Undead Origins

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Legend
TRUDVANG ADVENTURES 5E: Wildheart
5e
Undead: ?
Bloodwurm, Terrible Undead Monster: ?
Dragon Cultist Wraith, Incorporeal Creature, Ghastly Large Shape: ?
Eyleeg, Diser, Ghost, Little Girl: ?
Skeleton Warrior: ?
Salhele, Skeleton-Like Cadaver: ?
Wight: ?
The Farm Wight, Benevolent Draugr, Ghost: Here lives the farm wight. A hundred years ago, he came to the forest as an herbalist and collector of plants and animals. Soon he discovered that the forest had devoured his soul, but he settled into the situation. The forest had all that he wanted.
In the glade at the end of the stairs, the farm wight made a formidable but small garden that keeps him here to this day, in spite of his death years ago.
Barrow Wight: ?
Drej Blackfire, The Warrior of Death, Barrow Wight, Guardian: ?
Dark Dweller: ?
Giant Dark Dweller: ?
Draugr: ?
Wildheart Personified, Man, Ghost Effect: ?
 

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Legend
Two Page Mini Delve - The Pale Reaver
5e
Ghost Ship: Very near the beginning of time, long before man or even dwarves were created, the elves tried to create a god in their own image. The attempt backfired horrifically; the result of their experimentation was a malformed mass of evil and chaos and darkness that threatened to devour the universe. Just in time, however, a group of elven wizards managed to permanently imprison the god-thing's essence in a statuette. This was the best the elves could do – they could not destroy the god-ish being they had created, so they settled on imprisoning it.
25 millennia passed, and rumor of the powerful statuette made its way to the ears of a warlord, who aimed to harness the statue’s power for his own ends. He sent five ships in search of this idol - four were unsuccessful, but one never returned.
The fifth ship, The Pale Reaver, did indeed find the statuette, but its influence corrupted the crew and drove them insane before it could be delivered to the warlord. Such was the horror aboard that ship and such is the power of the statue that the ship and its crew are now doomed to sail for eternity as a ghost ship.
 

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Legend
8-Bit Fantasy: Fungal Kingdom Adventures
5e
Scaredy Ghost, Traditional Scaredy Ghost: ?
Scaredy Ghost, Bizarrely Round Spirit, Strange Ghost-Like Creature, Well-Known Menace, Generally Cautious Spirit, Ghostly Creature: ?
Variant Scaredy Ghost: ?
Aggressive Scaredy Ghost: ?
Giant Scaredy Ghost: ?
Undead Turtle: The origins of these creatures is shrouded in mystery, but the common story is that they were created by the Turtle King himself to allow him access to what he assumed had to be vast treasure troves hidden in the various haunted mansions of the Fungal Kingdom.
At first the Turtle King was frustrated at the ease with which the unquiet spirits of the Fungal Kingdom rebuffed his attempts to explore the old and decrepit houses that dotted the landscape, casting out his Turtle Legion and preventing access to what must be the best treasures and resources. To combat this, he delved into some necromancy of his own, creating the nigh-indestructible undead soldiers that serve him today. With his new skeletal servitors at his disposal he quickly explored these haunted sites, learning that they held little of interest.
It can be created by an animate dead spell cast with a 6th level spell slot, and only if the subject was originally a turtle soldier.
Undead Turtle, Skeletal Remains of a Turtle the Size of a Pony, Shambling Servitor, Nigh-Indestructible Undead Soldier, Skeletal Servitor: ?
Unquiet Spirit: ?
Undead, Undead Creature: ?
Ghost of a Servant Murdered Where They Stood: ?
Scaredy Ghost, Little Round Translucent Creature: ?
 


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Legend
Celawyn's Guide to Wilderness and Fey
5e
Undead: ?
Banshee: You never see banshees as part of the standard necromancer retinue alongside skeletons, mummies, and vampires, the means by which someone becomes specifically a banshee rather than an ordinary ghost is different in every edition, and the latest fluff suggests a bizarrely cruel cosmic order wherein beautiful elves are required to use their body to benefit others under penalty of being cursed forever with tormented undeath, and apparently everyone is okay with this and nobody considers this terrible curse to be a problem that high-level heroes might want to solve.
Ordinary Ghost: ?
Mummy: ?
Skeleton: ?
Vampire: ?
 

Voadam

Legend
Cities of Sundara: Moüd (5E)
5e
Undead Escort: ?
Wandering Undead: ?
Undead, Undead Creature: ?
Spontaneous Undead: ?
Undead Servant: ?
Corporeal Undead: ?
Risen Dead: The lich had planned to hold the breach as long as he could while attempting to find some way to turn the erupting power back on itself to seal the tear. Time was no longer a concern for him, but as the years went by, he found that it was very much a concern for the world around him. The energies of the breach were killing the land and everything in it, making it impossible to sustain life; they were also raising corpses left in the vaults of the city.
Undead Worker: ?
Undead Musician: ?
Undead Hauler: ?
Particularly Powerful Undead: ?
Undead Who Can Sap the Strength From the Living: ?
Aban Suir, The Undying Prince, Lich, Undead Skeletal Thing, Lich King: Aban Suir was one of the most accomplished of the wizard kings of Moüd, with an indomitable will that led him to master the arcane arts as well as the political and philosophical divisions among the ancient court. Highly respected among the other practitioners of the noted city, he was the one who led the ritual to pierce the veil between the worlds, and to open a well into the Prim; the realm where the raw power of magic was drawn from. Something went wrong, however, and the well they formed was unstable. Worse, the combined power of those involved in the rite was not enough to close the gap once they’d managed to open it. Reality was tearing all around them, and there was no telling what damage the breach would do if it was not contained.
Someone would have to stay behind to hold the breach while the city evacuated, and the others closed the wards. It would have to be someone strong enough to hold out against the tide of magic, in order to buy the others time. Aban Suir placed the Horned Crown upon his brow, seated himself in the great throne that sat before the breach, and bid the others to leave him. To seal this place, and ensure that no one returned.
The courtiers did as their king bid, and sealed him in the subterranean throne room. Moüd was evacuated within hours, the people running through the grassy hills and fleeing along the roads as the remaining wizards and sorcerers wove and empowered the protections across the length and breadth of the city. Their final ward was laid across the very walls of Moüd to contain the energies flowing out of the hole they’d burrowed into the realm beyond in an attempt to siphon its power for themselves.
Aban Suir knew that no matter how strong his mind, or how iron his will, no living person could hope to hold back the tide of power. It would destroy him utterly, and once he was gone it would crash against the wards. Sooner or later, he knew they would also crack, and the breach would grow. To maintain his vigil, he focused and channeled the energy flowing out of the Prim, and used it to alter himself. His body became an undead, skeletal thing, covered in tattered, leathery skin. Wisps of hair clung to his scalp beneath the ivory crown, but he anchored his soul to the ancient throne beneath him. Freed from mortal concerns, Aban Suir held the breach as a lich who would come to be known in myth and legend as the Undying Prince.
Skeletal Elephant: ?
Skeleton: ?
Silent Gardener: ?
Skeletal Beast: ?
Intimidating Skeletal Champion: ?
Clattering Shuffling Skeletal Minion: ?
Clattering Skeleton: ?
Shambling Zombie: ?
 

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