Undead Origins

Monsters of the Wilderness: Oswald's Curse
5e
Ghost Whale: ?
Giant Shark Zombie: Many mariners believe sahuagin necromancers are responsible for bringing the fearsome sharks back from the dead.
Undead Pirate: These monsters are pirates who were betrayed by their own evil crews.
Undead Pirate Captain: ?
Undead Mammoth: These undead mammoths are the result of dark magic that came through Riftgates. Necrotic energy that entered this region twists the souls of some mammoths when they die.
Scorpla: It is an undead horror created by a Jinnan necromancer.
Giant Undead Crocodile: Necromancers loyal to the Crocodile Queen create these hideous monsters.
Creeping Shadow: This creature is usually created to hunt someone by a necromancer, witch, or hag.
Faun of the Dead: The faun had a fallout with his family and then its lover married someone else. An emotional wreck, it wandered into the most dangerous part of the woods. Zombies quickly killed it and a fey necromancer raised it to join the evil Unseelie Court.
Three Skulls, Four-Armed Horror: A horrible family of three died a tragic death. The trio of wealthy nobles lived in a wilderness manor and exploited the forest every way they could. Eventually, the woodland creatures rose up and destroyed them.
However, a diabolical necromancer brought all three nobles back in the same form. These three twisted souls are contained in the bizarre form of Three Skulls.
Hill Hound: Years ago, an evil noble sold his soul to a devil. During his life he did monstrous things, including killing his wife. The night he died; a large black dog appeared outside his tomb. This is the hill hound, created by a devil from the twisted soul of the evil man.
What the noble didn’t know was the deal included all of his family. He didn’t read the fine print in the contract. Now all his family and future generations come back from the dead as hill hounds.
Swarm of Zombies: ?
Deadly Path, Terrible Trap, Undead Horror: ?
Deadly Path: ?
Grim Roc: When the Riftgates were opened, several dead rocs arose as these monsters. Malevolent necrotic energies reanimated the creatures.
Rift Wraith: They are formed from the tormented souls of creatures that didn’t survive the trip through a Riftgate.
Edmund Myrr, Lich King: Fed up with the restrictions of the Wizard Council, Edmund took drastic action. He met with necromancers from the Void and threw himself off Grim Rock. Then the evil spellcasters helped him return to the world as a Lich King.
Oswald’s home life was a nightmare. His mother, Mary Myrr, is a night hag. His disillusioned father also followed a dark path, giving up his life as a renowned wizard to transform into a lich.
Ghost Whale, Enormous Undead Whale, Grim Creature: ?
Giant Shark Zombie, Powerful Predator, Lethal Killing Machine, Great Guardian, Undead Horror, Sahuagin Servant: ?
Undead Pirate, Armed Skeleton, Brutal Buccaneer: ?
Undead Mammoth, Enormous Shadow, Huge Dark Mammoth, Hulking Horror, Undead Horror: ?
Scorpla, Frightening Monster, Undead Horror, Disturbing Mutant: ?
Giant Undead Crocodile, Something Enormous, Repulsive Reptile, Disgusting Creature, Creepy Creature, Mutant Reptile, Twisted Version of a Sacred Beast: ?
Creeping Shadow, Stealthy Stalker, Callous Undead Monster, Shady Character, Coward, Undead Horror: ?
Faun of the Dead, Horned Creature, Scary Faerie: ?
Swarm of Zombies, Humanoid Shapes, The Walking Dead, Resourceful Raiders: ?
Grim Roc, Winged Horror, Massive Evil Bird: ?
Rift Wraith, Vampiric Vulture, Horror: ?
Undead: ?
Undead King of the Void: ?
Undead Abomination: ?
Undead Soldier: ?
Clairvoyant Ghost: ?
Ghost: ?
Skeleton, Undead Abomination: ?
Vampire: ?
Wight: ?
Wight, Undead Abomination: ?
Zombie: ?
Zombie, Undead Abomination: ?
Ogre Zombie: ?
Ogre Zombie, Undead Abomination: ?
 
