Undead Origins

The Devil’s Sand Box
5e
Danzibus, Lich, Mad Lich, Evil Lich, Madman: ?
Skeleton, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Revenant, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Death Knight, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Mummy, Mummified Being: ?
Mummy Lord, Mummified Being: ?

Pathfinder 1e
Danzibus, Lich, Mad Lich, Evil Lich, Madman: ?
Skeleton, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Skeletal Champion, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Gaki, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Skeleton Warrior, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Huecuva, Mummified Being: ?
Mummy, Mummified Being: ?
Mummy Lord, Mummified Being: ?
 

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The End of the Line
5e
Zombie Outlaw: Thick, sticky smoke billows from the locomotive stack in front and the rain falls through it in a warm, oily deluge. In the darkness, an outlaw wrestles with an inky form, struggling to retain her footing as the train screams along the rails. Lamplight floods up from an open hatch in the floor and to the rear a steel ladder leads down to the footplate beneath.
As the players watch, the Teihiihan pulls back an outstretched hand, drawing a dark shadowy form from the outlaw, who turns to face the players with dead, white eyes.
Zombie Jesse Keller, Abomination: Jesse turns a key in an intricate mechanism on the front of the crate and a silky, sticky black mist pours onto the floor. In disbelief, he stares as the mist coalesces, drawing upward into a hideous beastly form. Thin tendrils of smoke drip from its hand as it reaches towards Jesse who stands frozen to the spot. His eyes close and he smiles as the creature lays its hand on his head. With terrible swiftness, the hand rips down through Jesse’s body, tearing skin from bone. A crumpled heap of flesh flops to the deck of the cabin and begins to slouch towards you whilst Jesse’s skinless body turns and shuffles lifelessly forward.Jesse turns a key in an intricate mechanism on the front of the crate and a silky, sticky black mist pours onto the floor. In disbelief, he stares as the mist coalesces, drawing upward into a hideous beastly form. Thin tendrils of smoke drip from its hand as it reaches towards Jesse who stands frozen to the spot. His eyes close and he smiles as the creature lays its hand on his head. With terrible swiftness, the hand rips down through Jesse’s body, tearing skin from bone. A crumpled heap of flesh flops to the deck of the cabin and begins to slouch towards you whilst Jesse’s skinless body turns and shuffles lifelessly forward.
Skin Crawler: When the skin crawler has stolen 4 Charisma points of skin it immediately creates a new skin crawler from the stolen skin. The new skin crawler has hit points equal to the original skin crawler’s current hit points.
Jesse turns a key in an intricate mechanism on the front of the crate and a silky, sticky black mist pours onto the floor. In disbelief, he stares as the mist coalesces, drawing upward into a hideous beastly form. Thin tendrils of smoke drip from its hand as it reaches towards Jesse who stands frozen to the spot. His eyes close and he smiles as the creature lays its hand on his head. With terrible swiftness, the hand rips down through Jesse’s body, tearing skin from bone. A crumpled heap of flesh flops to the deck of the cabin and begins to slouch towards you whilst Jesse’s skinless body turns and shuffles lifelessly forward.
Shadow, Increased CR Shadow, Dark Shadowy Form: Thick, sticky smoke billows from the locomotive stack in front and the rain falls through it in a warm, oily deluge. In the darkness, an outlaw wrestles with an inky form, struggling to retain her footing as the train screams along the rails. Lamplight floods up from an open hatch in the floor and to the rear a steel ladder leads down to the footplate beneath.
As the players watch, the Teihiihan pulls back an outstretched hand, drawing a dark shadowy form from the outlaw, who turns to face the players with dead, white eyes.
Shadow, Dark Shadowy Form: ?
Shadow: If a non-evil humanoid dies from this [increased CR shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Teihiihan: ?
Teihiihan, Inky Form, Abomination: ?
Zombie: Teihiihan's Turn Zombie power.
Wraith: ?
Undead: ?
Otherwordly Manifestation of Pure Malice: ?

