Undead Origins

Yathuna: Remnants of the Hedrons
5e
Undead: Undying Servitude feat.
Undead Elf: ?
Intelligent Undead: ?
Undead Warrior: ?
Incorporeal Undead: ?
Animated Creature: Raise Servant spell.
Ghast: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Ghast, Intelligent Form of Undead: ?
Ghost: ?
Agizahr, Ghost: ?
Ghoul: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Ghoul, Intelligent Form of Undead: ?
Queen Amessia Ceuhove IV, Lich, Lich-Queen, Lich Queen: In the meantime, fearing death herself, she wished to become immortal. Decades of research led to her finding the perfect ritual to extend her life, becoming the first lich within Yathuna.
Although she was able to extend her life through the ritual of lichdom, it was too late for her husband.
Silnoch, Lich: ?
Lich: ?
Mummy: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Mummy, Intelligent Form of Undead: ?
Wandering Mummy: ?
Skeleton: ?
Vampire: ?
Wight: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Will-o'-Wisp: These worries are bypassed as the people of Ozryn utilize the spirits of their ancestors who become lost within the bogs of the Kerisi Tropics, who now inh[a]bit the form of will-o’-wisps.
Zombie: When a non-drow dies, their body is considered forf[e]it to the family, and is raised as a non-intelligent undead.
Curse of Undeath spell.
Zombie, Non-Intelligent Undead, Unintelligent Undead: ?
Banshee: ?
Bone Naga: ?
Crawling Claw: ?
Death Knight: ?

Curse of Undeath
6th-level necromancy (curse)
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a vial of the target’s blood,which is consumed)
Duration: Instantaneous
Classes: Warlock
You place a curse of undeath on one creature within range. When the creature drops to 0 hit points within the next minute, it must make a Constitution saving throw. On a failure, your spell imbues the target with a foul mimicry of life, raising it as a zombie under your control.
You can use a bonus action on each of your turns to mentally command the zombie, having it move and use an action. If no action is given, it acts on its own accord directly after your own turn.
If the zombie would receive hit points while in this undead state, the spell ends.

Raise Servant
1st-level necromany (curse)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a ceramic urn worth at least 10gp, filled with the ashes of the target. The ashes are consumed)
Duration: 1 hour
Classes: Sorcerer, Warlock, Wizard
You attempt to bring undeath towards animals that you are familiar with by wielding the dark arts of necromancy.
You can cast this spell only at night. When you cast this spell, you must have the ashes of a Small size or smaller Beast creature, which has a CR of 1/8 or lower. The ashes coalesce into the form that the creature had inlife under your control, and becomes an Undead creature instead of a Beast.
As a bonus action on each of your turns, you can mentally command the animated creature from this spell if it is within 120 feet of you. You decide the action that it will take and where it will move this turn, or a general command. If no command is given, it stands still.
If an order is given that takes longer than an action to complete but less than an hour, it will attempt to do so at the best of its ability.
The creature is under your control for1 hour or until it reaches 0 hit points before it falls into a pile of ash.
At higher levels: When you cast this spell using a spell slot of 2nd or 3rd level, the duration that the creature lasts becomes 8 hours. When you use a spell slot of 4th or 5th level, the duration that the creature lasts becomes 24hours. When you use a spell slot of 6th level or higher, the duration that the creature lasts becomes a tenday.

Undying Servitude
Prerequisite: Undying Patron warlock
Death has no sway over you or your patron. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
As a bonus action, you can bind necrotic magic to the corpse of a Medium humanoid you can see within 30 feet. The creature is Undead for 1 minute with1 hit point, uses your AC, has a walking speed of 30 feet, and can make a melee attack against a creature within 5 feet. It uses your spellcasting ability for the attack roll and deals 1d6 necrotic damage. You can use a bonus action, including the turn to create the undead, To move it up to its speed and make one melee attack. Once you use this feature, you cannot again until you finish a short or long rest.
 
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Yig Snake Granddaddy Act 1: A Land Out Of Time
5e
Tar Zombie: Not everything that perishes in a tar pit sinks to the bottom. Tar pits that accumulate too many corpses can attract necrotic energies that spontaneously reanimate some of the hapless victims.
Tar-Zombie Goblin: ?
Tar-Zombie Kentrosaurus: ?
Tar-Zombie Goblin, Emaciated Goblin Corpse: ?
Tar-Zombie Kentrosaurus, Tar-Covered Corpse of a Hulking Reptile With a Double Row of Spines and Diamond-Shaped Plates Running Along its Humped Back: ?
Tar-Zombie Kentrosaurus, Decaying Corpse, Half-Exposed Skeleton, Carcass, 15-Foot Lump of Rotting Flesh Dripping With Tar and Sporting a Double Row of Diamond-Shaped Plates and Bony Spikes Along its Back: ?
Undead: ?
Desiccated Mummified Cat: ?
Zombie Dinosaur: ?
 