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Mystara Player's Guide (Revised)
5e
Druj: ?
Wyrd: Wyrds are the possessed bodies of dead elves.
Druj, Incredibly Powerful Undead Abomination: ?
Wyrd, Possessed Body of a Dead Elf: ?
More Powerful Wyrd: ?
Undead, Undead Creature: 3rd Circle of Thanatology.
Lord Sulescu: ?
Undead Librarian: ?
Free-Willed Undead: ?
Undead Spirit: ?
Intelligent Undead: ?
Corporeal Undead: 3rd Circle of Thanatology.
Incorporeal Undead: 3rd Circle of Thanatology.
Undead Ally: ?
Animate Corpse: Undead Servant spell.
Banshee: ?
Ghost: ?
Ghoul: ?
The Lich Lord of the Blackwood: ?
Lich: Using the Radiance is highly dangerous; it is heavily taxing on the body and can permanently maim a wizard if used too much. Using the Radiance puts a strain on the wizard every time the Radiance is used. When a Radiance ability is used or when a Radiance spell is cast, the caster must succeed on an Intelligence saving throw against a DC equal to his spellcasting ability or gain a level of exhaustion. In addition to the exhaustion, the wizard has to take a Withering test. Roll a d20, on a roll of 1 part of the caster's body has become shriveled and partially useless. The caster immediately loses 2 points of Charisma and 1 point from either Strength, Dexterity, or Constitution (roll a d6. 1-2: Strength, 3-4: Dexterity, 5-6: Constitution). This effect can only be reversed with a wish spell, and even then only restores a single withered body part.
Sorcerers are immune to the Charisma loss, but not the other effects. If the caster's Charisma ever reaches 0, the caster becomes a lich under the DM's control.
5th Circle of Thanatology.
Vampire: ?
Lord Sulescu, Vampire: ?

Undead Servant
1st-level necromancy (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute.
You animate a single medium-size or smaller humanoid corpse. The corpse has a speed of 10 feet, Strength of 10, and AC 10 unless increased by armor. The corpse has 10 hit points, and cannot be reanimated as undead again if destroyed. The corpse is destroyed if turned by a cleric or paladin. The corpse cannot attack but can lift or push objects.

3rd Circle of Thanatology
When you reach 3rd level, you can create undead.
• Create Undead: You can craft undead after a ritual. The ritual requires two weeks of research per challenge rating and 1000gp per CR. A corporeal undead needs a fresh corpse, an incorporeal undead just needs a part of a corpse. The actual ritual requires 1 hour per CR and requires an Arcana check. At the end, the undead is completely loyal to you, unlike Control Undead. Liches cannot be created.
Critical Failure: You take 1d6 points of Necrotic damage per CR of the creature attempted, plus another d6 for each Immunity or special ability of the undead. This damage ignores any resistances or immunities.

5th Circle of Thanatology
When you reach the 5th level of Thanatology, you obtain lichdom.
• Attain Lichdom: You undertake a ritual that requires 20 weeks to complete and costs 25,000gp. At the end of the ritual, you must make an Arcana check. If successful, you immediately gain the following abilities from the Lich entry in the monster manual:
• Damage Resistance: as per lich
• Damage Immunity: as per lich
• Condition Immunity: as per lich
• Truesight 120ft
• Legendary Resistance 3/day
• Rejuvenation
• Paralyzing Touch
• Turn Resistance
• Undead
Critical Failure: You are turned into a demon of the DM's choice and is removed from the game.
 

Mythos Monsters (5E)
5e
Undead: ?
Fire Vampire, Flamewraith: Fire vampires, also called flamewraiths, are the fading remnants of fire elemental creatures whose life force has been drained, either by contact with the undead or at the planar vergence between the Elemental Plane of Fire and the Negative Energy Plane.
They are birthed into the cosmos amid the fading flames of dying stars, cast out into the void by collapsing neutron stars or in the explosive aftershocks of nova and supernova explosions.
Fire Vampire, Fading Remnant of a Fire Elemental Creature Whose Life Force Has Been Drained by Contact With the Undead: ?
Fire Vampire, Fading Remnant of a Fire Elemental Creature Whose Life Force Has Been Drained at the Planar Vergence Between the Elemental Plane of Fire and the Negative Material Plane: ?
Ghoul: ?
Lunar Wight, Typical Lunar Wight, Full-Fledged Free-Willed Lunar Wight: Lunar wights are humanoids who rise as undead after being brutally slain and their corpse abandoned under the light of a full moon. Lunar wights arise when a dark spirit from beyond this world possesses the corpse and permanently enters the dead body.
Spawn are under the command of the lunar wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed lunar wights.
Lunar Wight Spawn: Any humanoid creature slain by a lunar wight under the light of the moon becomes a lunar wight [spawn] itself in 1d4 rounds. If the corpse is kept from direct exposure to moonlight, then this transformation is delayed until the rise of the next full moon.
Ghost: ?
 