Turn Zombie. The Teihiihan targets a humanoid within 10 ft. of it with fewer than 5 HP. The target must succeed on a DC13 Constitution saving throw or be turned into a zombie. The newly created zombie has 5 HP and is under the Teihiian’s control.
 

The Fall of Mith: Mithos Manor
5e
Shade Creature: Shades are the spirits of the damned who existed in Noxium for years on end. The evil who die upon Alìm with no greater power to claim them are claimed by Noxium, until the great Calamity sealed the gate guarded by the Mithians and the souls of the damned became trapped at the Door of Night. With the sealing of the gate, the number of shades grow every day as the spirits of the damned travel to the land of Mith.
When killed the shade creatures return to the gate through which they can no longer travel, and as such they must remain there, their spirits preying on and fighting the other damned spirits that circle the gate, until it gains enough power to return in a physical form.
Lesser Shade: ?
Shadeling: ?
Shadeling, Strange Creature: ?
Shadeling, Small But Vicious Looking Creature: ?
Shadeling, Figure: ?
Shadeling, Smaller Shadow Creature: ?
Shadeling, Servant: ?
Summoned Shadeling: ?
Shade Raven: Even the weakest of shades have the inherent power of possession. For those entities that do not yet have the strength to manifest their essence into a corporeal force, they must make due with dominating the bodies of lesser or weakened creatures. Wildlife is targeted by shades, beasts that are weak from hunger or the cold, or creatures that feed by scavenging. Birds, particularly ravens due to their carrion nature, are susceptible to this possession as shades are drawn to death and decay.
Swarm of Shade Ravens: ?
Swarm of Shade Ravens, Flock of Ravens: ?
Swarm of Shade Ravens, Shade Ravens: ?
Shade: ?
Shade, Creature Sheathed in Black: ?
Shade, Figure Wreathed in Shadows: ?
Shade, Black Shade: ?
Wendigo: When a shadeling kills a humanoid in combat or finds a recently killed one body, it can abandon its constructed body for the more stable one in front of it. No intelligent shade would do so, as the trade for the temporary power they gain from the body binds them to a corporeal form, denying the ability to easily abandon the body upon defeat. The other price, however, is the gnawing hunger to fill the mortal belly that now serves no purpose.
If a shadeling finds a body that has been dead for no more than a day it can spend one uninterrupted minute inhabiting the body, turning it into a wendigo and destroying the shadeling’s current form.
Wendigo, Decrepit Withered Looking Naked Human: ?
Wendigo, Gaunt Human-Like Creature, Hideous Creature: ?
Intelligent Shade: ?
Drei: Drei are the result of the unnatural evolution that resulted from the loss of the Noxium Gate during the Renunciation. Their existence is the culmination of hundreds of shades slowly consuming each other, growing stronger and fiercer with each victory, feeding those that are stronger than them with their defeat. As such, the power of a shade is rarely ever lost, just consolidated into a single being: the drei.
Prime Drei: It is said that the prime drei was likely some powerful mage or priest in life, but no one knows for sure. Not even all Mithians believe that the prime drei exist.
Undead: Shard of the Gem of Death artifact.
Lesser Shade Mithian Guard: ?
Lesser Shade Mithian Guard, Mithian Guard With Black Eyes: ?
Lesser Shade Mithian Guard Captain: ?
Lesser Shade Mithian Watch Member: ?
Lesser Shade Mithian Watch Member, Mithian Watch Member With Black Eyes: ?
Lesser Shade Mithian Watch Initiate: ?
Lesser Shade Mithian Mystic: ?
Lesser Shade Mithian Mystic, Figure: ?
Creature of Little Power and Intelligence: ?
Creature of Immense Power: ?
Lost Shadeling: ?
Powerful Shade Creature: ?
Mere Shade: Though the powerful shade creatures usually retain enough strength to return quickly in their previous form if defeated repeatedly even a drei will lose its power and return as a mere shade, or even less at times.