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Yig Snake Granddaddy Act 2: Against The Serpentfolk
5e
Undead: ?
Dandelion, She-Who-Pounces-From-The-Shadows, Messenger of Bast, Mummified Cat, Dreamlands Cat, Dead Cat, Strange Mummified Cat: ?
Laurel Tithomen, Ghost, Ghostly Figure of a Woman Haggard Mournful: The ghost is Laurel Tithomen, a member of Gehir’s “Lord Cerastes” expedition last year. She was sacrificed at a snake totem, and her spirit traveled through the ley lines to Bald Hill.
“I was killed by Cerastes—Gehir—at one of those red snake statues, and I felt my spirit falling into this current of magical energy. I don’t know how to describe it. But somehow I ended up here, where all the energy was pooling. I escaped—again, not sure how—and started haunting these damned snake people, but Gehir tried to banish me. I managed to escape into these steam tunnels, and I’ve been living here ever since. Well, not living. Haunting.”
Mummy Serpentfolk: ?
 

Yig Snake Granddaddy Act 3: The Prehistory War
5e
Dandelion, She-Who-Pounces-From-The-Shadows, Mummified Cat, Messenger of Bastet, Dreamlands Cat: Dandelion, or She-Who-Pounces-from-the-Shadows, is a messenger of Bastet, blessed by the cat goddess with life after death and divine powers. She died in combat with a snake, and now she aids the heroes in their war against the Father of Snakes, acting as a go-between for the characters and the priestesses of Bastet in Ventissa.
Dreamlands Skeleton: Dreamlands skeletons are psychically powered remnants of those who have died in the Dreamlands, distorted by nightmare forces beyond comprehension.
Dreamlands Skeleton Archer: ?
Dreamlands Skeleton Mage: ?
Dreamlands Skeleton Warrior: ?
Dreamlands Skeleton, Chattering Skeleton, Psychically Powered Remnant of One Who Has Died in the Dreamlands Distorted Beyond Comprehension: ?
Dreamlands Skeleton Archer, Hideous Malformed Skeleton: ?
Dreamlands Skeleton Mage, Hideous Malformed Skeleton: ?
Dreamlands Skeleton Warrior, Hideous Malformed Skeleton: ?
Undead, Undead Creature: ?
Wraith: ?
 


Yugman's Guide to Ghelspad Collected Volume (5e OGL)
5e
Undead, Undead Creature: Like chardun’s army, infernal legion’s casting must be timed to ensure that the ritual ends at night. Instead of turning up to 40 dead into undead within a 150-foot radius, the bodies burn up, as an offering, and are replaced by fiends.
Chardun's Army true ritual.
Eternal Youth true ritual.
Grotesque Undead Laborer: ?
Undead Familiar: ?
Unintelligent Undead: ?
Powerful Undead: ?
Walking Corpse, Lesser Undead, Perfect Laborer: ?
Skeletal Watchman, Lesser Undead, Perfect Laborer: ?
Undead Slave: ?
Obedient Corpse: ?
Incorporeal Undead: ?
More Powerful Undead, Uncontrollable Undead Monster: Village of the Damned true ritual.
Ghost: Sorcerer Spirit Walker sorcerous origin One With Spirit power.
Ghoul, Uncontrollable Undead Monster: Village of the Damned true ritual.
Shade of the Dead: ?
Shadow: Imbue Shadow spell.
Transmute Flesh to Shadow spell.
Shadow, Undead Servant: ?
Skeleton: Escape the Bonds of Flesh spell.
Village of the Damned true ritual.
Skeleton, Uncontrollable Undead Monster: ?
Skeleton Tiny: Village of the Damned true ritual.
Vampire: ?
Zombie: Village of the Damned true ritual.
Zombie, Uncontrollable Undead Monster: ?
Zombie, Reanimated Corpse: ?
Chardun-Slain: Paladin Oath of the Thorned Purifier Return to the Halls of Dominion power.

Escape the Bonds of Flesh
4th-level necromancy
Rumor tells that this spell was used by necromancers long before the Titanswar, though the origin of the foul magic remains unknown. Very few know of the spell’s formula, though witches amongst the slitherin have used it during raids on villages to horrific effect, causing the bones of villagers to tear themselves free of their flesh and then attack their kin and friends.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a fragment of bone with a piece of flesh attached to it by an iron nail)
Duration: Instantaneous
You cause the skeleton of a creature to writhe within the flesh that encases it. The target must make a Constitution saving throw, suffering 6d10 slashing damage on a failed save, or half as much on a successful one. If the damage dealt is enough to reduce the target to 0 hit points, the creature dies as the skeleton rips its way free of its body. The skeleton is under your control as if created by the animate dead spell. If you already control the maximum number of undead allowed, the skeleton is not controlled and attacks the nearest living creature.
Creatures that do not have a skeletal system, such as oozes or incorporeal undead, are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the slashing damage increases by 1d10 for each slot level above 4th.