Necropolis (5e)
5e
Aspect of Rahotep, Aspect of Rahotep's Soul: The rituals around Rahotep’s death ensured that his soul remained in this world rather than passing into the underworld for judgment. Seven of the aspects of his soul were set free to roam the world, to wreak havoc, and to build a cult that would remember him and, in time, free him and allow him to rise as Unmortal. These are his sahu, the spiritual body; sekem, the life energy; ka, the vital essence; ba, the personality; khaibet, the shadow; khu, the immortal self; and ren, the true name. The other two aspects — his khat, the body, and his ab, the heart — were entombed in his sarcophagus.
Khemitian lore conceives of nine parts of a human soul. Normally at death, most of the parts of the soul pass to the afterlife to be judged. As described earlier, however, Rahotep used powerful magics on his death so that the aspects of his soul stayed in the mortal realm.
This is where four of Rahotep’s most devoted priests performed the rituals necessary at his death to allow the nine aspects of his soul to remain in the mortal realm to prepare for his eventual ascension as Unmortal. The jars and bottles on the shelves are mostly empty or leaked, and the liquids within long since dried out. The dust on the shelves is all that is left of rolls of unused bandages. The hieroglyphs on the walls recite the various prayers needed to effect this terrible ritual.
Gholle: ?
Vampiric Ghoul: ?
Ghulaz: Ghulaz are undead creatures rumored to have originated on another plane of existence.
The statue is of Ghul, the mother of all the ghulaz. Those characters bearing figurines of Chons or Horus recognize the depiction as being that of a demoness. Hieroglyphs at the base of the statue state, “Ghul, she who spawned the Ghulaz!”
Ghul is a 12-foot-tall, misshapen female creature, the mother of all ghulaz.
Greater Priest Ghost: In life, greater priest ghosts were clerics devoted to an evil god and performed certain terrible rituals in life. In death, they guard a tomb of a power greater than theirs. They seal themselves alive in a sarcophagus or coffin where they eventually die. Their souls remain trapped in their bodies, eternal guardians waiting to bring doom upon any who might intrude on the house of death they protect.
After the ritual was complete, the four priests sealed themselves alive into the four sarcophagi in this room, where they died. But their souls remain within their mummified bodies, and they are now 4 greater priest ghosts.
Great Spider Mummy: A great spider mummy is created by forbidden rituals from the corpse of a species of extremely rare Khemitian giant spider.
Lightning-Quick Mummy: Lightning-quick mummies are created by foul sorceries to lure and trap those wishing to disturb the rest of the-unliving.
Mummy of Khemit: The mummy of Khemit is a preserved corpse animated through the use of sinister and dark magic to further the ends of the caster and “creator.”
Sekem of the Duat's Sekem Touch power.
Rahotep's Tomb Mummy: A humanoid creature that dies (through natural or unnatural causes, or as the result of a curse) while inside the Tomb of Rahotep rises as a mummy in 30 minutes.
Anyone killed by Rahotep rises as a Rahotep’s tomb mummy under Rahotep’s command in two rounds.
If a character fails its saving throw against one the Nine Curses of Rahotep, there are two principal effects on the character:
• First, Rahotep and each of the aspects of his soul can command that character at any time as a bonus action, with the same effect as a dominate person spell — but no further saving throw is permitted. (See, however, the sidebar for a discussion of possible mitigants to this result.) This effect is permanent and applicable any time the character is in the tomb, even should the party leave for a period of time and later return. This effect can be removed only by a wish spell or other similar magic. This effect is also suppressed if the character is inside the bounds of an antimagic field.
• Second, should the character at any time die while in the tomb, they cannot be raised from the dead by any means short of a true resurrection or wish spell. Further, within five minutes of the character’s death, their body begins to shrivel and change physically, teeth lengthening into fangs, hands twisting into claws. If either gentle repose or remove curse is cast on the body within five minutes of the beginning of this transformation, it reverses and no further transformation occurs. If, however, neither such spell is cast in that time period, the body irrevocably continues to transform, and in 10 more minutes becomes a Rahotep’s tomb mummy (see Appendix B). At that point, the corpse animates and is under the complete mental control of Rahotep, including any aspect of Rahotep. The body seeks to flee the party and join with Rahotep’s forces further in the tomb, where it can join in the destruction of its former friends.
Anyone who touches any of the items in either of the coffers must make a DC 18 Wisdom saving throw (and if they said Rahotep’s name or their own true name while in the tomb, bear one of Rahotep’s curses, or anointed a figurine and lit a lamp in Area 10, they must make this saving throw at disadvantage). On a failure, they open the coffers, lay out the service pieces on the altar, and don and take up the vestments and trappings. If questioned, they say that a ceremony must be performed here to ensure that Rahotep’s presence is banished.
As soon as the first item is placed on the altar or donned, a hollow-voiced chanting arises, and red flames spring alight in the air over the altar. The number of flames equals the number of members of the party who are the victim of one of Rahotep’s Curses, or who have said Rahotep’s name or their own true name while in the tomb, or who anointed a figurine and lit a lamp in Area 10 (plus the person who is conducting this ceremony, if not one of the foregoing). Each of these individuals now joins in a semicircle around the altar.
