Undead Origins

The Midderlands
5e
Undead, All That Rise Again: When the oorgthrax animates an undead creature, the creature remains under the control of the oorgthrax until it is destroyed.
Mephistophael, Gormoth, Kan-Thuul, Undead Angel-Demon: ?
Sadistic Undead: It is fair to say that most of the watchmen and militia are employed to prevent escapes by the gaol’s inmates and then apprehend those that do as quickly as possible. However, this is less of an issue than the problem they have with errant Masters of Deadford striving to raise the Midderland’s worst criminals — many of whom have died in Fetterstone Gaol and are buried in its graveyard — as the most sadistic undead they can find.
Undead Servitor: ?
Ghost, Spirit: ?
Ghostly Apparition: ?
Spirit: ?
Vampire: ?
Sir Valen the White, Vampire: ?
Eater-of-Dead-Flesh: ?
Long-Dead King: A long-dead king of Tamewort lies beneath the ground here, decaying in cold, dank chambers. Robbed of his golden hoard years ago — some say by Leechfielders — the old king has awakened once more to re-gather his lost treasures.
 

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The Murmuring Fountain (5E)
5e
Eronel the Ghost Raven, Ghostly Raven, Unique Spectral Pet, Spectral Bird, Spectral Raven, Ghost: Shortly before the arrival of the PCs in town, Antrellus observed a group of yellow-clad travelers passing through, one asking questions about him. Believing that these priests were the same ones responsible for his wife’s death years ago and that they had returned for him, he saw one of the travelers apparently talking with a raven in the town. While the raven is the pet of Lereia, one of the local town children, Antrellus became convinced the bird is actually the cultist’s familiar. After seeing the little girl talking with the bird as well, his paranoia cemented the notion that the girl herself is a cultist in disguise, masquerading as the child. Obsessed with the animal and believing it to be constantly watching him, he tracked it and eventually captured it at its favorite roost by the Murmuring Fountain, tying it in a sack and stuffing the squawking package under the drain grate of the fountain’s lower basin. What might otherwise have been a simple act of insane compulsion, however, has become something else as eldritch energies have seeped into the town and caused the spirit of the murdered pet raven, named Eronel by Lereia, to awaken, along with a darker haunting at the town’s heart.
Spectral Gargoyle: However, the [raven's roost] haunt’s spiritual energies do not simply dissipate when the haunt is destroyed. Instead, these energies cascade over the fountain and create spectral versions of the four gargoyles supporting the fountain.
Raven's Roost Haunt: Shortly before the arrival of the PCs in town, Antrellus observed a group of yellow-clad travelers passing through, one asking questions about him. Believing that these priests were the same ones responsible for his wife’s death years ago and that they had returned for him, he saw one of the travelers apparently talking with a raven in the town. While the raven is the pet of Lereia, one of the local town children, Antrellus became convinced the bird is actually the cultist’s familiar. After seeing the little girl talking with the bird as well, his paranoia cemented the notion that the girl herself is a cultist in disguise, masquerading as the child. Obsessed with the animal and believing it to be constantly watching him, he tracked it and eventually captured it at its favorite roost by the Murmuring Fountain, tying it in a sack and stuffing the squawking package under the drain grate of the fountain’s lower basin. What might otherwise have been a simple act of insane compulsion, however, has become something else as eldritch energies have seeped into the town and caused the spirit of the murdered pet raven, named Eronel by Lereia, to awaken, along with a darker haunting at the town’s heart.
 

The Night Comes Down
5e
Undead: ?
Vampire: ?
Vampire Spawn: A humanoid slain in this way [by Lady May's bite attack] and then buried in the ground rises the following night as a vampire spawn under Lady May’s control.
Wraith: ?
Ghoul: ?
Ghast: ?
Lady May Deacon, Vampire Patrician: While living in Kirkachmill, Lady May “fell in with the wrong crowd”. This crowd wasn’t your regular young nobles carousing and causing drunken problems though. This crowd were under the sway of a vampire, one who sired Lady May who then returned to her family home.
Lord Deacon, Ghost: In order to hide her affliction from her parents, she [Lady May] arranged an accident that caused their horse and carriage to careen off the bridge into the gully below. Their ghosts haunt this spot, wishing to have their bodies laid to rest in a dignified manner.
Lady Deacon, Ghost: In order to hide her affliction from her parents, she [Lady May] arranged an accident that caused their horse and carriage to careen off the bridge into the gully below. Their ghosts haunt this spot, wishing to have their bodies laid to rest in a dignified manner.
 

The Red Opera: Last Days of The Warlock
5e
Undead: ?
Undead Thrall: Wind Up Knife magic item.
Banshee: ?
Ghost: A ghost in the form of an old woman rises from the ashes. She is Rei’Zel’s great aunt, whom she betrayed and murdered, trapping her spirit in the urn. The urn was in display in this room as an everlasting taunt, so her great aunt could “always watch the sunrise.”
Curse of the Phantom curse.
Master Ridgewell Beckett, Assistant Librarian of the Athenaeum Arcanum, Ghost, Librarian: ?
Hostile Ghost: ?
Great Lich: ?
Lich: ?
Lady Helena Whitestone, Head Librarian of the Athenaeum Arcanus, Lich, Terrifying Lich: ?
Reanimated Skeleton: ?
Skeleton: ?
Skeletal Minion: ?
Skeleton Soldier: ?
Specter of Long-Dead Scribe: ?
Vampire: ?
Xael, Vampire Spawn, Struggling Hooded Vampire Spawn, Soulless Evil Undead, Trustworthy Undead: Occasionally, an act of true surprise can snap such a lost soul from this cycle of chaotic endless evil. Such was the case of Zai’Liu. While off at a recent conflict with Cordelia, a young human noble by the name of Xael knelt by the wounded to grant them water as they died. Xael was a diplomat from Yon'Cath, based on the Yonder side, and this kindness he showed among the carnage felt out of place. He displayed humanity that Zai’Liu had long forgotten. Perhaps even a flame of romance that had long been snuffed out.
Rei’Zel watched on from nearby, noticing her sister’s fascination as a curious scheme turned in her mind. What if she snatched this man’s life and made him her spawn? To twist him into a soulless evil undead? In those few moments, while Zai’Liu pondered her place in the Elemental Dance, Rei’Zel convinced herself she hated Xael for the simple audacity of existing.
So she killed him that evening.
As his blood drained from his corpse, Xael prayed to the Patrons of the Shadelands for a second chance.
He never expected someone to answer…
After the battle, Rei’Zel said he had ‘potential’, and she devoured his soul and turned him. With only nights left, perhaps even just this one, he needs Fayte’s help to entreat a Patron with who he cut a deal with that is keeping his soul intact.
Rei'Zel, Vampire Lord, Legendary Vampire: ?
Zai'Liu, Vampire: ?
Spirit: ?

