Undead Origins


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Voadam

Legend
Treasury of the Pharoahs (5E)
5e
Undead, Undead Creature: ?
Unintelligent Undead: ?
Undead That Is Not Mindless: ?
Mindless Undead: ?
Mummy Guardian: ?
Mummy: Disemboweling Sickle magic item.
Zombie: Blade of the Black Desert magic item.

DISEMBOWELING SICKLE
Weapon (sickle), rare (requires attunement)
The preferred tool of mummification specialists, this +1 sickle is inlaid in copper and covered with hieroglyphic depictions of ritual preparation of the dead.
Once per week, a disemboweling sickle can be used as an additional focus for casting create undead, allowing the you to animate a corpse as a mummy (as described in the 5E SRD.)

BLADE OF THE BLACK DESERT
Weapon (dagger), very rare
This obsidian +2 dagger is made of blackened flint graven with symbols of blackest evil. As an action, you can cause the weapon to grow a haft, allowing it to be wielded as a +2 spear or +2 pike. Evil creatures wielding a blade of the black desert gain a +2 bonus on Charisma checks with daemons.
When you score a critical hit, you can choose to inflict the target with a powerful curse called the embrace of Set (DC 15 Wisdom negates; see sidebar). If the target fails its save, the blade is destroyed after imparting the curse.
Embrace of Set
Type curse; Save Wisdom DC 15;
Effect The target of this curse only receives half-healing from magical healing. A target that dies while affected by this curse rises 1 round later as a zombie, as described in the Monster Manual.
 
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Voadam

Legend
Treasury of Winter (5E)
5e
Animate Dead, Zombie: Invader's Bugle magic item.

INVADER’S BUGLE
Wondrous item, legendary (requires attunement)
This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further. The bugle has 5 charges, and you can use an action to create one of the following effects:
• You may expend 1 charge as part of a Bardic Inspiration performance in combat, granting the subject of your performance one extra Bardic Inspiration die.
• You can expend 1 charge to blast a note on the bugle and turn the ground in a 30-foot cone-shaped spread to become muddy and soft. Creatures passing through this mud must make Dexterity saves (DC 15) or become stuck, requiring an action to free themselves. This mud is bitter cold, and creatures starting their turn in it must make Constitution saves (DC 15, or DC 18 if prone) or take 1d4 points of cold damage and suffer a level of exhaustion. Additional failed saves inflict damage, but not additional levels of exhaustion. Terrain affected in this way returns to normal after 1 minute.
• You can expend 3 charges to sound a mournful note with the bugle to animate corpses within 60 feet of the horn and no more than two feet underground that come under your control, as animate dead, to a maximum of 12 creatures. These zombies fall into rank behind you and can only obey commands to attack, halt, or march, ignoring all other orders. They remain active until the end of your next long rest, at which time you may sound the horn again to keep them animated. These zombies are covered in frozen mud and have resistance to fire damage.
 

Voadam

Legend
Trilemma Adventures Bestiary 5e
5e
Bog Strangler: Bog stranglers haunt the swamps, bogs, and moorland pools between villages. They live out an illusion of their lives from long ago, poor gatherers, charcoal burners, and fishers. The great working of the Martoi let them live as they did thousands of years ago, but only as reflections in still water.
Crawling Ghost: The most terrifying of the Martoi are the crawling ghosts, victims of their most powerful curses.
Crawling Ghost, Most Terrifying of the Martoi: ?
Undead: ?
Crypt Servant: A crypt servant is a mummified husk, bound by magic to serve a monastic order in death.
Crypt Servant, Mummified Husk: ?
Hungry Spirit: The anxious, frantic spirits that never joined an ancestral host are too faint to manifest as wraiths individually, but collectively they can be very dangerous. They linger in cursed places, as the result of human sacrifices, battles, or at the sites of villages lost en masse to the strange weapons of the Martoi.
Hungry Spirit, Anxious Frantic Spirit: ?
Martoi Knight: ?
Martoi Knight, Spectral Horror: ?
Martoi Lady of Memory: ?
Martoi Lady of Memory, Wraith: ?
Martoi: Rather than go down into the earth with the dead when their time had come, the Martoi people chose to haunt the world, to live on in illusion.
Martoi, Incorporeal Wraith: ?
Martoi Serf, Martoi Villager: ?
Martoi Serf, Spectral Dead: ?
Vampire: Vampires are wraiths who have acquired a taste for the blood of the living.
Vampire, Wraith, Dead That Prey on the Living: ?
Most Desperate Vampire: ?
Wraith: When the fortunate die, they join with an ancestral host to solemnly watch over the living. Some are unwilling or unable to join, or are rejected by the ancestors—the very selfish or hateful, whose spirits are bent by self-interest. Others have minds filled with alien rituals or corrupted by wizard flowers, and cannot meld their whispering voices with the ancestors.
Most of these dissipate in grief or wander off to be caught by demons. The strongest willed, however, go on as wraiths.
 