At this point, each of these characters is allowed one final DC 18 Wisdom saving throw at disadvantage to cease participating in the ceremony. Any who make this save are free to do as they wish, but if any one or more fail, they do everything in their power to continue this service to its completion, including attacking other members of the party. They cry out that the others must be in thrall to demons and that this ceremony is essential to ending Rahotep!
The ceremony takes two minutes to complete, and the requirements for it come unbidden to the minds of those performing it. If other characters forcibly remove those performing it from Area 12, they come to their senses. But if they re-enter Area 12, they again try to perform the ceremony. The physical destruction of all of the items in the coffers ends the compulsion. Should, somehow, the ceremony be completed, all of those performing it immediately die and begin the transformation into Rahotep’s tomb mummies.
A Heart. If a character presses this hieroglyph, they are targeted by a finger of death spell and must make a DC 21 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much on a successful one. A character killed by this finger of death rises as a Rahotep’s tomb mummy unless remove curse or gentle repose is cast within five minutes.
Four Rahotep’s tomb mummies, former adventurers who fell to Rahotep’s curses, stand in the initial foyer (Area 25A).
A confrontation between the party and Rahotep in this area has five possible results:
The Party is Defeated but Rahotep does not Become Unmortal.
Rahotep slays all the party members, each of whom then rises as a Rahotep’s tomb mummy. Sad.
Sahu of the Duat's Touch of the Duat power.
Khu Aspect of Rahotep, Dim Figure, Vulture With the Head of a Man, Man-Headed Vulture: ?
Khaibet Aspect of Rahotep, Shadow, Human Shadow: ?
Ba Aspect of Rahotep, Statue, Face of Rahotep: ?
Sekem Aspect of Rahotep, Fiery Figure Roughly Human in Shape, Fiery Human Figure: ?
Sahu Aspect of Rahotep, Figure Darker Than the Dark Roughly Human in Shape, Extremely Dark Vaguely Human Shape: ?
Ren Aspect of Rahotep, Black Lightless Eyes, Black Eyes Like Lightless Holes: ?
Khat Aspect of Rahotep, Spectral Image, Mummified Figure Without Bandages Thin Gnarled Black Wet Radiating Palpable Evil, Rahotep's Corpse: ?
Ab Aspect of Rahotep, Spectral Image, Mummified Figure Without Bandages Thin Gnarled Black Wet Radiating Palpable Evil, Rahotep's Heart: ?
Ka Aspect of Rahotep, Swarm of Small Bat-Winged Horrors, Flying Scorpions, Flurry of Flying Shapes: ?
Rahotep the Undead: This is the form Rahotep takes when all aspects of Rahotep combine, before the Nine Evil Objects are immersed in the proper pools, allowing him to arise as Rahotep the Unmortal.
Rahotep the Unmortal: This is the form Rahotep takes once all Nine Evil Objects are immersed in the proper pools, which grants him powers near to those of a demigod.
This [Rahotep the Undead] is the form Rahotep takes when all aspects of Rahotep combine, before the Nine Evil Objects are immersed in the proper pools, allowing him to arise as Rahotep the Unmortal.
If all of the Nine Evil Objects are dropped into the pools that empower Rahotep, a brilliant flash of dark energy pours forth from the pools into his khat, and he is immediately transformed into Rahotep the Unmortal.
Gholle, Undead Humanoid With the Features of Hyenas Gorillas and Humans: ?
Gholle, Monstrous Gholle: ?
Fair Gholle: ?
Vampiric Ghoul, Possibly the Most Malign And Wicked of the Undead, Vile Creature: ?
Vampiric Ghoul, Pale Beautiful Girl, Concubine: ?
Ghulaz, Vile Creature, Vile Thing, Amalgam of the Worst Features of a Hound a Babboon and a Human: ?
Great Spider Mummy, Rotting Desiccated Giant Spider Wrapped in Bandages: ?
Mummy of Khemit, Preserved Corpse Animated Through the Use of Sinister and Dark Magic, Rotting Desiccated Corpse Wrapped in Bandages: ?
Undead, Undead Creature: Once the work was at last complete, the grand high priest sacrificed all of his remaining followers to Set, giving some the power to rise again as undead to guard the tomb.
Once all of the figurines are in place, the following table sets forth the effect on any character that moves the pointer to the indicated zodiacal sign. This occurs whether the character touches the pointer or moves it indirectly — through a rope, for example, or magic spell (such as telekinesis, mage hand, or even unseen servant). If more than one character moves the pointer together, the effect applies to the one who first chose, or first suggested, which sign to stop at. Once the pointer is moved to a wedge and the effect applied, its power is spent, and no further effect occurs from moving the pointer to that sign for one year and one day. No saving throws apply to any of these results, as the individual moving the pointer is a willing target. And nothing short of divine intervention (not even a wish spell) can reverse any of these consequences.
Zodiacal Sign Number Description Principal Effect Additional Effect
1 Pair of great fish with pearly white teeth, one coral-hued and the other silvery-gold, against a dark blue background
The character is stricken by a permanent wasting disease. Their Constitution is permanently reduced by 6 and their Strength is permanently reduced by 2 (in each case to a minimum of 1).
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
2 Man with white skin, crowned by green leaves and red flowers, pouring silvery waters from two golden chalices into a deep blue background
The character gains the ability to cast protection from energy one time per day as a reaction.
None
3 Three-horned goatfish of silver and white upon a field of dark green
One ability score of the player’s choice increases by 2 (which can exceed 20 but cannot exceed 24), but the character also must lose 2 points from another ability or 1 point from each of two other abilities of their choice (or randomly chosen).
