Legendlore Core Rulebook
5e
Night Creature, Common Night Creature: A person slain in this way [by a night creature's bite attack] and then buried in the ground rises the following night as a night creature.
A person slain in this way [by an elder night creature's bite attack] and then buried in the ground rises the following night as a night creature.
Orb of Death artifact.
Night Creature, Evil Undead, Dark Dwelling Creature, Walking Corpse With Parchment Skin and White Hair: ?
Vicious Half-Bestial Night Creature: ?
Night Creature, Minion: ?
Vicious Night Creature: ?
Night Creature, Vicious Creature: ?
Night Creature Elder: ?
Night Creature Elder, Very Alluring Creature: ?
Skeleton: Skeletons must be summoned via necromantic sorcery, often from the corpses of fallen warriors. When summoned, the skeletons slough off whatever flesh still clings to them until only bones remain.
Army of Darkness Azothian true ritual.
Warrior Skeleton: ?
Peasant Skeleton: ?
Skeleton Minion: ?
Skeleton Knight: ?
Skeleton Assassin: ?
Skeleton, Undead Servant: ?
Zombie: Any living creature can become a zombie in theory, though very small or very large creatures seem more resistant to zombie infection. If a person dies at the hands of a zombie, and there’s anything of them left, the Game Master rolls a d100 to see if they become a zombie: the chance is 20% for Tiny people, 30% for Small or Large people, and 50% for Medium people. If the deceased is a player’s character, they may veto the roll.
Army of Darkness Azothian true ritual.
Zombie, Undead Servant: ?
Undead, Undead Creature: Unlike Earth’s black death, the black plague of Terrorek is entirely magical in nature, rotting away flesh and leaving only undead creatures where the living once stood.
The tide quickly turned on Darkoth, as Terrorek taught Thoragg the dark magic of bringing the dead back from their graves.
Unnatural Scourge: ?
Undead Orc: ?
Undead Soldier: ?
Thoragg, Terrible Undead Creature: Led by Thoragg, himself transformed into a terrible undead creature by his pact with Terrorek, this army was virtually unstoppable — the full might of Drohm was only just enough to hold it back, until Ardonia offered them an alliance to defeat Terrorek.
Powerful Undead: ?
Weakest of the Undead: ?
Major Undead: ?
Most Potent Undead: ?
Ghost: The ruins of this inland town are now half-buried in mud, caught under a mudslide created by the seemingly ceaseless rain of the Isle of Ardonous. The town’s hillside cemetery was swept into the mudslide as well, leaving the streets scattered with bones sticking out of the mud. At night, angry spirits roam the town whose name is long since lost, searching for their homes in the filth. As the residents of the cemetery perished long before the black plague came, their confused and wandering souls do not understand why their homes are gone. Confusion breeds anger, and the ghosts will take out their rage on anyone who wanders into their territory.
Angry Spirit, Confused Wandering Soul, Ghost: ?
Ghost of the Fallen: ?
Lich Queen: ?
Lich, Powerful Undead: ?
Lich: ?
Mummy Lord, Powerful Undead: ?
Undead Shadow: ?
Orc-Shaped Spectre: ?
Tormented Soul: ?
The Wailing Mother: The sobs of this creature can be heard when the wind whips through the deadened forests and dried branches screech against one another. The passage of time robbed her of her identity, and no one truly knows if the Wailing Mother is the ghost of one woman, or the amalgamation of the souls of parents who mourn for their children lost to war.
The Wailing Mother, Ghost: ?
The Wailing Mother, Amalgamation of the Souls of Parents Who Mourn for Their Children Lost to War: ?
ORB OF DEATH
Wondrous item, artifact
Forged by the demon Terrorek from solidified hate and darkness, this orb appears as a perfect obsidian sphere. It requires the sacrifice of a sentient creature, willing or otherwise, in order to function. The orb draws in their life force and corrupts it beyond repair, spewing the transformed life force back into the world as a necromantic plague.
The first victim is the sacrifice itself, immediately raised again as a night creature, before spreading to any dead within a 50-foot radius. This includes previously animated undead, such as liches or zombies, as well as corpses in various states of decay. Usually the orb is activated inside a cemetery for maximum effect.
Once it has infected the dead and converted them into night creatures, the plague begins to spread among the living. All living people within the area must make a DC 20 Constitution saving throw to avoid contracting the necrotic infection. If they contract the disease, they become carriers forcing a DC 20 Constitution saving throw from all living people they encounter. An unarmed attack by a night creature also has the ability to pass on the plague; the target must succeed on a DC 15 Constitution saving throw for every successful attack or become infected.
While the disease itself doesn’t kill, the infected rise after their death (which, if they’re near any night creatures, might be very imminent) to become a night creature controlled by whomever holds the Orb of Death.
ARMY OF DARKNESS
3rd-level necromancy (arcane, Azothian ritual)
Casting Time: 3 hours
Range: Self (150-foot radius)
Components: V, S, M (jewelry and treasure stolen from graves and tombs totaling 750 gp, which is consumed when casting the ritual)
Duration: 3 days (see below)
This ritual allows the caster to raise a veritable army of undead servants at once. This ritual is often cast on battlefields, in charnel houses, or in graveyards to allow for maximum density of undead forces. Some particularly evil spellcasters have been known to send troops into small villages to slaughter the innocent inhabitants in preparation for the performance of this ritual.
You must cast this ritual so that it ends during nighttime. Corpses and bones of Tiny, Small and Medium humanoids within a 150-foot radius of you animate as up to 40 undead under your control, assuming enough remains are present. Bones become skeletons and corpses become zombies. Alternatively, you can assert control over uncontrolled skeletons or zombies in the area, but the maximum number of undead created and controlled remains limited to 40.
You can use a bonus action to mentally command any creature created or controlled with this ritual, as long as the creature is within 150 feet of you. To command multiple creatures at one time, you must issue them all the same command. When the duration ends, 75 % of the undead created with this ritual are destroyed and turn to ash. The remaining undead become uncontrolled. However, if uncontrolled undead have a clear task remaining when they become uncontrolled, they tend to keep performing that task.
At Higher Levels. When you cast this ritual using a spell slot of 4th level or higher, the ritual’s radius and range of control doubles for each slot level above 3rd, to a maximum of 9,600 feet using a 9th-level slot. In addition, you can animate up to 10 more undead per slot level above 3rd and the percentage of undead who are destroyed after 3 days decreases by 10% per slot level above 3rd, to a minimum of 15% using a 9th-level slot.