Voadam

Legend
Trillium: City Of Enchantment
5e
Undead: ?
Ghast, Horrible Ghast: The legate devil Slogmorph the Urbane (taking the form of Lord Remly Stafford) is the agent responsible for destroying the De Vesci family. Having stolen their fortune and driven the family from Trillium, Slogmorph decided to make their humiliation complete—and to make things complicated for the other families dividing up the De Vesci assets. He entered the crypt and used ritual magic to raise the De Vesci ancestors as undead.
Skeleton: The legate devil Slogmorph the Urbane (taking the form of Lord Remly Stafford) is the agent responsible for destroying the De Vesci family. Having stolen their fortune and driven the family from Trillium, Slogmorph decided to make their humiliation complete—and to make things complicated for the other families dividing up the De Vesci assets. He entered the crypt and used ritual magic to raise the De Vesci ancestors as undead.
 

Voadam

Legend
TRUDVANG ADVENTURES 5E: Hero Companion
5e
Undead, Undead Creature: ?
Powerful Undead: ?
Undead Servant: ?
Uncontrolled Undead: If your concentration [for the conjure wight spell] is broken, the undead doesn’t disappear. Instead, you lose control of the undead, it becomes hostile toward you and your companions, and it might attack.
Diser: ?
Draugr: ?
Ghost: ?
Salhele, Undead Slave: Animate Undead spell.
Salhele: ?
Barrow Wight: ?
Wight: ?

Animate Undead
3rd level Necromancy (ritual)
✦ Casting Time: 1 action
✦ Range: 10 feet
✦ Components: V, S, M (a drop of blood, a piece of flesh and a pinch of bone dust)
✦ Duration: Instantaneous
You create a bond between Dimhall and a dead body or a skeleton, which results in the conjuring of an undead slave from those remains. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a sálhele. (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command for each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
 

Voadam

Legend
TRUDVANG ADVENTURES 5E: Setting Companion
5e
Barrow Wight: There are many beings of the mist in Trudvang and perhaps there are few as terrible as the barrow wights. Each such undead have their own barrow and are awakened to unlife because of its longing for something or someone that is in the dead one’s tomb. In some barrow there can be more than one barrow wight.
Only Humans and Elves can become barrow wights. Most barrow wights come alive shortly after the burial and maintain much of their appearance from life. However, their black eyeholes glow with eerie and strange bonewhite light when the sun has set.
Barrow Wight, Being of the Mist: ?
Dark Dweller: The dark dweller is a horrid undead creature that is awakened through sacrifice. From the blood that pours down into the ground, a beast is created that consists of everything that lies in the earth. Normally this includes branches, earth, bone parts, and other things that have ended up in the ground beneath a sacrificial place, but there are also dark dwellers made from half-rotting corpses and sacrificial logs. It is easier to awaken new dark dwellers in places where one has been awakened previously. The more blood that has been spilled in the ground, the greater the dark dweller will be. It is not unusual for several dark dwellers to be awakened if the blood has flowed in great amounts and the ground is rich with components.
Dark Dweller, Horrid Undead Creature: ?
Draugr: The draugr is an undead creature that is driven by vengeance and hatred. Because of this great hatred, it has managed to tame the bonds of death and thus remain in the place where it died.
If you die while in this state [becoming insubstantial from consuming a gatebloom potion], you return as a draugr.
Salhele: Why or how these undead come to being is hard to tell, perhaps these are creatures created by dark vitner or beings that are trapped in Dimhall.
Salhele, Skeleton: ?
Undead, Undead Creature: Beings of the mist or undead were once living creatures, but by some darkhwitalja they have been brought to unlife.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not an honorable act, and only ill-willed casters use such spells frequently.
Skeleton: ?
Diser: ?
Ghost: ?
Spirit: ?
 


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