None
4 Winged black centaur with scorpion tail wearing a red crown and flanked by two gold feathers, drawing a bow; royal purple background
A powerful demon or devil becomes the character’s enemy, seeking their ruin and suffering before attempting to slay them. This is likely not apparent until after the party leaves the tomb and time passes. It lasts until either the character or the demon or devil dies.
None
5 Dark-red scorpion with claws and stinger of jet crawling on a pale gray ground
The character immediately transforms into a different form, determined on the table for the reincarnate spell (or as you decide). If necessary, reroll until a form different from the character’s original form results. All abilities of the character are unchanged, except that it exchanges its original race for the new one and changes its racial traits accordingly. Items and clothing worn or held by the character do not transform, so they may no longer fit or be usable by the character.
None
6 Golden solar disc; a falcon in its center supports the beam of a balance, from which two iron pans are suspended by silvery chains; background is black
A magical item (of your choice) that is at least very rare appears in the character’s hands or at the character’s feet, but two wondrous, uncommon, or rare magical items of your choice owned by the character disappear permanently.
None
7 Priestess with pearly-hued flesh wearing a golden headdress and bearing a gold scepter, standing on a deep brown field
All forms of wealth carried or owned by the character, other than magic items, are lost forever. Portable property vanishes. Businesses, buildings, and land are lost in a way that alters reality the least. Any documentation proving ownership of an asset also disappears.
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
8 Bronze-maned lion adorned by a double crown of purple and gold on a blue-green field
The power to unravel and spin anew reality’s fabric one time is given to the character. The character can avoid or erase one event as if it never happened. This can be used immediately or at any later time until the character dies.
None
9 Orange scarab beetle with claws and mandibles of silver upon a field of dark gray
All magic items worn, carried, or owned by the character (even if held by another party member) disintegrate. Artifacts are not destroyed, but instead vanish from the character’s possession. This has no effect, however, on any of the Nine Evil Objects or on any deity figurines purchased from Atmu-thoth-rahat that the character may possess.
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
10 Two humans raising hands to touch one another; the male’s headdress is of gold feathers, and the female’s is a golden sun and uraeus serpent; background is indigo
A nonplayer character of your choice becomes hostile toward the character. The identify of this new enemy isn’t known until that NPC or someone else reveals it.
None
11 Black bull with pearl blaze and ruby red hooves and horns bearing a silver crescent and white moon-disc upon its back, upon a variegated field of light blue, light green, and violet
The character becomes permanently undead. They retain all memories, abilities, and spells they had while alive. They do not need to eat, drink, or breathe, and are immune to poison damage, but they hunger for blood and raw flesh, and an aura of death surrounds them at all times. In addition, they are subject to all spells and clerical abilities that affect undead. Healing spells and potions no longer benefit the character, who may regain hit points only through long and short rests or other nonmagical means. Clerics and paladins must immediately choose a new deity that represents death or be unable to regain spell slots.
None
12 Straight-horned blue ram crowned with four plumes (red, white, blue, and gold), on a pale green field
The character gains proficiency in two skills of their choice (and if a skill that the character already has proficiency in is chosen, then the proficiency bonus is doubled for that skill), and 10,000 XP; but their Charisma is permanently reduced by 2.
None
Undead Servant: ?
Restless Undead: ?
Hungering Undead: ?
Ghoulish Undead: ?
Nefertem, Ghost of a Priestess, Ghost Priestess: ?
Pharaoh Tankhefre I, Powerful Ghost: ?
Tcheri, Ghost: ?
Ghast: ?
Ghoul: Any humanoid creature slain by the gholle rises as a ghoul within 1d6 hours.
A humanoid slain by this [vampiric ghoul's life drain] attack rises 24 hours later as a ghoul under the vampiric ghoul’s control unless the humanoid is restored to life or its body is destroyed.
Ghoul, Sinister Creature: ?
Ghoul-Like Creature: ?
Ghoulish Creature: ?
Once-Human Ghoul: ?
Mummy: ?
Skeletal Creature: ?
Specter: ?
Utat-Nebbu, Dispater, Powerful Vampire, Rahotep's Original Mightiest Servant, Willing Devoted Servant, Vampire-Sorcerer, Unyielding Servant, Servant, Muscular Dark Figure Much Larger Than a Human With Red Leathery Skin Long Black Horns and a Huge Tail Curling Behind it Like That of a Scorpion: One of Rahotep’s original and mightiest servants, Utat-nebbu was sacrificed during the construction of the tomb and given the reward of undeath as a powerful vampire.
Vampire: ?
Vampire, Hungering Undead: ?
Vampire Spawn, Pale Woman Tall Slender With Long Stringy Hair: ?
Terrible Vampire: ?
Vampire Spawn: Anyone killed as a result of Utat-nebbu’s bite (but not subject to transformation into a Rahotep’s tomb mummy) rises as a vampire spawn the following sundown.
Will-o'-Wisp: ?
Wraith: ?
Mummified Zombie: ?
Mummy-Zombie: A mummy of Khemit appears as a rotting, desiccated corpse wrapped in bandages. It moves slowly, though this by no means should infer that it is a weak creature at all. In fact, these creatures are feared for their dark and evil powers that can slay a living creature and return it to life as a mummy-zombie, a horrible creature that serves the dark gods themselves.
Mummy-Zombie, Horrible Creature: ?