Wind-Up Knife
Weapon (Dagger), very rare (requires attunement)
This sterling silver dagger is marked with a simple etching depicting a humanoid outline attached to marionette strings. When you slay a flesh and blood creature using the knife, you can choose to leave the blade in the target’s body and twist the blade to activate its magic. When you do so, the target rises as an undead thrall under your command within 1 minute. The creature’s statistics are unchanged, except its type changes to undead, and it becomes immune to necrotic and poison damage. As a bonus action on each of your turns, you can issue verbal commands to the target, which follows your commands to the best of its ability and otherwise has no will of its own. After 1 hour, the magic of the knife fades and the thrall crumbles to dust. Once you have used the knife in this manner, it cannot be used again until 1 week has passed.
“Dance, dance, then dance some more, under my command as your unlife must endure. And when you fall, shall that be the final call?”
Within the hilt, you can almost hear the faint ticking of tiny gears, far too small to have been placed and set with even the most dexterous fingers. An off-color liquid will periodically seep from the joint between the hilt and the blade. When the blade twists in a devious manner it causes cracking, rusty gears, and straining clicks, to creep out.

Black Pact: A Bloody History
- By Kazir LeGau
Knowledge Gained
It is a common misconception that Warlocks only maintain one pact with one Patron. This is likely true for most, however, those willing to stretch their souls to the breaking point can always take on more power. As long as they draw breath, and even after in some cases, there is always more power to be drawn from the Well.
Curse of the Phantom
The active Player’s body loses its corporeal nature, becoming wispy and translucent. The Player is now a ghost and must pass a DC 17 Charisma check every time they wish to physically interact with something or someone, or the interaction fails. If in combat, the Player has disadvantage on attack rolls. Enemies also have disadvantage on attack rolls against the Player.
 

