Undead Origins

Voadam

Legend
Town Backdrop: Dulwich (5e)
5e
Skeleton: Driven insane while adventuring in Gloamhold, Orkus worships Braal by animating the dead of Dulwich.
Thoroughly insane, Orkus enjoys animating the corpses in the Dulwich Cemetery and letting them run amok.
Ice-Wreathed Skeleton: ?
 

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Voadam

Legend
Trail of the Apprentice: The King's Curse (5E)
5e
Undead Soldier: Leading the commoners who would help her fight, she stood against an army of undead soldiers, raised by a necromancer who attacked when her father’s army was no longer able to defend his lands.
Undead, Living Dead: ?
Walking Dead: ?
Flesh-Eating Ghoul: ?
Zombie: ?
Ghost: ?
Vampire: ?
Ghoul: ?
Ghoul, Man-Like Figure: What none knew at the time of the collapse was that two men, servants from Wolfe Manor, had robbed the Lord Mayor and were escaping through the tunnel. The falling debris killed them and their bodies were never discovered.
Being so close to the museum, the vengeful powers of Akhutan have touched their unhallowed grave, transforming them into ghouls.
Skeleton: ?
Mummy, Risen Mummy, Powerful Undead, Typical Mummy: ?
Sehetep, Skeletal Champion, Servant of Udimu: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
When the foolish thieves removed the large ruby from Udimu’s sarcophagus, his bodyguard, Sehetep, immediately rose as a skeletal champion, bursting from his own sarcophagus to defend his master.
The power of Udimu’s curse first raised his bodyguard, Sehetep, from the dead.
Mereret, Skeleton, Servant of Udimu: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
King Udimu’s queen, Mereret, and three servants reanimated shortly after Sehetep.
The power of Udimu’s curse first raised his bodyguard, Sehetep, from the dead. Udimu’s queen, Mereret, and three of their servants soon followed.
Skeleton, Skeleton Servant, Servant of Udimu: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
King Udimu’s queen, Mereret, and three servants reanimated shortly after Sehetep.
The power of Udimu’s curse first raised his bodyguard, Sehetep, from the dead. Udimu’s queen, Mereret, and three of their servants soon followed.
King Udimu, Mummy, Long-Dead Leader, Angry King: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
Mummy Lord: ?
 

Voadam

Legend
Trail of the Apprentice: The Oracle's Test (5E)
5e
Undead, The Dead, Undead Creature: ?
Zombie: The fates of those who venture into Ithmar are not always known. Some who fall without receiving proper burial may be animated by tendrils of evil energy that worm through the earth.
Zombie, Humanoid Shape: ?
Skeleton: ?
Will-o-Wisp, Small Glowing Orb, Aberrant Creature That Feeds on Fear: ?
 


Voadam

Legend
Trail of the Apprentice: The Wizard's Dungeon (5E)
5e
Will-o'-Wisp, Malevolent Will-o'-Wisp, Recent Castaway: ?
Beorwyn, Wraith: ?
Wraith: ?
Specter: Beorwyn's Create Specter power.
Undead Creature: ?

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.
 

Voadam

Legend
Traveler's Guide to Angoria
5e
Wyrd: Wyrds are witches and other magic users whose spirits have returned to their decaying body with the power of their two orbs, one dark amber in color, the other sickly green.
The first Wyrds were rumored to be elves, but eventually the curse spread to other magic users of other races, and wyrds have become one of the most dreaded undead creatures in the Known World.
Dune Ghoul: "Sometimes, those who die in the sand, don't stay..." -Late Emir Tanapur
They can often be found near ancient ruins, and legends say the dune ghouls are the ancient warriors of a long lost civilization that fell to the temptation of Entropy.
Nachzehrer: Nachzehrers are a magic experiments, an unholy cross of trolls, vampires and ghouls. They broke out of containment, and now spread their affliction to new corpses and seek flesh to gorge on.
Wendigo: Hunger, despair, and death. These are the things that make a Wendigo.
Wendigos were once a Moorvalish experiment, where peasantry was forced into cannibalism until they were twisted into undead horrors, but they fled their captivity and now stalk the forests and mountains of the Known World.
If the Wendigo is slain, it will transfer its curse to a creature of its choice. That creature becomes a Wendigo upon death. Remove Curse can banish the Wendigo from its host.
Slaughterspawn: Raised from the bleak Slaughtermarshes of Moorvale, the Salughterspawn wander endlessly in their grim marshy nests, where the wizards and monster hunters employed by the imperial throne slay them for a living.
Slaughterspawn Wretch, Twisted Undead: ?
Slaughterspawn Boomer: ?
Slaughterspawn Arachnid: ?
Slaughterspawn Phalanx: ?
Slaughterspawn Undying, Fallen Knight: ?
Wyrd, Dreaded Undead Creature: ?
Dune Ghoul, Worst Nightmare of Any Desert Warnderer: ?
Nachzehrer, Magic Experiment, Unholy Cross of Trolls Vampires and Ghouls, Corpse, Savage Horror of the Dark Nights, Beast: ?
Wendigo, Undead Freak of Nature, Undead Horror: ?
Wendigo, Freak: ?
Slaughterspawn Wretch, Twisted Undead: ?
Slaughterspawn Boomer, Bloated Corpse: ?
Slaughterspawn Phalanx, Writhing Mass of Dead: ?
Undead, Undead Monster: The Desert of Solitude is an endless, bleak expanse of dunes as far as the eye can see. Nothing can live here, except the undead left behind from Unlight's corruption.
Freak: ?
Undead Monster: ?
Undead Scourge: ?
Wandering Undead: ?
Death Knight: ?
Sir Karathus, Death Knight: ?
Ghost: ?
Ancestral Ghost: ?
Ghoul: ?
King Maedion the Risen, Lich: ?
Revenant: ?
Undead Skeleton, Skeletal Form: Potion of Skeletal Projection magic item.
Skeleton: ?
Vampire: ?
Wight: ?
Karr-Daron, The Silent Warlord, Wight: ?
Wraith: ?