Imbue Shadow
6th-level necromancy
This spell has seen frequent use by the penumbral lords of the Scarred Lands and, less commonly, by the priests of Belsameth. The double threat of the spell is that it not only summons shadows to slay the caster’s enemies, but it can also spread and create more shadows, allowing a lone mage to quickly gather quite the fighting force under their control.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 24 hours
Through the use of this spell, you are able to imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (SRD p. 344). Once it is summoned you may issue a simple command to the shadow and give new commands as a bonus action. The shadow fades if you dismiss the spell or if its hit points are reduced to 0. Anyone killed by a shadow becomes a shadow under your control. This transformation is complete in 1d4 rounds. You may only control a number of shadows equal to your spellcasting ability modifier (minimum 1) at one time. If new shadows created in this way exceed the maximum you can control, you must choose an equivalent number of previously-created shadows to become uncontrolled.

Transmute Flesh to Shadow
3rd-level necromancy
Raise the spirits of the dead to serve you from beyond.
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a strip of flayed skin)
Duration: 8 hours
This spell creates an undead servant. Choose a corpse of a creature in range that has died in the last 10 minutes. Your spell keeps the target’s soul bound, raising it as an undead creature. The target becomes a shadow (SRD p. 344).
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 to 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 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 8 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 8 hours, you must cast this spell on the creature again before the current 8-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.

Eternal Youth
4th-level transmutation (arcane, true ritual)
This ritual was a personal project by the human wizard Lardanna. Long-held rumors once claimed that she created this ritual because she feared the loss of her youth and beauty, and that its regenerative abilities were an unexpected side effect. Since the discovery and deciphering of her private journals, which were all written in her own personal code, it has been revealed that it was the other way around. As the Divine War claimed life after life, she sought a way to preserve the greatest minds and strongest warriors so that civilization could not be entirely lost to the ravages of war. Her field of study was considered madness and prejudiced tongues were allowed to deride her skills and efforts, even after she succeeded.
Casting Time: 1 day
Range: Target
Components: V, S, M (rare medicinal herbs, an hourglass, and blood of a nymph)
Duration: Instantaneous
The target of this ritual must drink the blood of the nymph after being ceremonially treated with medicinal herbs at the start of the ritual. They then start the hourglass before falling into a comatose sleep. While they sleep, the hourglass must be continually flipped so that the sand does not stop flowing. If this ritual should fail, the target has a 1 in 6 chance of turning into an undead instead of simply waking with five levels of exhaustion.
Afterwards, if successful, the target awakens at the age they wish to be with a timeless body that ages 1 year for every 10. They also permanently gain the effects of wearing a ring of regeneration and gain a permanent +2 to bonus their Charisma score, which can take the score to a maximum of 22. If they should be killed, they take no penalties when resurrected.

Village of the Damned
6th-level necromancy (arcane, true ritual)
Once thought forgotten after the Divine War, sadly the secret of this hideous true ritual did not stay lost to the world. During the Divine War, whole villages were lost to this ritual, as those who served the titans or the darker among the gods would encircle their victims in order to transform them into a horde of uncontrollable, undead monsters. This ritual was and is so feared, much like perfect plague, that if any are charged with simply having knowledge of it, they are hunted down and executed.
Casting Time: 1 night (minimum 8 hours of actual night)
Range: 100 feet per caster (see description)
Components: V, S, M (one sentient life per caster, a clear night with a full moon, and an old grave relic from the affected community’s graveyard)
Duration: Instantaneous
This ritual can only be cast during a full moon and takes an entire night. The night must last a minimum of eight hours, which can make this ritual difficult to cast in summer. There needs to be a minimum of six casters to even perform the ritual, but the area of effect is determined by how many of those casters can create a closed circle while being no more than 100 feet from the nearest two casters.
This makes casting the spell on an entire city near impossible, as gathering that many practitioners secretly would be an undertaking of the greatest danger. They must also acquire a grave relic from the community upon which they are casting the spell, the older the better, as it has a stronger connection to the people whom this spell will affect. If a too-new relic is used, the spell can be less effective, giving the affected targets advantage on their saving throw to resist this spell at the GM’s discretion. The relic must be placed in the exact center of the circle.
Once the casting is complete, every living thing in the affected area must make a Wisdom or Constitution saving throw or be instantly and painfully transformed into an undead creature, usually a skeleton (60%), zombie (30%), or ghoul (10%). Animals and vermin are transformed into skeletons of equivalent size — rats are turned into Tiny skeletons, for example. Insects and other insignificant creatures are destroyed outright. Higher-level characters may be transformed into more powerful undead at the GM’s discretion. The undead created by this ritual are all mindless and uncontrolled. If there are already undead within the circle, they become more powerful undead themselves, as if amplified by the power of the ritual.