The Runewild Campaign Setting
5e
Fey Lion Spirit, Fey Lion Ghostly Form, Incorporeal Fey Lion, Fey Lion Ghost, Spectral Fey Lion, Ghostly Lion: If killed through violence, the fey lion’s spirit returns the following night (and each night thereafter) to haunt the creature who killed it.
A fey lion killed through violence always returns to stalk the one who killed it.
Pyre Wraith: During their occupation of the Runewild, the Aruandans burnt witches in droves, but a hag’s spirit isn’t easily destroyed. Even when their bodies were reduced to ashes, many witches refused to pass into the afterlife and still haunt the Runewild to this day.
Wild Folk: The process by which a mortal becomes a wild folk is known as the Black Rite. During the rite, the mortal is buried alive in the raw earth, stripped of everything but a severed unicorn horn clutched its hands. When the mortal dies, the Black Rite’s magic binds their life force to the horn they hold.
Unbeknownst to Wergella, the Church of the Black Horn hides a dark secret. Some of its members have undergone a ritual to transform themselves into wild folk, undead servants of the Black Unicorn.
Edith brings anyone she captures (including the PCs) to the Black Unicorn’s grove and prepares the Black Rite to transform them into wild folk.
Using an ancient fey ritual known as the Black Rite, the Black Unicorn began transforming mortals into wild folk and gathered the undead creatures into a cult to serve him.
If Edith Teafly kidnapped another NPC (either one of the Saggers children or a villager from Ill Hollow), she and the other wild folk prepare to perform the Black Rite. Unless the PCs interrupt the ritual, Edith transforms the hostage into a wild folk within the hour.
Korthsuva, The Hag of Hours, Undead Creature Comparable to a Lich: The forest was still young when Korthsuva, the Hag of Hours, was born. As the first hag born in the Runewild, Korthsuva was destined to wield great and terrible magic. Knowing this, the fey of the forest stole Korthsuva from her cradle and used their magic to bind her life force to an enchanted clock. For as long as the clock ticks, Korthsuva is cursed to be born, grow old, and die each day.
Korthsuva’s curse prevents her from escaping the clock and makes her forget her predicament each morning. However, as the sun sets—and particularly after midnight, when she becomes an undead creature comparable to a lich—Korthsuva remembers her curse.
Inferno in the Shape of a Tormented Woman: ?
Personification of the Forest: ?
Cursed Creature: ?
Mindless Monster: ?
Wild Folk, Servant of the Black Unicorn: ?
Sam Seggers, Wild Folk: Several weeks ago, Edith Teafly, a wild folk servant of the Black Unicorn, seduced Sam Saggers, the father of the clan. Threatening to expose their affair if he refused, Edith led Sam into the Runewild and forced him to undergo the Black Rite, a magical ritual that transformed him into one of the wild folk.
Edith Teafley, Wild Folk, Servant of the Black Unicorn: ?
Undead, Undead Creature: ?
Frederick the Everliving, Undead Human: ?
Mister Switch, Devoted Undead Husband: ?
Ghast: ?
Ghazrek, Ghast: ?
Scrape, Ghast: ?
Twig-Legs, Ghast: ?
Ghost, Normal Ghost: PCs who die as a result of this exhaustion [after the moveable feast] can’t be returned to life by any means short of a wish spell. (The rest of the party may see the ghost of their lost compatriot among the elves the next time they encounter the Feast.)
Ghost of a Runish Prince: The ghost of a Runish prince who became lost in the forest centuries ago approaches the party.
Ghostly Form: ?
Ghostly Hag, Spirit of a Hag: If a cursed creature sleeps at least one watch (6 hours) while holding an ember, it can make a DC 10 Wisdom saving throw when it awakens. On a successful save, the curse ends, regardless of the length of time the creature has been cursed (see the Runewild Curses optional rule on page 38). A failure releases the spirit of a hag (as a ghost), who tries to possess the cursed creature instead.
Ghost, Incorporeal Creature: ?
Witch's Ghost, Vengeful Spirit: ?
Blaedyn Mabbot, Ghost, Tormented Spirit: ?
Lover's Ghost, Ghostly Lover: Over a century ago, an Aruandan lord decapitated the lover of his unfaithful wife. He then replaced the man’s head with that of a goat and had the resulting hybrid stuffed as a gruesome trophy. The satyr decorated the lord’s front hall until his wife pushed her vengeful husband from a tower window.
Ghost of a Thrushkin Champion: The ghosts of thrushkin champions slain in the battle with Apophix inhabit the statues.
The champions died when a green dragon attacked the palace and captured the Feathered Serpent.
Dame Breowen, Ghost of an Aurandan Knight, Restless Spirit of the Dead: ?
Dame Lambhorn, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Cledd Jorkins, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Father Bellan, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Evran Hughes, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Aerona Pye, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Alabaster, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Huragar, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Pearl-Eye Pete, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Torken Clood, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Brenzibar the Black, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Gwilli Wrensong, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Hooded Man, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Ghostly Presence, Ghost: ?
The Old Maid, Ghost, Vengeful Spirit, Hunched But Kindly Looking Grandmother, Ghostly Hag: The shed holds the ghost of the witch Goodie killed to obtain her deck of magic playing cards. The witch haunted Goodie after her death, so Goodie trapped the ghost inside the shed.
Goodie found her husband dead the next morning, but when the witch came to collect her debt, Goodie killed her and stole the deck of magical playing cards that gave the witch her power. Goodie’s cunning transformed her into a green hag but also saddled her with the witch’s ghost, a vengeful spirit that haunts Goodie to this day.
Lord Tergodan Maythorn, Ghost, Scowling Man: ?
Gwendolyn Maythorn, Ghost, Ghostly Form of a Woman: ?
Merrowyn Maythorn, Ghost, Ghostly Form of a Woman: ?
Brynmai Maythorn, Ghost: ?
Merfolk Ghost, Ghostly Merfolk: ?
The Siren Queen, Ghost: When the last queen of the Runewild’s merfolk died, her subjects built this enormous statue to serve as her tomb. For a time, the Aosidhe brought offerings of treasure to the tomb, but these offerings ended when the elves retreated from the Runewild. Forsaken, the Siren Queen went mad. The Queen’s ghost now prevents anyone who enters her tomb from leaving it alive.