Sekem’s Touch. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 21 (6d6) psychic damage, and the target’s Intelligence score is reduced by 1d4. The target is stunned if this reduces its Intelligence to 0, and it must make a DC 16 Charisma saving throw at the start of its next turn. On a failure, a fragment of the sekem of the Duat’s soul possesses the creature, causing the target to fall unconscious while the sekem battles against the target’s soul for ultimate control over the target. At the end of that same turn, the possessed creature must make another Charisma saving throw. On a failure, the target dies and rises at the start of its next turn as a mummy of Khemit controlled by Rahotep. If the target succeeds, it expels the sekem of the Duat from its body, though the horrific ordeal drops its hit points to 0. A protection from evil and good spell wards the target against being possessed and prevents the transformation. Otherwise, the reduction lasts until the target finishes a short or long rest. The target remains stunned until its Intelligence score increases to at least 1.

Touch of the Duat. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 35 (10d6) psychic damage, and the target’s Intelligence score is reduced by 2d4. The target is stunned if this reduces its Intelligence to 0, and it must make a DC 18 Charisma saving throw at the start of its next turn. On a failure, a fragment of the sahu of the Duat’s soul possesses the creature, causing the target to fall unconscious while the sahu of the Duat battles against the target’s soul for ultimate control over the target. At the end of that same turn, the possessed creature must make another Charisma saving throw. On a failure, the target dies and rises at the start of its next turn as one of Rahotep’s tomb mummies controlled by Rahotep. If the target succeeds, it expels the sahu of the Duat from its body, though the horrific ordeal drops its hit points to 0. A protection from evil and good spell wards the target against being possessed in the first place. Otherwise, the reduction lasts until the target finishes a short or long rest. The target remains stunned until its Intelligence score increases to at least 1.
 