One with Spirit
At 18th level, you gain the ability to walk between worlds.
This feature functions as though you cast the etherealness spell, with the following exceptions:
• The total duration of this effect is 1 hour. If you are in the Ethereal Plane when the effect ends, you are immediately shunted to the plane you originated from in the spot you currently occupy.
• While you have available duration remaining on this effect, you may enter or exit the Ethereal Plane as a bonus action on your turn.
• If you die on the Ethereal Plane you become a ghost.
Once you use this feature, you may not do so again until you complete a long rest.

Return to the Halls of Dominion
At 20th level, you may send a victim to the Overlord’s hellish demesne. This ability emulates the effects of the power word kill spell. At the GM’s discretion, certain creatures killed in this manner may return as Chardun-slain (see Creature Collection p. 38) after one year. Once you use this feature, you cannot use it again until you have completed a long rest.
 

Book of Ebon Tides for 5th Edition
5e
Darakhul General: ?
Darakhul General, Proud Commanding Darakhul, Hungry Dead: ?
Emperor Vilmos Marquering, The Black Fang, The Twilight Emperor, Darakhul General: ?
Undead, Undead Creature: ?
Shadow Creature: ?
Undead Dragon: ?
Undead Prince: ?
Darakhul, Ravenous Undead: ?
Ghoulish Undead: ?
Incorporeal Undead: ?
Major Undead: ?
Evil Undead: ?
Rampaging Undead: ?
Undead of Abnormal Size: ?
Undead Horror: ?
Banshee: ?
Ghast: Krail's Rot spell, 9th level spell slot.
Ghost: ?
Spirit of a Thing That Died in or Near Dark Water: Worse, the spirits of things that died in or near the water constitute a separate hazard.
Spirit of a Thing That Died in or Near Dark Water, Hungry Spirit, Ghost, Spirit: ?
Loris Treik, Ghost, Spirit: The inn’s most opulent room, called the Whispering Room by the staff, is haunted by the spirit of Loris Treik, a maiden who was seduced by Gunrik Stoll and murdered in the room by Stoll’s jealous human mistress, Hiernanda Kitza.
The Ghost of Keening Kanovar, Ghost: ?
Queen Kalaslurr, The Lady of Ash and Sorrow, Keening Mother of the North, Mistress of Snows, Keeper of the Winter Gate, Friend to the Seven Hands of Ice, Ghost: ?
Old King Usen, Ghost of Soriglass, Human Lord of a Long-Forgotten Land: ?
The Pale Innkeeper, Ghost of Soriglass, Human Woman: ?
Cursing Marbella, Ghost of Soriglass, Elven Woman: ?
The Watchman, Ghost of Soriglass, Human City Guard: ?
The Drowned Man, Ghost of Soriglass: ?
The Moaning Joker, Ghost of Soriglass, Gnomish Woman: ?
The Empty Princess, Ghost of Soriglass, Eyeless Princess: ?
The Gray Knight, Ghost of Soriglass, Silent Armored Knight With Helm and Sword: ?
The Gnawing Ogre, Ghost of Soriglass, Fat Spectral Ogre: ?
Ingortellek, Giant of the Ancients, Ghost of Soriglass, Red-Haired Giant: ?
Ghoul, Ordinary Ghoul, Lesser Ghoul: Krail's Rot spell, 7th level or higher spell slot.
Ghoulish Spellcaster: ?
Ghoul Pilgrim: ?
Ghoul, Corporeal Undead: ?
Darkness-Touched Ghoul: To the north and west of the Blackwood where the shadow fey dwell lies a great pit in the Shadow Realm’s landscape. A series of deep depressions gouge the dark earth, diving deep into thick shadows and darkened tunnels. In these Black Iron Depths thrives an exiled arm of the Ghoul Empire known as the Twilight Empire. These darkness-touched ghouls thrive in the shadow of the Ironcrags, searching for a way to breach the barrier between darkness and light. Their undead bodies absorb the essence of shadow through the flesh of their meals (shadow fey and other living creatures of the realm), and every ghoul of the Twilight Empire bears the mark of that shadow—their teeth appear pitch black.
Living flesh is scarce in the Shadow Realm, so while the darakhul still hunt the living denizens of the plane and maintain elaborate trade networks to secure living cargo from mortal lands, they have discovered that the crackling trees—an invasive species originating in Evermaw—can assuage much of their hunger, and they have learned to subsist on the blood-like sap drawn from these trees. This practice marks them though, for the corruption inherent in the flora causes a permanent blackening of the teeth, recession of the gums, and shriveling of the flesh around the mouth.
Renegade Ghoul, Ragged Ghoul: ?
Stout Ghoul: ?
Twilight Ghoul: ?
Ravenous Beggar Ghoul: ?
Ghoul Wizard: ?
Shadow Realm Ghoul: ?
Loyal Ghoul: ?
Ghoulish Follower: ?
Unclean Ghoul: ?
Allied Ghoul, Ghoul Ally: ?
Haunt: ?
Lich-King: ?
Lich: Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
His Excellence Cilestros Margevan, High Priest of the Hunter, Lich: ?
Lich Lord: ?
Cave Dragon Lich: ?