Nevin Toombs, Ghost: Witches weren’t the only targets of the Aruandans’ wrath during their conquest of the Runewild. Anyone who practiced magic not sanctioned by the church of St. Adso or the Council Arcane was put to the sword. Nevin Toombs was a necromancer and grave-robber in the village of Ill Hollow when the Aruandans executed him for his crimes. As a kindness, the Aruandans allowed Nevin’s widow to bury her husband in Ill Hollow’s cemetery, but instead she took his body to an ancient Runish graveyard north of the village. There, she watched over Nevin for 40 nights, never straying more than a few feet from her husband’s grave.
Ghoul: ?
Meuric, Ghoul: ?
Marrow, Ghoul: ?
Lich: ?
Mummy: The Cronemarsh has transformed the corpses of 1d6 humanoids into mummies.
Nevin Toombs, Mummy: An ancient fey curse forces Old Mother Toombs to tend her husband’s grave for all eternity. So long as she does so, Nevin sleeps peacefully, but he rises as a mummy if his grave is disturbed.
Old Mother Toombs’s greatest weakness is the curse that binds her to her husband’s grave. Disturbing Nevin Toombs’s remains causes him to rise as a mummy.
Lord Verloun Cankerworm, Mummy: Lord Cankerworm’s pact with Fennysnake may have allowed him to escape true death, but his body is as decrepit as it was in life.
Lord Cankerworm ordered his Councilor Arcane, the wizard Montagne, to find a way to stave off his death. Montagne was no necromancer, but during his time in the Runewild he’d met witches who claimed power over life and death. One of these witches, a night hag named Fennysnake, agreed to cast a spell that would bind Lord Cankerworm’s spirit to his body after he died. All she required in return was a small piece of Montagne’s soul.
Reluctantly, Montagne agreed. Fennysnake cast her spell on Lord Cankerworm, but as she collected her payment, Montagne tricked the witch into gazing into his mirror of life trapping.
Shadow: To avoid engaging in melee with the characters, Amadan casts darkness using his staff of nethermancy and withdraws to the glade’s edge. From there, he continues casting darkness around the PCs until his staff has only one charge remaining. Amadan has already used 15 of the staff’s charges to create the shadows, leaving 5 charges available as the battle with the PCs begins.
Staff of Nethermancy magic item.
Foxhall room unique feature.
Skeleton, Normal Skeleton: A single candle lights the cupboard’s interior. Mother Toombs uses the candle to maintain control over the skeletons she animates with her animate dead spell.
The dead may rise as skeletons (3d4 per round) [in the Maythorn Family Crypts].
Skeletal Grandchild, Child-Size Skeleton, Skeletal Child: Six skeletal children animated by Clavia and Sterna’s foul magic share the rooms.
The hags adore small children almost as much as they do death. When no living children are available, they animate the bones of dead ones to keep them company.
Unarmed Skeleton: ?
Skeletal Bird, Bird Skeleton: ?
Flying Skeleton: ?
Skeletal Snake, Skeleton of an Enormous Snake, Snake Skeleton, Animated Skeleton of a Giant Constrictor Snake: ?
Undead Giant Constrictor Snake: ?
Skeleton, Skeletal Thrushkin: ?
Skeleton, Skeletal Servant: To help Sir Morley operate the Tavern on the Marsh, Camadaithe has animated the skeletons of four humans who died in the Cronemarsh.
Sir Morley, Talking Skull: While he lived, Sir Morley was an Aruandan knight renowned for his bravery and good humor. When the Witch Wars ended, Morley laid aside his sword and shield to build the Tavern on the Marsh. Morley wanted the tavern to serve as a haven for travelers, as well as a poke in the eye of Griselda, whom he and his fellow knights had routed only months before.
It was this boldness that brought about Sir Morley’s ruin. Though Griselda’s forces had been scattered, the Hag Queen herself was far from beaten. Unwilling to suffer an insult like the tavern in her domain, Griselda slew Sir Morley and bound his spirit to his severed head.
Warhorse Skeleton, Normal Warhorse Skeleton: ?
Advanced Skeleton, Skeletal Knight, Illspire Guard: The Illspire Guard, as the skeletal knights are commonly known, were once flesh and blood. During the Aruandan Conquest, the knights patrolled the trail from Wexmore Abbey to the Illspire, an area which had become a hotbed of Runish resistance. One night, while the knights camped near the Illspire, a witch named Old Mother Toombs visited and offered the knights a skin of mulled mead as thanks for their service on the cold night. The knights thanked the woman for her gift, but moments after they’d emptied the skin, they toppled to the ground, dead from the witch’s poison.
Not finished with her mischief, Mother Toombs reanimated the knights so she could watch their bodies rot for all eternity.
Skeleton, Animated Skeleton: There are 60 graves in all. Mundane human remains fill most of them, but 24 contain skeletons animated and controlled by Mother Toombs.
When the PCs first arrive, the skeletons are simply bones. However, if the PCs free the Red Rose Prince and Lord Maythorn’s ghost hasn’t already been destroyed, the skeletons animate as undead to prevent the Prince from escaping.
Uncontrolled Skeleton: A single candle lights the cupboard’s interior. Mother Toombs uses the candle to maintain control over the skeletons she animates with her animate dead spell. The candle never burns down but can be extinguished like a normal candle. If it is extinguished, Mother Toombs loses control over any skeletons she’s animated. Uncontrolled skeletons attack the nearest living creature, including Mother Toombs.
Skeleton, Undead Aurandan Knight, Skeletal Warrior, Skeletal Knight: ?
Specter, Aoshidhe Specter, Undead Spirit, Aosidhe Youth, Elf, Spirit of an Elven Youth: ?
Thrushkin Specter, Restless Soul: ?
Specter: ?
Dame Briar, Sleeping Vampire: ?
Dame Briar's Spawn, Vampire Spawn: Dame Briar wanders the forest, killing mortals who cross her path and raising them as vampire spawn.
Wight, Runish Warrior: ?
Wight: Over the centuries, many have undertaken the trial of the Goodwife Tree, but only a handful have survived. To complete the trial, a mortal must first climb the steps carved into the tree and press their hand against its trunk. As they do, the bark crumbles away, revealing a hollow too large to be contained within the tree itself. Inside the hollow, a black-scaled wyvern guards an enchanted wedding band. Killing the wyvern allows the mortal to claim the ring. Returning the ring to the tree’s mistress completes the trial and forges a magical union between the witch and the mortal. Thereafter, the witch can scry on the mortal and share the ring’s magic with them over any distance. A mortal who dies while “married” to the witch rises as a wight under the witch’s control.
Gray-Skinned Wight: ?
Will-o'-Wisp: ?
Will-o'-Wisp, Cackling Skull: ?
Will-o'-Wisp, Cat Made of Moonlight: ?
Will-o'-Wisp, Elven Maiden: ?
Wraith, Normal Wraith: ?
Galthyr Lionfell, The Broken King, Wraith, Mysterious Figure, Living Statue: Flesh and blood once, a curse transformed the Broken King into a creature of living stone.
