opposite sex was ravenous, though. Many ladies fell victim to his deadly kiss. Although satisfying, Zaitan desired something more.
Tenear caught Zaitan’s eye. He was enraptured by her striking beauty and unusual parentage. He desired her and did not wish to simply rob her of life. The Abyss was no place for the likes of Tenear. Zaitan devised a plan and through his wiles soon had Tenear swooning for him. At the right moment, he granted her the dark gift.
Zaitan, Vampire, Vain Vampire, Stunning and Unusual Creature: Once a demon and now undead, Zaitan remembers little of the circumstances of his rebirth.
Zombie Spawn: A humanoid slain in this way [by a vampiric ooze's pseudopod attack reducing the victim's hit point maximum to 0] rises after 1 minute as a zombie spawn under the ooze’s control.
 


Into the Woods

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