Mummy: Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Stygian Shade: [T]he Stygian shades are simply the Shadow Realm’s unique form of the shades that appear anywhere that mortals dwell.
Mindless Shade: ?
Shade: ?
Devoted Shade of Kalaslurr, Undead Courtier: ?
Hungry Shade: They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death, so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades.
Shadow, Undead Shadow: ?
Dark Servant Shadow: Dark Servant Circle of Shadows Druid power.
Skeleton: Santerr Illosi’s symbols include a stylized sickle-and-eye symbol, and sometimes, a small pile of finger bones is said to be one of her makeshift altars. Her sacred books include the Harvest of Souls for the Reapers, which describes the proper ceremonies and rituals for either burial or for preparing a cremation as well as discussions of simple necromancy, such as speaking with the dead and raising skeletons and zombies.
Allied Skeleton: ?
Specter: ?
Spirit: ?
Spirit of an Ancestor: ?
Spirit of the Dead: ?
Vampire, Creature That Suffers in the Sun: ?
Vampire: ?
Vampire Spawn: ?
Vampire, Corporeal Undead: ?
Wight: ?
Will-o'-Wisp: ?
Will-o'-Wisp, Unusual Guardian: ?
Wraith: ?
Tomarrich the Howler, His Spectral Majesty and High Lord of Soriglass, The Keeper of the Final Portal, Warden of the Violet Marshes, Lord Protector of the Boneyard Pass, Wraith: ?
Zombie: Santerr Illosi’s symbols include a stylized sickle-and-eye symbol, and sometimes, a small pile of finger bones is said to be one of her makeshift altars. Her sacred books include the Harvest of Souls for the Reapers, which describes the proper ceremonies and rituals for either burial or for preparing a cremation as well as discussions of simple necromancy, such as speaking with the dead and raising skeletons and zombies.
Krail's Rot spell.
Allied Zombie: ?
Crimson Mist: ?
Dark Father: ?
Dream Wraith: ?
Fear Liath: ?
Fierstjerren: ?
Flesh Reaver: ?
Ghost Dragon: ?
Ghost Dwarf: ?
Darakhul High Priestess: ?
Duke Eloghar Vorghesht, Regent of Evernight, Darakhul High Priest: ?
Darakhul Shadowmancer: ?
Necrophage Ghast: ?
Duchess Mikalea Soulreaper, Lorekeeper of Ossean, Necrophage Ghast: ?
Kassimir Valengurd the Confessor, Adviser to the Black Iron Throne, Darakhul Necrophage: ?
Loyal Necrophage: ?
Darakhul Necrophage: ?
Necrophage Wizard: ?
Tar Ghoul: ?
Ghoulsteed: ?
Goreling: ?
Grave Behemoth: ?
Herald of Undeath: ?
Human God-King: ?
Hungry Ghost Preta: ?
Hungry Ghost Gaki-Jikininki: ?
Kulmking: ?
Lady in White: ?
Hierophant Lich: ?
Pact Lich: ?
Lost Minotaur: ?
Nachzehrer: ?
Seeping Death Skeleton: ?
Minor Phantom: ?
Phantom: ?
Quiet Soul: ?
Shadow River Lord: ?
Clacking Skeleton: ?
Monarch Skeleton: ?
Shadow Skeleton: ?
Skull Lantern: ?
Unhatched Wyrmling: ?
Unhatched: ?
Vampire Patrician: ?
Vampire Priestess: ?
Wind Eater: ?
Blood Zombie: ?
Lord Zombie: ?
Mold Zombie: ?
Nihileth Aboleth: ?
Bone Collective: ?
Bone Swarm: ?
Skin Bat: ?
Corpse Mound: ?
Corpse Mound, Mountain of Bodies: ?
Deathwisp: ?
Dissimortuum: ?
Drowned Maiden: ?
Fext: ?
Flutterflesh: ?
Beggar Ghoul: ?
Ravenous Beggar Ghoul: ?
Bonepowder Ghoul: ?
Darakhul Ghoul: Before the terrible scourge of darakhul fever transformed you into an undead creature, you belonged to another race.
Darakhul Ranger: ?
Darakhul Soldier: ?
Her Grace Tommika Telanni, Darakhul: ?
His Grace Ondros Paraselli, Darakhul: ?
Darakhul Pilgrim: ?
Darakhul Priestess: ?
First Captain Ingelmarr Rothand, Steward of Bargol’s Watch, Darakhul Gladiator: ?
Her Witchlight Resplendence Tiberessa Vert, Darakhul Priest: ?
His Carmine Eminence and High Patriarch of Zhurahk, Devros Perghallen, Darakhul Priest: ?
Protector of Souls Sen-Nefer, Darakhul Priest: ?
Imperial Darakhul: ?
Darakhul Sage: ?
Darakhul Scholar: ?
Elite Darakhul: ?
Darakhul Necrophage: ?
Elder Darakhul: ?
Darakhul Sorcerer: ?
Emperor of the Ghouls: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Grim Jester: ?
Haugbui: ?
Lich Hound: ?
Mask Wight: ?
Mavka: ?
Venemous Mummy: ?
Myling: ?
Putrid Haunt: ?
Rotting Wind: ?
Rusalka: ?
Sarcophagus Slime: ?
Shroud: ?
Spectral Guardian: ?
Arcane Spectral Guardian: ?
Wolf Spirit Swarm: ?
Vaettir: ?
Wormhearted Suffragan: ?
Ghost Knight: ?
Vampire Warlock: ?
Cackling Skeleton: ?
Husk: ?
Dragon Skeleton: ?
Swordbreaker Skeleton: ?
Dragon Zombie: ?
Virtuoso Lich: ?
Psychic Vampire: ?
Wicked Skull: ?
Ghoul Bat: ?
Darakhul Spy: ?
Bloated Ghoul: ?
Darakhul Captain: ?
Toress Bonespitter, Darakhul Captain: ?
Duchess Angvyr Ssetha the Lady of Chains, Slave Mistress of Chaingard, Darakhul Captain: ?
Duke Borag the Executioner, Warlord of Gallwheor, Darakhul Captain: ?
Duke Wierdunn Bonehand, Warden of Blackstone, Darakhul Captain: ?
Most Devout Steward and Head Chamberlain Porthan Villeros, Shade Apostle: ?
Her Luminance Ingalla Vert, Pantheist Priestess of Hecate and Santerr Illosi, Darakhul First Servant: ?