Galthyr Lionfell was the chief architect of the alliance between the Aosidhe and Aruandan forces during the Witch Wars. A knight of unmatched prowess and impeccable honor, he led the mortal armies against Griselda and her minions, and personally cut down more than a dozen witches with his enchanted longsword, Truth Teller. When the Witch Wars ended and the Aosidhe retreated from the forest, it seemed only natural that Lionfell serve as steward of the elves’ principal stronghold in the Runewild.
As the new lord of the Broken Keep, Lionfell’s role of crusader became that of governor. With a wisdom that surpassed even his skill on the battlefield, Lionfell acted as an envoy between the Aruandans, the Ruasidhe elves, and the Runewild’s fey inhabitants. Under Lionfell’s rule, all creatures of the forest prospered.
But the ogre hag Griselda hadn’t forgotten Lord Lionfell. As punishment for killing so many of her kin, Griselda cast a terrible curse upon Lionfell. So long as he remained lord of the Broken Keep, Lionfell would be barren. Lord Lionfell despaired, for he knew he couldn’t break his oath to the Aosidhe. And yet, not doing so would risk the happiness of his young wife, a Runish maiden named Brinwain.
Ultimately, Lord Lionfell refused to abandon his duty. He searched for a way to break Griselda’s curse and, when those efforts failed, dispatched his knights to the Cronemarsh to slay the Hag Queen herself. The few knights who survived these desperate expeditions came home empty-handed. As Lionfell’s failures eroded his once legendary virtue, he became prone to fits of melancholy, paranoia, and rage.
With no end to Griselda’s curse in sight and her husband growing ever more distant, Brinwain fell into despair. As if sensing the young woman’s troubles, a mysterious figure visited Brinwain one night. The figure, its face hidden beneath the shadows of its cloak, introduced herself as Medusa and promised an end to Brinwain’s troubles. The magic of the fey, Medusa claimed, could give Brinwain the child she and her husband wanted. All Medusa asked in return was that Brinwain never reveal the child’s true origin to Lord Lionfell.
Desperate to ease her sorrow, Brinwain agreed to Medusa’s bargain. Medusa gave Brinwain a tiny river-stone and ordered her to swallow it. Once this was done, Medusa departed the keep, leaving Brinwain with a final reminder that Lord Lionfell must never learn of their agreement.
Weeks passed, and soon Brinwain found herself with child. The news banished Lord Lionfell’s dark moods, and for a time happiness returned to the keep. But as the baby’s birth approached, Brinwain’s resolution faltered. Certain Lord Lionfell would love their child regardless of how it came to be, Brinwain told her husband of the baby’s true origins.
As Brinwain revealed her secret, the darkness that had plagued Lord Lionfell returned. He became furious, insisting Brinwain’s pact with Medusa was nothing short of a betrayal. In a fit of madness, he drew Truth Teller and held its edge to Brinwain’s stomach. When Brinwain refused to repent for what she’d done, Lionfell carved the unborn baby from her womb.
What the child might have been if it had been allowed to come to term isn’t known. The thing Lionfell ripped from Brinwain’s body instead was a nightmarish beast: a bull with skin like iron and nostrils that spewed clouds of poison smoke. Lionfell dropped to his knees before the bull, but as the newborn monster lowered its horns to gore him, Medusa intervened. “As punishment for what you’ve done,” she told Lionfell, “you will rule this keep forever.” Medusa then revealed her face—that of a beautiful woman with snakes for hair—and turned Lord Lionfell to stone.
Medusa named Brinwain’s monstrous child Gorgon, claiming both it and the Broken Keep as her own. As her first act as the keep’s new ruler, Medusa ordered Gorgon to trample Lord Lionfell’s petrified body. She then used ancient fey magic to bind Lionfell’s spirit to his shattered remains, so the knight would live on forever as a statue animated by his tortured soul.
Medusa petrifies Galthyr Lionfell, transforming him into the Broken King.
The Broken King, a human knight whom a fey curse transformed into a living statue, marshals the goblins of the forest deep within the Runewild.
Green-Guts, Pyre Wraith, Spirit, Ghost: The wraiths cackle as the PCs enter the room. Speaking in turns, they pose the following riddle: “We are Green-Guts, Blue-Tongue, and Yellow-Eye. Ancient magic binds us here, and long has been our torment. Speak the name of the blade that slew her, and you end that sister’s misery. You have three guesses. Use them wisely and surely one of us will be destroyed. The lucky may escape our wrath completely. Fools must face us all.”
The pyre wraiths are the spirits of three hags Dame Breighwen, Dame Hastrid, and Sir Lornas killed with the Highvale Blades before sealing their swords inside the vault. The Aosidhe bound the hags here to protect the weapons that slew them.
Blue-Tongue, Pyre Wraith, Spirit, Ghost: The wraiths cackle as the PCs enter the room. Speaking in turns, they pose the following riddle: “We are Green-Guts, Blue-Tongue, and Yellow-Eye. Ancient magic binds us here, and long has been our torment. Speak the name of the blade that slew her, and you end that sister’s misery. You have three guesses. Use them wisely and surely one of us will be destroyed. The lucky may escape our wrath completely. Fools must face us all.”
The pyre wraiths are the spirits of three hags Dame Breighwen, Dame Hastrid, and Sir Lornas killed with the Highvale Blades before sealing their swords inside the vault. The Aosidhe bound the hags here to protect the weapons that slew them.
Yellow-Eye, Pyre Wraith, Spirit, Ghost: The wraiths cackle as the PCs enter the room. Speaking in turns, they pose the following riddle: “We are Green-Guts, Blue-Tongue, and Yellow-Eye. Ancient magic binds us here, and long has been our torment. Speak the name of the blade that slew her, and you end that sister’s misery. You have three guesses. Use them wisely and surely one of us will be destroyed. The lucky may escape our wrath completely. Fools must face us all.”
The pyre wraiths are the spirits of three hags Dame Breighwen, Dame Hastrid, and Sir Lornas killed with the Highvale Blades before sealing their swords inside the vault. The Aosidhe bound the hags here to protect the weapons that slew them.
Wraith, Black Butterflies, Unquiet Soul, Wraith-Like Form: While the lord and his wife were on a nighttime ride, the Black Unicorn chased down the carriage and ran it off the road. Both the lord and his wife died in the crash.
PCs capable of detecting undead (such as a paladin using Divine Sense) feel the presence of the couple’s unquiet souls. Specifically, their spirits have manifested as the black butterflies that gather around the carriage. If the PCs disturb the remains of either of the nobles, the butterflies coalesce into wraith-like forms and attack.
Shambling Husk, Zombie: ?
Zombie: A target killed by [the Golden Bodach's Siphon Beauty] attack rises as a zombie at the start of its next turn.
Zombie, Runish Warrior: ?
Ogre Zombie, Figure: Griselda animated the ogre’s body (as a zombie) and stored it here for safekeeping.
Restless Spirit: ?