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Neverland: A Fantasy Role-Playing Setting
5e
Abhartach: ?
Bog Body, Corpse That Has Been Mummified in a Moss-Filled Bog/Wetland and Then Reanimated Using a Corn Dolly Placed in its Chest: Corpse that has been mummified in a moss-filled bog/wetland and then reanimated using a Corn Dolly placed in its chest. The cadaver acts like a vehicle for the Dolly to control. The entire process requires significant magic, both for the creation of the Corn Dolly and speeding up the mummification process.
Dandy Dog: ?
Dandy Dog, Black Spectral Dog: ?
John Napoleon Darling, Red-Handed Jack, The Boy Lich, Lich, Paranoid Lich: No one knows where John found the texts necessary to become a Lich, but he still believes it was the best course of action after being forgotten and left to care for himself.
John discovered dark magic and turned himself into a Lich when he was a teen.
Sluagh, The Horde: Queen Mab once tried to offer adults [a]n exchange for her powers but they were rejected for being too cruel or evil. They became the Sluagh.
Sluagh, Flock of Undead Human Adults: ?
Undead: ?
Ghost: ?
Ghostly Knight: ?
Wendy, Ghost: Wendy’s ghost still haunts the island after dying of a broken heart.
John, Ghost: ?
Skeleton Fish: ?
Skeleton: ?
Specter: ?
Zombie, Human-Sized Zombie: ?
 
