Vengeance of the Shunned Peril Primer
5e
Acid Shambler: Only one of innumerable horrors that rose up from the wild energies released by the death and downfall of the titans, acid shamblers have been encountered by adventurers and explorers since the end of the Divine War. Almost always, reports of these terrible undead note that when shamblers are seen, a bane cloud is nearby, leading to rumors that the two are connected somehow, perhaps a side effect of the elemental’s deadly and poisonous vapors that causes its victims to reanimate.
Since the Divine War, it can become apparent that the bane cloud has some connection to the undead commonly called acid shamblers. Many believe that the cloud’s energies reanimate its victims, causing them to rise, hideous and twisted, only to seek out victims of their own. Scholars cannot find the rhyme nor reason as to why this occurs, however.
Acid Shambler, Horror, Terrible Undead, Mindless Crazed Abomination: ?
Loathsome Undead: ?
Bottle Imp: Rumored to be the result of dark rituals that twisted and darken the ghosts of children, bottle imps are not fiends at all, but a form of created undead. Made of shadow and smoke, a bottle imp’s form is covered in strange markings, probably as a result of its creation, and each is bound to a small bottle, ink well, or other similar container.
Bottle Imp, Created Undead: ?
Ghost of a Child: ?
Tazua, Mummy Lord: Trapped, the cultists were not without power. Calling upon dark shadow magics, Tauza, the leader of the Eknethryn, veiled himself from death by becoming a mummy lord, while his magics similarly “blessed” his followers with undeath.
Buried Cultist: Trapped, the cultists were not without power. Calling upon dark shadow magics, Tauza, the leader of the Eknethryn, veiled himself from death by becoming a mummy lord, while his magics similarly “blessed” his followers with undeath.
Strange Undead: ?
Undead, Undead Creature: ?
Ghoul Hound: Relentless predators, ghoul hounds are created by dark rituals. While any canine can be corrupted by the foul necromancy, often the largest and strongest are chosen for conversion into cunning and sadistic hunters.
Ghoul Hound, Relentless Predator, Cunning Sadistic Hunter: ?
Ghoul Overghast: Twisted and mishapen during its transformation from a humanoid into its new, powerful form, the overghast’s innards spill forth and become grasping tentacles, spikes erupting from its skin, and its jaw extending hideously to make room for an engorged tongue that it can use to lash out with.
The origin of these creatures is a mystery, though many attribute their creation to bursts of necrotic energies that were released during the Divine War, the same energies which created the Isle of the Dead. Since then, however, overghasts have been created by powerful necromancers, transforming typical ghouls and ghasts, and even living humanoids. The dark rituals used in this corruption are often attributed to the nefarious wizards of Glivid-Autel.
Ghoul Overghast, Horrific Undead: ?
Inn Wight: A ghost of a child who does not realize it is dead, an inn wight appears as the child did in life, though it is now made up of semi-transluscent, ethereal flesh.
Inn Wight, Ghost of a Child Who Does Not Realize It is Dead, Spirit, Apparition of a Child, Ghost Child: ?
Necronduit: Created by powerful necromancers, necronduits are nothing more than useful tools for these dark mage, which are able to cast their spells through the undead.
A necronduit can be created from any dead humanoid, which slowly wastes away over the years, much like a zombie.
Necronduit, Useful Tool: ?
Pavlas Kyrillou, Horrid Unique Undead, Unique Creation: Pavlas Kyrillou was a windwalker that made a living guiding groups through the treacherous Canyon of Souls. Hired by the mad necromancer, Maghiel, Pavlas led the wizard and her group deep into the Canyon, where they found a previously unknown entrance into the underworld beneath the surface of Scarn. There, Maghiel had Pavlas murdered, and using a surge of strange, chaotic magic that the wizard had drawn from the corpse of a titan, she raised Pavlas as a horrid and unique undead.
Scorch Zombie: Elemental-empowered undead, scorch zombies are the creations of mad wizards and dark necromancers.
Scorch Zombie, Elemental-Empowered Undead: ?
Seeker's Bane: Malicious spirits that haunt forgotten ruins and darkened caves, the undead known as seeker’s bane were once hearty adventurers before meeting their untimely deaths. Slain by monsters or lethal traps, these spirits are twisted and embittered by their failures, the choices that led them to such a demise. Now they linger, seeking to trick other adventurers into the suffering the same fate.
Seeker's Bane, Malicious Spirit, Angered Spirit: ?
Skeleton Unitaur: Undead created from the corpses of the rhinocerosfolk, these skeletons are terrible to behold.
A unitaur who fought in the Titanswar, K’rgzuth has lived much longer than his comrades. After being trapped in a subterranean labyrinth during a retreat from the battlefield, the unitaur and his fellows wandered the unending tunnels for many weeks before finding a magical stone that prolonged their lives. Decades passed, ultimately leading to the demise of all of the unitaurs save K’rgzuth, who raised his companions as undead to help him and keep him company within the labyrinth.
Skeleton Unitaur, Undead Unitaur: ?
Slarecian Ghoul: Some sages say that slarecian ghouls are all that remain of a once-great empire, the last of the slarecians who chose undeath over annihilation when the titans and gods set upon them. Others believe that the ghouls are simply undead creations of a mad people who were willing to corrupt their own kind. There is little debate, however, that these ghouls were once slarecians, now emaciated and rotting.
Slarecian Ghoul, Undead Creation: ?
Shambling Undead: A living creature that is damaged by the [slarecian] ghoul must succeed on a DC 14 Constitution saving throw. A target who succeeds on the saving throw is immune to the ghoul’s Fetid Touch for 24 hours. On a failed save, the target is stunned for 2d4 rounds, as its flesh acquires an ashen appearance, with spots of it rotting away. At the end of this time, the victim’s life force is whisked away, trapped in a limbo between life and death, and its body becomes a shambling undead with no awareness of its previous life, or understanding of who is friend or foe.
Specter Proud: ?
Specter Proud, Undead Proud, Minion: A proud who was slain while the Divine War raged on, Sinvar became a wraith and slew her own companions, who then rose as specters.
Sinvar, Wraith Proud, Undead Proud: ?
Typical Ghast: ?
Ghoul, Typical Ghoul: Ghoul Fever disease.
Skeleton, Strange Undead: ?
Lesser Skeleton: ?
Specter: Sinvar's Create Specter power.
Zombie, Strange Undead: ?
Zombie: ?
Create Specter. Sinvar 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 Sinvar’s control. Sinvar can have no more than seven specters under its control at one time.
Ghoul Fever
When a creature that isn’t undead is bitten by a creature that carries the disease, the target creature must succeed on a DC 13 Constitution saving throw or become infected.
One day after the infection, the target’s Dexterity and Constitution ability scores are reduced by 1d3. At the end of each long rest, the infected creature may make a DC 13 Constitution saving throw. On a successful save, it recovers 1 to both Dexterity and Constitution. A creature that fails three consecutive saving throws permanently loses 1 point of Dexterity and Constitution.
An afflicted humanoid that dies of ghoul fever rises as a ghoul at the next midnight. A creature that becomes a ghoul in this way does not retain any of its racial or class abilities.