Staff of Nethermancy
Staff, very rare (requires attunement)
This blackwood staff is shod with orichalcum bands and topped by a sphere of flawless crystal. A doppelganger disguised as the staff’s creator, a wizard of the Council Arcane named Amadan, currently possesses the staff (see location 132).
The staff of nethermancy can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While attuned to the staff, you can see through normal and magical darkness to a range of 120 feet.
Nethermancy. The staff has 20 charges, and it regains 2d8 + 4 charges daily at sunset. If you expend the staff’s last charge, roll a d20. On a 1, you must make a successful DC 12 Charisma saving throw or become trapped inside the staff’s crystal prison (see below). While attuned to the staff, you can use an action to produce one of the following magical effects:
• Call to Darkness. You expend one of the staff’s charges to cast darkness.
• Shadow Play: You expend three of the staff’s charges to cast any 3rd-level or lower illusion spell you know without spending a spell slot to do so. If you prepare spells, you must have the spell prepared in order to cast it this way.
• Summon Shadow: You expend five of the staff’s charges to summon a shadow. A shadow created by the staff looks like a real humanoid with features you choose. The shadow understands any languages you know, but it can’t speak. A physical inspection reveals the shadow’s true nature, as does a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check. When the shadow is created, it appears in an unoccupied space you choose within 60 feet of you. The shadow follows your spoken commands. The shadow remains for 10 minutes or until either you or the shadow dies. You can also dismiss any shadows under your control as an action.
Crystal Prison. When you attempt to attune to the staff, you must make a DC 12 Charisma saving throw. On a success, you attune to the staff as normal. On a failure, you and any equipment you are wearing or carrying become trapped inside the crystal sphere that tops the staff. While trapped in the sphere, you wander a shadowy labyrinth from which there is no escape. Characters who gaze into the sphere see tiny versions of the creatures trapped inside it. A wish spell frees all creatures trapped inside the sphere, as does destroying the staff’s crystal.
Destroying the Crystal. A creature in possession of the staff can use an action to smash the crystal sphere. Any creatures trapped inside the sphere when it’s smashed reappear in unoccupied spaces nearest the staff. Once the crystal sphere is smashed, the staff becomes a normal +2 quarterstaff.