Krail’s Rot
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Concentration, up to 1 minute
You target a creature of your choice within range with a wasting of the flesh. Your target must succeed on a Constitution saving throw or take 3d8 necrotic damage at the beginning of each of its turns for the duration. A target reduced to 0 hit points while under the effects of this spell has disadvantage on its death saving throws.
If your target dies, you can raise it as a zombie as a bonus action on your turn and can use a bonus action on each of your subsequent turns to mentally command it as long as you are within 60 feet of it. If you command multiple undead as a result of multiple castings of this spell or similar spells like animate dead, you can command any or all of them at the same time using the same bonus action, issuing the same command to 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 expend a spell slot of 5th level or higher before the current 24-hour period ends. At Higher Levels. If you cast this spell using a 7th-level spell slot, your target takes 6d8 necrotic damage at the beginning of each of its turns and animates as a ghoul if it dies. If you cast it using a 9th-level spell slot, it takes 9d8 necrotic damage and animates as a ghast if it dies.

DARK SERVANT
At 6th level, you gain the ability to awaken shadows to do your bidding. As a bonus action, you can target a creature that you can see within 30 feet. That creature’s shadow comes to life as a separate creature under your command, using the shadow stat block.
The shadow appears in an unoccupied space within 5 feet of the target and can act immediately. The shadow acts on your initiative, it must spend its turn moving toward the target by the most direct route, and it can use its action only to attack the target (and no action is required by you to command the shadow). If the shadow hits with an attack, instead of doing any damage, the target instead has disadvantage on the first attack or saving throw it makes before the start of the shadow’s next turn.
The shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
 