Shard of the Gem of Death
Wonderous item, artifact (requires attunement)
Level Features
1
While dead you remain attuned to Shard of the Gem of Death and are permanently under the effect of the gentle repose spell so long as it is within 100 feet of you, and so long as no one else attunes to Shard of the Gem of Death. During this time your corpse is also immune to all damage.
5
As an action, you may cast create undead as a 6th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
11
Whenever a creature dies within 30 feet of you, you may gain temporary hit points equal to half your level.
As an action, you may cast create undead as a 7th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
17
You gain immunity to necrotic damage.
As an action, you may cast create undead as an 8th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
20
As an action, you may cast create undead as a 9th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
As a free action make all damage dealt by you this turn necrotic. You gain hit points equal to half the necrotic damage you deal. This ability cannot be used again until you finish a long rest.
 
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The Fiddler's Lament (5E)
5e
Grammy, Zombie, Worm-Eaten Corpse: The first of the undead brought forth by Alhindri’s bone fiddle that the PCs encounter are indeed the zombies of Grammy and Grampy come back to visit their young folk.
Rebec Malevolenti artifact.
Grampy, Zombie: The first of the undead brought forth by Alhindri’s bone fiddle that the PCs encounter are indeed the zombies of Grammy and Grampy come back to visit their young folk.
Rebec Malevolenti artifact.
Lesser Shadow, Sinister Shadows: Rebec Malevolenti artifact.
Shadow: ?
Crawling Hand, Disembodied Clawlike Hand: ?
Kurchega the Skeletal Bandit, Skeleton, Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Skeleton, Clay-Encrusted Skeleton, Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Skeletal Horse, Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Pecrit Murik the Ecotoplasmic Man, Slimy Apparition, Ectoplasmic Remains, Ectoplasmic Creature: ?
Ectoplasmic Man: Rebec Malevolenti artifact.
Ghoul Wolf, Foul Creature: A wolf died in the brush near the edge of the road after running afoul of a hunter’s trap and developing infections in its wounds. With the summons of the Rebec Malevolenti, it has arisen as a ghoul wolf and attacks anyone it meets, fighting until destroyed.
Rebec Malevolenti artifact.
Skeleton: Rebec Malevolenti artifact.
Skeleton, Gypsy Skeleton, Skeletal Remains: Rebec Malevolenti artifact.
Zombie, Walking Dead: Rebec Malevolenti artifact.
Undead, Undead Creature: Rebec Malevolenti artifact.
Lurching Undead Horror: ?
Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Incorporeal Undead: Rebec Malevolenti artifact.

Minor Artifact: Rebec Malevolenti
This is a three-stringed fiddle made with a narrow boat-shaped body and a horsehair bow. Its finish has the cracked polish of old bone, and when stared at intently tiny glowing red letters can be seen to swirl about just beneath its varnish, never staying still long enough to be read. It weighs 1 pound. You must be attuned to the rebec to gain the following benefits and powers when it is played:
• The fiddler gains a +3 bonus to natural armor and resistance to damage by nonmagical weapons.
• The fiddler gains immunity to the charmed, frightened, grappled, paralyzed, poisoned, and restrained conditions.
• The fiddler becomes engrossed in the playing and suffers a –4 penalty to Wisdom (Perception) checks while doing so.
• If the fiddler is reduced to 0 hit points, the rebec grants 1d10+10 temporary hit points to the fiddler as a reaction. These temporary hit points remain for as long as the fiddler plays. There is no limit to the number of times the rebec can do this, and it can do so multiple times per round.
• The rebec sustains the fiddler without rest in order to allow the fiddler to keep playing.
The primary purpose of the rebec is to animate the dead to wretched unlife. Each round that the rebec is played, any corpses within range of its sound (including those buried in this range) are subject to reanimation. Even corpses that have rotted away can return as incorporeal undead. For each round of playing in an area where dead bodies are available, roll 1d6 to determine the type of undead creature that is created. These creatures do not attack the fiddler but are not otherwise under the fiddler’s command; they remain true to form, attacking living creatures as opportunity presents. They remain animated until destroyed or the rebec is destroyed at which point all previously animated undead return to death once again.
d6 Undead Type
1–2 skeleton
3–4 zombie
5 ectoplasmic man
6 creature of GM’s choice (lesser shadow or ghoul wolf in this adventure)
The effects and powers of the rebec cannot be dispelled or nullified by silence. The fiddler must use her action each round to play the instrument, which does not provoke opportunity attacks The rebec can be destroyed by sundering it. It has an AC of 15, 20 hit points, and resistance to damage by nonmagical weapons. When reduced to 0 hit points, it crumbles to dust and is destroyed.
 