Potion of Skeletal Projection
(Potion)
Rare
When you drink this chalky potion, your skeleton emerges from your body and is animated as an undead skeleton, which you inhabit and control. Any damage or other effects that apply to your skeletal form have no effect on your flesh body, nor do they persist when you return to it. The effect ends after ten minutes, when you use an action to dismiss it, or when your skeletal form is reduced to 0 hit points.
Price: 200 gp
 
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Voadam

Legend
Treasures From Heart of the Razor
5e
Murder Crow: ?
Murder Crow, Undead Monstrosity, Voracious Predator: ?
Murder of Crows: When the murder crow dies, it explodes into a murder of crows.
Encephalon Gorger Zombie, Vile Slasher: The Engineer worked tirelessly towards its purpose, wasting nothing. Using the corpses of its encephalon gorger crew as well as captured humanoids, it constructed gruesome and murderous servants.
This large, empty, cavernous compartment is a guardroom housing the reanimated remains of the Engineer’s crewmates, now his personal shock troops, called the “vile slashers” in Titus’ journal.
Encephalon Gorger Zombie, Hairless Pale-Skinned Humanoid With Leathery White Semi-Translucent Flesh: ?
Encephalon Gorger Zombie, Gruesome Murderous Servant, Personal Shock Trooper: ?
Putrid Haunt: ?
Undead Leech: ?
Ghast: This storage chamber holds one of the Engineer’s more charming side projects. It keeps 6 ghasts created from the corpses of the crew of The Flying Fortune in this hold.
Cadaver: A humanoid slain by [a cadaver lord's bite] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a cadaver lord's claw] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
Cadavers, undead sailors who perished in the perilous waters, prowl the rocks and reefs seeking to kill those who enter their territory. Through the millennia, the shores of Dolentla Island have seen their share of tragic shipwrecks, murderous mutinies and pirate melees. The unfortunate souls who lost their lives in these events haunt the island’s shores seeking to spread their miserable hate to the living.
The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Cadaver, Undead Sailor, Gaunt Corpse With Wrinkled Leathery Skin Covered By a Thick Layer of Barnacles: ?
Wily Roger, Cadaver Lord: The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Crypt Thing: ?
 
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Voadam

Legend
Treacherous Traps
5e
Undead: Reanimate Creature trap effect.
Undead Noble: ?
Undead Royalty: ?
Undead Minion: ?
Ghast: Vampiric Shrine trap.
Lich: ?
Skeleton: Life-Giving Light trap.
Hauntedwood Bowl trap.
Reanimate Creature trap effect.
Vampire: ?
Noble Vampire: ?
Powerful Noble Vampire: ?
Wight: Stewards of the Axe trap.
Wraith: ?
Zombie: Reanimate Creature trap effect.

Hauntedwood Bowl
Hybrid trap (level 1-4, perilous, harm)
This 200-foot long, sloping corridor is filled with crushed skeletons and has a locked door at its lowest end. Above the door, spelled out in a mosaic, is a simple riddle. Answering the riddle makes the skeletons reanimate; a giant skull then falls from the ceiling and starts to roll toward the door.
Trigger. Uttering the answer to the riddle while in the corridor triggers the trap.
Initiative. The trap acts on initiative 20 and 10.
Active Elements. Hauntedwood Bowl reanimates the skeletons, then drops a giant skull into the corridor which rolls toward the bottom.
Reanimate Creatures (Initiative 20). 3 skeletons animate and attack living creatures in the corridor. The trap cannot animate more than 12 skeletons at a time. If it would animate more than 12, the oldest 3 crumble to dust.
Rolling Skull (Initiative 10). The first time this element activates, a massive skull drops from a trap door in the ceiling and starts to roll down the corridor at a speed of 50 feet a round. On subsequent activations, the skull moves another 50 feet down the corridor.
Skeletons (Initiative 10). The animated skeletons move and attack living creatures in the corridor.
Constant Elements. The massive skull barreling down the corridor threatens to crush everything in its path.
Giant Skull. Each creature in the skull’s path must make a DC 17 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. Objects that block the skull, such as a conjured wall, take maximum damage from the impact.
Countermeasures. The trap’s trigger and active elements can be thwarted by particular countermeasures.
Trigger. A creature that succeeds on a DC 17 Intelligence (Investigation) check or DC 17 Wisdom (Insight) check can deduce or intuit the trigger word. A successful DC 17 Wisdom (Perception) check lets a creature notice the hidden trapdoor in the ceiling. The corridor has an aura of necromancy magic when viewed with detect magic; the mosaic has an rune of detection hidden in its design.
Reanimate Creatures. The door at the end of the corridor can be opened with a successful DC 17 Strength check, or a successful DC 17 Dexterity check using thieves’ tools. Once the door is open, the trap stops animating skeletons.
Rolling Skull. If the skull hits a barrier without destroying it, it stops. Once the skull hits the door at the lowest end of the corridor it smashes into smithereens. If it rolls out of the corridor, it crumbles to dust.