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City of Cats for 5th Edition
5e
Death Sentry: ?
Edimmu: [T]he edimmu is a sandy, hateful undead created when a criminal dies of thirst in the desert.
Sand Silhouette: [ S]and silhouettes are undead created when unfortunate victims are buried under sandstorms or dune collapses.
Undead Factotum: Functional Servants of the Pallid Court. The Pallid Court holds sway from an island palace that juts into the River Nuria west of the Hunt. At its center is Lady Alashra al-Zania, vampire and master schemer. While the blazing sun keeps her and her court from gaining a true foothold of power in Per-Bastet, she has created a new tool that may allow her more influence: her undead factotums.
Weaker but Stronger Vampires. The undead factotums are created through a careful process of feeding and training perfected by Lady Alashra herself. Those victims (or volunteers) of the process emerge as undead creatures with some of the powers of unlife, but they do not succumb to exposure to the sun’s cleansing rays.
Death Sentry, Heavily Armored Figure, Guardian of the Dead, Special Segment of the Dead: ?
Edimmu, Sandy Hateful Undead: ?
Sand Silhouette, Chamber's Guardian, Bound Undead: ?
Undead Factotum, Pleasant-Looking Gentleman: ?
Undead Factotum, Functional Servant of the Pallid Court, Weaker But Stronger Vampire: ?
Undead Factotum, Open Representative of the Pallid Court: ?
Undead Shepherd, Ever-Loyal Dead: ?
The Dead: One unique, and to many visitors unsettling, aspect of the City of Cats, and the Monument District in particular, is that the bulk of those who die in Per-Bastet remain, or return, after death. Some come back as ghosts but most return as what is politely referred to as “the Dead.” Citizens who die in the city rise, appearing much as they did in life but as white and dry as sand. Their bodies do not rot, nor do they carry the stench common in undead creatures.
How and why the city’s citizens become Dead are conjectured but unknown, yet clearly the nearby enigmatic presence of the risen God-Queen Meskhenit plays a role. Some scholars speculate that her vast pyramid of the Mother of Destiny plays some unknown part in this most honored and unique of the city’s strange occurrences. What is known is that only those citizens completely devoted to the city become Dead.
Most of the Dead have only minimal intelligence, but all are wise and unswervingly polite. Though they seldom remember specific details of their lives, they typically retain their skills, leading many Dead to work for the city in a similar capacity to what they did in life. Some spiritual connection links them to the pulse of the populace. When serious foreign dangers threaten the city, the Dead among the city guard often appear unbidden to face the danger.
The Dead rarely speak but seem endlessly content. Many locals believe they have truly given their soul to the city and found in its complete acceptance utter peace. Others say the city has given its soul to them, to sustain them forever. As a consequence, the Dead are treated with great respect by all of Per-Bastet’s citizens, and they are venerated as the proof of the greatness of the greatest city in the world. Joining the ranks of the Dead is something almost every citizen aspires to achieve.
Despite her more sinister nature, Meskhenit causes city denizens no harm. She views city powers as children who occasionally must be corrected, but only when there’s a real need. She views all other denizens like unruly grandchildren: prizes to be protected, but whose wild and at-times destructive antics are, in the great scheme of things, harmless. She nurtures their loyalty and pride, knowing that this will enlarge the Dead’s numbers when they die.
Most who dwell in Per-Bastet for more than several months become deeply loyal to the city. This devotion does not prevent all animosity toward other denizens. On the contrary, schemes, intrigues, protests, and criminal acts abound. Basteti lie in ambush to settle feuds with gnoll clans and Perfume District alchemists brew necromantic tinctures to poison the vampires of the Pallid Court.
But, viewed more broadly, the city’s call makes Per-Bastet itself feel like true home. Moreover, the mystical, communal connection makes many folk view city residents of different factions, races, and even species as something like distant blood kin. An unspoken code of conduct exists that precludes many from inflicting lasting harm on fellow citizens absent dire provocation.
Most who linger also develop a strong affinity for cats. Said to embody both luck and life, cats become respected companions and familiars of the populace and are never simple pets. To the frequent visitor, even feline features become alluring, and the city’s basteti prostitutes see the most profit from frequent visitors and recent residents.
Speculation abounds over whether the city’s call is a blessing, a curse, or some other magical effect. Some lose their loyalty upon receiving curse-breaking magic, but others do not. Hearing the call is a predicate to joining the Dead.
The Dead, Strange Per-Bastet Local: ?
Panshar el-Elai, Spectral Jackal-Headed Undead, The Dead: Three years ago, Haty-a Haakim, who gained greater mastery of his oracular powers with each passing year, foresaw echoes of an attempt on his life. Straining to see the details more clearly, his eyes were clouded with visions when Panshar el-Elai, the werehyena Vizier of the Council of Sands, appeared before him with a weapon raised. His shock at the sudden appearance of the Vizier in his visions and in his physical reality caused a backlash of magical energy. When the dust settled, Haakim was unscathed, and Panshar el-Elai was a spectral, jackal-headed undead. His memories and sense of self muddled by the backlash of magic and the transition to one of the Dead, Panshar now believes himself to be an avatar of Anu-Akma.
Salim-duat-Neea, The Dead, Revered Artisan Architect Engineer: ?
The Dead Companion: ?
Akril-ash-Mhkarr, The Dead, Terrible Bloated Form: The Terrible Bargain. Akril-ash-Mhkarr was an infamous necromancer who created a palace within the area now known as the Hunt, which at that time was teeming with locals whose binding tie was that they were not local. The area was known as the Visitors’ District and was reserved for those who came to Per-Bastet and made it home. Each also was bound by a curious loyalty— some might say worship—of the necromancer, who was in effect emperor of the Visitors’ District. Mhkarr was obsessed with the Dead, but he was horrified by their (as he outrageously put it) mindless contentment and servitude. Such a fate would not take Akril-ash-Mhkarr. As the necromancer reached the end of his already extended life, he tried to strike a bargain with the Reborn Queen. He offered her all he had—his dark knowledge, his arcane arts, and his trove of artefacts—to become Dead yet retain his mind and free will. But the Reborn Queen is mysterious and aloof and does not strike bargains. In a single night, her wrath fell on Akril-ash-Mhkarr and those who followed him, wiping the district clean of all life, bar one—the necromancer himself. As he died, he became a member of the Dead, hosting the crooked bodies and demented souls of those who worshiped him. He was left to travel dark catslide alleys eternally, ravaged by the hatred of his followers and his nightmares into a single, terrible, bloated form—the only Dead not to find peace and fulfillment in service of the greatest city in the world.
The Pale Poet, The Dead: ?
Undead Lord: ?
Undead, Undead Creature: ?
Undead Remains of a Basteti Who Was Faithful to a Wicked Aspect of Bastet: ?
Undead Protector: ?
Undead Citizen: ?
Ghast Follower of Bastet, Ghast Escort: ?
The Hobbled One, Ghast, Disgusting Guardian, Pitiful Creature: The linking corridor is protected by a disgusting guardian forged long ago by perverted magic.
Ghost of a Keenly Intelligent Dire Tiger: ?
Ghost: One unique, and to many visitors unsettling, aspect of the City of Cats, and the Monument District in particular, is that the bulk of those who die in Per-Bastet remain, or return, after death. Some come back as ghosts but most return as what is politely referred to as “the Dead.”
Ghoul: ?
Slether, Ghoul: ?
Ghoul Friend: ?
Ashmet, Aquatic Ghoul of Infinite Resource and Wit, Cohort, Underling, Recent Ally, Water-Dwelling Ghoul, Gambler: ?
Water-Dwelling Ghoul: ?
Reborn Queen-Goddess Meskhenit, Meshkenit, Mother of Destiny and Defender of the Realm, Lich, Pharaonic Lich, Risen Great-Grandmother of King Thutmoses, Spectacular Beauty With Ivory Skin and Raven Hair: ?
Ravenfolk Mummy: ?
Sister Withering, Sacred Mummy, Vengeful Undead Basteti: ?
Mummy, True Mummy: ?
Shade: ?
Skeleton: Necromancer Undead Thrall power.
Vampire: ?
Lady Alashra al-Zania, Vampire, Master Schemer: ?
Vampire, Investigator: ?
Vampire, Informant: ?
Vampire, Worthy Citizen: ?
Aiesha, Horribly Scarred Vampire: ?
Zombie: Necromancer Undead Thrall power.
Zombie, Wrapped Zombie, Lesser Undead: ?