The Fiend of Turlin's Well (5e)
5e
Cadaver: ?
Cadaver, Woken Dead: ?
Undead: ?
Ghoul, Unexpected Visitor, Huddled Figure, Ragged Creature: ?
Emil Orimus, Wight, Disfigured Corpse: ?
Standard Wight: ?
Zombie, Wretch: This is where the Fiend grew bored with torture and mutilation and moved on to killing. The last of the doppelganger’s initial playthings perished here a few weeks ago, but the vengeful spirits did not rest. Hidden under the pile of straw are 2 zombies. The two wretches are former members of the Beggars Guild, suggesting the timeline for the killings began several weeks ago.
 


The Folio #2 [1E & 5E Format] ROS2
5e
Undead: ?
Astrid Aldenmier, Ghost, Wife, Murder Victim, Apparition: ?
Korean Water Ghost: ?
Ghost: ?
Shadow Haunt: ?
Increased HD Shadow: ?
Nuban Vampire, Man With Chocolate-Colored Skin: ?
Quick Zombie: ?

1e
Undead: ?
Astrid Aldenmier, Ghost, Wife, Murder Victim, Apparition: ?
Korean Water Ghost: ?
Ghost: ?
Shadow Haunt: ?
Increased HD Shadow: ?
Nuban Vampire, Man With Chocolate-Colored Skin: ?
Quick Zombie: ?
 

The Folio #3 [1E & 5E Format] ROS3
5e
Undead Ettin, Two-Headed Giant With Rotting Flesh: ?
Crawling Claw, Insidious Human Appendage: ?
Death Knight, Armored Man: ?
Ghost: ?
Astrid, Ghostly Wife: ?
Zombie: ?

1e
Undead Ettin, Two-Headed Giant With Rotting Flesh: ?
Vampire: ?
Crawling Claw, Insidious Human Appendage: ?
Death Knight, Armored Man: ?
Ghost: ?
Astrid, Ghostly Wife: ?
Zombie: ?
 

The Folio #4 [1E & 5E Format] ROS4
5e
Burning Dead, Burning Dead Corpse: This is the ‘The Glade of the Burning Dead’, a place where the Infernal Machine manifests 2-8 Burning Dead corpses every 1-4 rounds as long as characters are within 100 foot diameter from the stairs.
Ghostly Wife: ?
Ghost: ?
Skeleton: ?
Skeletal Warrior: ?
Spectre: ?
Zombie: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead: Unbeknownst to everyone on the surface world, the Infernal Machine has been storing the souls of the dead Mithel Company adventurers since its inception.
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Fighter 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Wizard 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Cleric 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Rogue 8: ?

1e
Burning Dead, Burning Dead Corpse: This is the ‘The Glade of the Burning Dead’, a place where the Infernal Machine manifests 2-8 Burning Dead corpses every 1-4 rounds as long as characters are within 100 foot diameter from the stairs.
Ghostly Wife: ?
Ghost: ?
Skeleton: ?
Skeletal Warrior: ?
Spectre: ?
Zombie: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead: Unbeknownst to everyone on the surface world, the Infernal Machine has been storing the souls of the dead Mithel Company adventurers since its inception.
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Fighter 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Magic-User 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Cleric 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Thief 8: ?
 


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