Foxhall Room 12
Roll again, but the chamber has a unique feature. Roll 1d6: 1—strange gravity, 2—shadows animate and attack (one shadow per PC), 3—draped in spider webs, 4—animated murals, 5—secret door (DC 12 to spot), 6—pit trap (20 ft. deep, DC 12 Dexterity saving throw to avoid).
 
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The Seas of Vodari (5E)
5e
Skeleton: Those who are unfortunate enough to encounter skeletons face a foe cursed to endure undeath for eternity.
When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
Years later, when Blackheart and his conspirators returned to collect more treasure, they were ready for the storm and landed with minimal damage to their ship. When they arrived at the temple, they were ambushed and killed by their former crewmates. Captain Blackheart and his officers became skeletons themselves.
Captain Blackheart is a pirate captain skeleton (see Chapter IX) and wants to talk to the intruders who have been strong enough to make it to his lair. The following dialogue can be used to provide a source of banter with the players.
• “Defeat me, ’n ye can have me treasure. If ye lose, Morto will have yer souls too. Ye’ll roam this ‘ere island as skeletons for eternity. Savvy?”
• “My greed ’as cursed me. Is a chance at this treasure worth ye suffering the same fate? Leave now an’ forget me treasure.”
• “Morto has cursed me and me crew. He’ll take you scallywags as well.”
Pirate Captain Skeleton: This captain was once the charismatic leader of a crew of vile pirates. Now the captain and its entire crew are cursed to undeath for an especially heinous act of piracy.
Pirate Skeleton: Pirate skeletons are cursed to serve under their captain’s orders for eternity.
This captain was once the charismatic leader of a crew of vile pirates. Now the captain and its entire crew are cursed to undeath for an especially heinous act of piracy.
When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
If you are running this adventure for more experienced players, you can have the necrotic damage [from the Temple of Morto] reduce a PC’s maximum hit points by the amount of necrotic damage taken until they finish a long rest. If you are feeling extra nasty, you can have a character that dies become a pirate skeleton that attacks the other PCs.
Captain Blackheart is a pirate captain skeleton (see Chapter IX) and wants to talk to the intruders who have been strong enough to make it to his lair. The following dialogue can be used to provide a source of banter with the players.
• “Defeat me, ’n ye can have me treasure. If ye lose, Morto will have yer souls too. Ye’ll roam this ‘ere island as skeletons for eternity. Savvy?”
• “My greed ’as cursed me. Is a chance at this treasure worth ye suffering the same fate? Leave now an’ forget me treasure.”
• “Morto has cursed me and me crew. He’ll take you scallywags as well.”
Two-Headed Pirate Skeleton: These skeletons served as officers under their captain while alive. Now they are cursed to hunt down trespassers who seek their ill-gotten treasure hoard.
This captain was once the charismatic leader of a crew of vile pirates. Now the captain and its entire crew are cursed to undeath for an especially heinous act of piracy.
When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
Years later, when Blackheart and his conspirators returned to collect more treasure, they were ready for the storm and landed with minimal damage to their ship. When they arrived at the temple, they were ambushed and killed by their former crewmates. Captain Blackheart and his officers became skeletons themselves.
Captain Blackheart, Pirate Captain Skeleton: When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
Years later, when Blackheart and his conspirators returned to collect more treasure, they were ready for the storm and landed with minimal damage to their ship. When they arrived at the temple, they were ambushed and killed by their former crewmates. Captain Blackheart and his officers became skeletons themselves.
Captain Blackheart is a pirate captain skeleton (see Chapter IX) and wants to talk to the intruders who have been strong enough to make it to his lair. The following dialogue can be used to provide a source of banter with the players.
• “Defeat me, ’n ye can have me treasure. If ye lose, Morto will have yer souls too. Ye’ll roam this ‘ere island as skeletons for eternity. Savvy?”
• “My greed ’as cursed me. Is a chance at this treasure worth ye suffering the same fate? Leave now an’ forget me treasure.”
• “Morto has cursed me and me crew. He’ll take you scallywags as well.”
Cursed Soul: There exists a curse for those with unfinished business who’ve had their life cut short.
Most people dismiss tales about cursed souls as ghost stories told tofrighten children. Some of these stories are actually true; the cursed do exist. Cursed souls suffer in a state between life and death, doomed to remain that way until they can resolve their curse.
There are many ways for a soul to become cursed, but most involve a violent death or dark magic.
You were killed and cannot rest until you have exacted revenge on your murderer.
You made grave mistakes and cannot rest until you have redeemed yourself.
You quest was interrupted by your death and you will not rest until it is complete.
You were tricked into your curse by a hag or other fey creature.
A wizard or other arcane force cursed you.
You have been cursed by a demon, deity, or spirit for their own benefit or amusement.
Your crew found a cursed treasure that was spent. You will not rest until the entire treasure has been returned.
You have no idea what turned you into a cursed soul.
Black Bruun, Cursed Soul Corsair: Black Bruun (CN male cursed soul corsair) is the cursed, restless soul of Captain Black Bruun, a former leader of the Black Guard. He patrols the hilly northern part of the island, seeking eternal rest. Trapped on the island for fifty years, he betrayed his own crew for riches offered by a rival pirate gang.
Enna “Red” Aloro, Elf Cursed Soul Mage: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Ribbles Reese, Gnome Cursed Soul Mage: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Odo “Gramps” Simons, Human Cursed Soul Warlock of the Council: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Whispers, Tiefling Cursed Soul Shanty Bard: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Undead, Dead, Undead Creature: Mirta was once the goddess of birth, and her brother Morto the god of death. Mirta came to mortals in the form of a sweet and friendly midwife. The siblings existed in harmony, weaving the tapestry of the world with their strong hands. Mirta guided in the newest threads, and Morto skillfully tied off the endings.
Bringing babies into the world pleased mortals, and they sang Mirta’s praises, but not her brother’s. Morto, after many years of bitter jealousy, abandoned the tapestry and wove his own dark, necromantic shroud. The dead had no peaceful rest, no guide to the silent shore and the Seas Beyond. They wandered the world, angry, hungry, lost.
Mortals tell tales of seeing Morto as a tall, pale figure in a dark hooded robe. “Don’t play in the graveyard after dark,” parents say, “If you do, Morto will raise the dead from the ground and they will eat… you… up.”
Morto’s first devotees were those who could summon the dead from their graves, and sometimes the dead themselves. They venerated and honored Morto by amassing armies of zombies, skeletons, and ghosts. Morto was pleased to aid mortals in breaking life’s circle.
Morto’s necromancers, seers, sorcerers, and mediums grew frustrated. In the darkest shadows, they made bloody sacrifices to the god, and he answered with violence. He thwarted Mirta’s compassionate work, disrupting the tapestry of the world, raising as many of the dead as he could to walk restless upon the earth.
Undead Servant: ?
Incorporeal Undead: ?
Ghast: Legends whisper of ships of the dead who haunt the seas after meeting a violent end.
Ghost: Legends whisper of ships of the dead who haunt the seas after meeting a violent end.
Some say that a pirate captain hid a massive treasure on this island, and made up the ghost stories to protect his booty.
Ghost, Incorporeal Undead: ?
Ghoul: Legends whisper of ships of the dead who haunt the seas after meeting a violent end.
Malhela the Ancient, Lich: ?
Argus Pitcairn, Lich: ?
Neb, Mummy: ?
Amarine, Mummy Lord: Argus Pitcairn’s wife, Amarine (LE female mummy lord), was buried with great care and unnatural ritual.
Menkauhor, Mummy Lord: ?
Shadow: ?
Baron Lucian Rau, Vampire: Baron Lucian Rau did die at sea—sort of. A vampire had stowed away in the hold of his ship, and had been feeding off of the crew during the voyage until Rau discovered it. Rau himself was bitten and infected, so he did the only thing he could think to do: he set fire to his own ship. The resulting explosion of the powder stores killed the vampire, but Rau was thrown from the ship and sank to the bottom of the sea, where he awakened to find himself turned.
Vampire: ?
Famished Vampire: ?
Wraith: ?
Zombie: ?
Corpse: ?
Shade: ?
 