Life-Giving Light
Magic trap (level 5-8, perilous, harm)
The floor of this dark cavern is uneven, and something crunches sickeningly beneath your feet as you enter.
Trigger (Produce Light/Darkness). Bringing or producing light, non-magical or magical, into the cavern triggers the trap.
Effect (Reanimate Creatures). Light reveals the bones in this room and they begin to glow with a sickly hue, animating into 8 skeletons that attack all creatures in the cavern. The skeletons will not leave the cavern, and they stay active until reduced to 0 hit points, or until 24 hours pass, at which point they crumble to dust. The skeletons can also be dispelled with dispel magic.
Countermeasures (Difficult). A creature that succeeds on DC 17 Wisdom (Perception) finds bone fragments scattered all around the room; with a successful DC 17 Intelligence (Arcana) check, a creature can discern the fragments are remnants of animated creatures. When viewed with detect magic, the room has an aura of necromancy magic.
With a successful DC 17 spellcasting ability check, a spellcaster can disrupt the enchantment on this room. Dispel magic also disables this trap.

Stewards of the Axe
Magic trap (level 17-20, moderate, harm)
At the far end of this chamber is an anvil, glowing with a throbbing, red heat. Stuck in the anvil is a rune-engraved battleaxe. Lying around the anvil are 4 dwarf corpses in various states of death and decay.
Trigger (Draw Weapon). Pulling the battleaxe from the anvil triggers the trap. It can only be removed by a dwarf.
Effect (Reanimate Creatures). The 4 dead dwarves rise as wights and attack all other creatures in the room, focusing on the triggering creature. If the creature that pulled the battleaxe from the anvil drops it or dies, the axe magically reappears in the anvil. The wights fade into nothingness if reduced to 0 hit points, or if dispelled with dispel magic (DC 18). They do not leave the room and, if not killed, return to dormancy after 24 hours.
Countermeasures. With a successful DC 12 Intelligence (History or Religion) check, a creature can identify the anvil and understands the trap. A dwarf has advantage on this check. If viewed with detect magic, the anvil has an aura of necromancy magic.
A spellcaster can disrupt the enchantment on the anvil with a successful DC 12 spellcasting ability check, or with dispel magic.

Vampiric Shrine
Magic trap (level 5-8, dangerous, harm)
The stench of blood dripping from an altar fills the air. The scarlet liquid seems to ooze from the stone by some magical means, flowing into cracks in the floor in a constant cycle. On either side of the altar are bronze statues of humanoids with open mouths, baring long fangs.
Trigger (Corpse). Bringing a corpse within 20 feet of the altar triggers the trap.
Effect (Reanimate Creatures). The corpse that triggered the trap is animated as a ghast that attacks any creatures in the altar room. The ghast will not go farther than 40 feet from the altar. It crumbles to dust if reduced to 0 hit points or after 24 hours.
Countermeasures. A creature that succeeds on a DC 15 Intelligence (Religion) check knows about the altar and understands the trap. The trap also has an aura of necromancy magic when viewed with detect magic.
A spellcaster that succeeds on a DC 15 spellcasting ability check can disrupt the enchantment on the altar, disabling the trap. Dispel magic can also disable the trap.

Reanimate Creatures
When the trap is triggered, it reanimates one or more dead creatures in the area to attack, block, or otherwise impede creatures. This effect requires some way to get a regular supply of dead creatures.
Like the Animate Objects effect, the reanimated creatures can be given a general command, such as to guard a particular chamber or corridor. Otherwise, the creatures mindlessly attack any other creatures in the area.
This effect could be used with a Corpse trigger; a body is brought into the area, and then reanimated when the trap goes off.
Effect. This effect turns piles of bones into skeletons or the corpses of Medium or Small humanoids into zombies. The number of creatures created depends on the trap’s lethality, as shown in the Creatures table earlier. If there aren’t enough bones or corpses in the trap’s area when it triggers, it still makes as many creatures as it can. This effect can create undead of higher CR if it’s severity allows.
Creatures reanimated by this effect stay active until reduced to 0 hit points, or until 24 hours pass, at which point they crumble to dust. The reanimated creatures will not leave the trap’s area.
 


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