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Olympia: Campaign Setting
5e
Immortal: When an immortal is brought down to 0 hit points, it dies, its body disintegrates, but its spirit reanimates its armor. Its type turns to undead, and its hit points rise to 30.
Army of Shades: In the dark lands of Hades, shades shuffle without purpose until they are forgotten, at which point they merely cease to exist. However, when roused, they gather in large mobs moving with desperation.
Shade: ?
Dead Philosopher's Shade: ?
Undead, Undead Creature: The Underworld is the personal domain of Hades, where the souls of the dead go to their final rewards. Hades allows anyone, living or dead, to enter his domain but prevents most from leaving without his consent. He allows the living to leave unmolested but rarely the dead. First, one passes through the den of Cerberus, guard dog of the Underworld.
The Acheron River marks the boundary of Hades’ domain. Charon allows those who received the proper rites to pass through. Souls without the proper rites are forced to wait one hundred years, unable to pass. These souls sometimes make their way back to the surface, where their spirits haunt the living as undead creatures.
Intelligent Undead: ?
Skeleton: Animated corpses like skeletons and zombies are animated by necromancers.
Skeleton, Animated Corpse: ?
Zombie: Animated corpses like skeletons and zombies are animated by necromancers.
Zombie, Animated Corpse: ?
 

Overworld - Tabletop RPG Monster Manual Zine - Fifth Edition
5e
Frightmare, Skullbat: ?
Frightmare, Winged Flying Undead Skull: ?
Gabedo, Mummy: Traditionally known as mummies, the Gabedo have been raised from the dead by a necromancer with sole purpose of filling dungeons to ward off potential treasure hunters and heroes.
Ghost Gheeni: The haunts of graveyards and battlefields, Gheeni are ghosts that appear when their graves, tombstones, or bodies are disturbed.
Petal Thrasher: Some people believe these enemies to be ghosts of flowers, others say they are zombified plant creatures, however, all agree that they can be a true danger when encountered in the wild.
Petal Thrasher, Ghost of a Flower: ?
Petal Thrasher, Zombified Plant Creature: ?
Poe's Ghost, Jumping Rabbit Head: ?
Poe's Ghost, Disembodied Head With an Elongated Face: ?
Skelefoe: Once fallen warriors, now raised by Necromantic Powers, Skelefoes are low-level dungeon fodder, placed in dungeons to deter heroes and thieves from entering.
Skelefoe, Low-Level Dungeon Fodder: ?
Skelefoe Captain: Once fallen warriors, now raised by Necromantic Powers, Skelefoes are low-level dungeon fodder, placed in dungeons to deter heroes and thieves from entering. Occasionally, a more powerful Skelefoes will appear among their ranks, acting [as] a captain to a group.
Skelefoe Captain, More Powerful Skelefoe: ?
Wizzenrobe: ?
Wizzenrobe, Undead Wizard, Enemy: ?
 


Player's Guide to the World of Xoth (5E Edition) (Playtest version 1.13)
5e
Undead: ?
Black Ghost: ?
Ghost: ?
Ethereal Vulture: ?
Restless Malign Ghost: ?
Ghoul: ?
Wizened Mummy: Death [in the World of Xoth] is final, and characters cannot count on being raised or resurrected. In the extremely rare cases where someone is brought back from the dead, it will always be through black magic (probably requiring blood sacrifice), and always as some hideous mockery of their former selves, whether a soulless zombie, wizened mummy, or restless, mad spirit.
Skeleton: ?
Animated Creature: Raise the Ancient Lizard-Gods spell.
Animated Creature, Huge Lumbering Beast: ?
Specter: ?
Captured Spirit, Specter-Spirit: ?
Restless Mad Spirit: Death [in the World of Xoth] is final, and characters cannot count on being raised or resurrected. In the extremely rare cases where someone is brought back from the dead, it will always be through black magic (probably requiring blood sacrifice), and always as some hideous mockery of their former selves, whether a soulless zombie, wizened mummy, or restless, mad spirit.
Soulless Zombie: Death [in the World of Xoth] is final, and characters cannot count on being raised or resurrected. In the extremely rare cases where someone is brought back from the dead, it will always be through black magic (probably requiring blood sacrifice), and always as some hideous mockery of their former selves, whether a soulless zombie, wizened mummy, or restless, mad spirit.

Raise the Ancient Lizard-Gods
7th-level necromancy (Druid)
Casting Time: 1 day
Range: Touch
Components: V, S, M (the skull and at least 20% of the bones of a prehistoric, fossilized creature)
Duration: 9 days
This mighty ritual animates the bones of a creature that has been in the earth for thousands or millions of years. The animated creature has the statistics of triceratops or tyrannosaurus rex, as well as the vulnerabilities and immunities of a skeleton.
At the moment it is animated, and at the end of each day thereafter, the creature loses 10% of its original hit points as it slowly decomposes back into a pile of fossilized bones. Such damage cannot be healed by either positive or negative energy.
The creature obeys the mental commands of its creator as long as he is within 120 feet, but these huge lumbering beasts have very limited intelligence and usually only destruction lies in their wake.
 


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