The Secret of Vinsen's Tomb: A Pugmire Jumpstart
5e
One-Eyed Molly, Cat Zombie, Undead Cat, Corpse, Monstrosity, Undead Horror: A week prior to the events of this story, a cat named One-Eyed Molly come into possession of a map leading to Vinsen’s lost tomb. She left Pugmire and was killed by a group of cat zombies, turning her into a zombie herself.
Cat Zombie, Undead Cat: ?
Warrior Zombie, Undead Minion, Dog Zombie, Guardian Zombie: The figures are zombies made from the corpses of guardians left behind to watch over Vinsen’s body hundreds of years ago.
Zombie: Any corpses within 100 feet of Derry can become zombies.
 

The Siege of Durgam’s Folly
5e
Undead: ?
Ghoul: ?
Ancient Lich: ?
Mummy: ?
Rainier, Wight, Poor Soul: This poor soul is actually one of the men from the garrison, who tried to flee from the murdering clockworks to find help. He drowned in the tunnel and, due to the presence of the nearby temple of Orcus, he rose as a wight only days later.
Wight: ?
Zombie: ?
 

The Streets of Avalon
5e
Undead, Undead Creature: There are many dark gods and goddesses that inhabit the world, but none are more universally reviled than Erlig. This foul, would-be usurper was the driving force behind the Soul War, the revelation of necromancy, the creation of the undead, and the corruptor of the dark dwarves (Dokka) and the fiendish elven renegades known as Drow or Dokkalfar.
A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Horror: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Ghost: ?
Lorcar the Vindicator, Ghost: The PCs might have the dagger of Lorcar the Vindicator to put his ghost at rest, but the ghost is only here because someone killed Lorcar and dropped his body in an alley somewhere. Now Lorcar can’t move on until he’s been avenged.
Ghoul, True Ghoul: The undead creature is generally believed to be a myth; an over exaggeration created by the Storytellers guild.
How the first ghoul was created is unknown, but what scholars from the Order of the Eye have determined is that anyone bitten by a true ghoul is likely transformed into one like the mythical bite of the vampire. It is said that the bite and the claws of the ghoul carry with them the disease that causes desire for flesh, and a desiccation of the body as it transforms. It is also said that those who eat the dead will also become ghouls, though such a claim has yet to be proven.
The first stage is the loss of hair, followed by the fingernails and toenails turning into claws and the total lack of appetite for anything other than raw meat. Next the skin takes on a deathly pallor, the eyes become red and the gums recede as the teeth begin to become more and more pointed. The victim’s craving for human flesh is now uncontrollable. Finally, the person is completely overcome and they no longer resemble the person they once were.
2d4 hooks hang from the ceiling or are scattered about the floor, reminiscent of a disorganized butcher’s work area. Anyone failing a DC 10 Wisdom saving throw feels compelled to collect them. A daily DC 10 Wisdom saving throw is needed to get rid of them. Three consecutive failed checks leave the character hungering for raw meat, salivating at the sight of a Liché’s corpse cart. Six total failed saving throws and the character is transformed into a ghoul.
Ghoul, Flesh-Eating Undead Beast: ?
Ghoul, Grave-Robbing Monster: ?
Ghoul, Hunched Bipedal Beast: ?
Ghoul, Heavily Cloaked Wrapped Deeply Hooded Commoner: ?
Elder Ghoul: ?
Worm-Riddled Walking Dead: ?
Lich: There are two forms of lich: those who have purposely undergone a transformation into an undead creature of seemingly unlimited power and immortality for personal gain, and those who simply cannot stop their work and find out that, at some point in the distant past, they died but yet continued on because their duty drove them beyond.
Rammon Lull, Lich, Horrible Monster: ?
Urgon, Lich: On the other side Urgon and Iyrul are both “accidental” liches who keep pushing their work and their duty along despite the fact that they’ve been dead for a very, very, very long time.
Iyrul, Lich: On the other side Urgon and Iyrul are both “accidental” liches who keep pushing their work and their duty along despite the fact that they’ve been dead for a very, very, very long time.
Shade: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Shadow: ?
Skeleton: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Vampire: How the first ghoul was created is unknown, but what scholars from the Order of the Eye have determined is that anyone bitten by a true ghoul is likely transformed into one like the mythical bite of the vampire.
A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Wight: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Wraith: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Zombie: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Restless Dead, Spirit: ?
 

The Stuff of Nightmares (Level 18 PCs)
5e
Somnil the Irredeemable, Lich: Whatever foul machinations transpired after Somnnil’s disappearance, they eventually led to the wizard’s transformation into a lich. How he managed to cheat death and become undead remains a mystery, although it’s likely his mastery of nightmare magic aided the process.
Fohbos, Coballious Stormtongue, Adult Blue Dracolich, Horrid Dracolich, Collection of Bones, Skeleton, Undead Thing: Somewhere deep in whichever dungeon Somnnil had claimed for his lair, the lich toiled with his captives. He had never had the opportunity to enter the dreams of dragons before, and now he had two at his disposal. He cast a spell to lull them to sleep, and through the power of their nightmares Somnnil transformed each into horrid dracoliches.
Dehmos, Scarl Ashmise, Adult Red Dracolich, Horrid Dracolich, Skeletal Remains: Somewhere deep in whichever dungeon Somnnil had claimed for his lair, the lich toiled with his captives. He had never had the opportunity to enter the dreams of dragons before, and now he had two at his disposal. He cast a spell to lull them to sleep, and through the power of their nightmares Somnnil transformed each into horrid dracoliches.
Somnil the Irredeemable, Demilich, Decrepit Human Skull With Black Gems in its Eye Sockets: Somnnil schemed for a method to attain ultimate power, a way to blanket entire realms in unending nightmares and terror for him to feed upon. He devised spells, practiced rituals, and experimented on all of the unlucky subjects brought to him by Fohbos and Dehmos. The focus he applied to research in his life was but a shadow of his obsessiveness in death, and years blurred into decades while Somnnil busied himself with these experiments. Somewhere in the stream of time, Somnnil lost himself within the dream realm of his victims, and most of his skeletal body withered away, leaving the wizard’s horrifying skull as his last corporeal remnant. Somnnil had become a demilich, but this did not deter him; his animated skull could soar effortlessly through the air, and much of his former power remained intact.
Fear Spawn, Hideous Fear Spawn: A fear spawn is the result of a traumatic death of a humanoid, slain at the pinnacle of its own fear.
A humanoid slain while frightened by [a living fear's abject terror] effect rises after 1 minute as a fear spawn under the living fear’s control.
The dreamers in this area have enough combined fear generated from their nightmares to give rise to a living fear, a creature born of terror that can turn its victims into hideous fear spawn.
On the second round, four of the dreamers twist and clutch at their chests, literally frightened to death. They rise as fear spawn and can take their actions this round. One additional fear spawn rises from among the dreamers on the third and fourth rounds, until a total of six have risen. If the party manages to slay the living fear before this happens, the dreamers are saved and are not turned into fear spawn.
Undead: ?
 

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