Undead Thralls. When the necromancer casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by the necromancer have an additional 9 hp and a +3 to their weapon damage rolls.
 

Courts of the Shadow Fey for 5th Edition
5e
Tough Shadow: ?
Wraith: Deathwisp Create Wraith power.
Deathwisp: The party swears a divine oath that they will pursue and slay the Demon Lord of Roaches (thus perhaps setting up a future adventure). Failure to pursue this goal has dire consequences, as the characters waste away and become deathwisps (treat this effect as a geas that can’t be removed by any means short of the direct intercession of a deity, unless the task is completed).
Gorak the Mad Ghoul, Mad Ghoul: ?
Darkness Ghoul: ?
Mad Ghoul: ?
Deathwisp, The Black Prince's Servant: ?
Baron Coughspittle, Lord of Rotting Leaves, Watcher of the Fractured Gate, Deathwisp: ?
Undead, Undead Creature: ?
Undead Servant: ?
Corporeal Undead: ?
Unliving Abomination: Particularly vile creatures never seem to rest, often coming back as unliving abominations and ghastly spirits.
Ghastly Spirit: Particularly vile creatures never seem to rest, often coming back as unliving abominations and ghastly spirits.
Mistress Gossamer, The Lady of the Mournful Gate, Banshee: ?
Ghast: ?
Ghost: ?
Barely Visible Ghost: ?
Shadow-Bound Ghoul: ?
Ghoul: ?
Shade of the Departed: ?
Shade: ?
Shadow, Undead Shadow: If a non-evil humanoid dies from [a tough shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
For groups requiring slightly more of a challenge, but not a full jump to a deadly encounter, consider having the soul eater split into two shadows when it dies.
Psoglav Demon's Steal Shadow power.
Shadow Twin Shadow Ritual failure.
Specter: Wraith Create Specter power.
Shay, Shadow Fey Vampire Warlock: ?

Create Specter. The wraith 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 the wraith’s control. The wraith can have no more than seven specters under its control at one time.

Create [Wraith]. The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp’s control. The deathwisp can keep no more than five wraiths under its control at one time.

Steal Shadow (Recharge 5–6). The psoglav emits a beam from its single eye. One target it can see within 60 feet is pushed back 20 feet and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target’s shadow stays in the space the target originally occupied, and acts as an undead shadow under the command of the psoglav. If the creature whose shadow was stolen flees the encounter, it has no shadow for 1d12 days, after which the undead shadow fades and the creature’s natural shadow returns. The undead shadow steals the body of the original creature if the creature is killed; in that case, the creature returns to life with half its maximum hit points, its alignment shifts to evil, and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow dies. A creature whose shadow is stolen by this ability can’t have its shadow stolen again by any psoglav for the next 24 hours, but it can still be pushed back and knocked prone.

Shadow Twin. A character’s shadow detaches and becomes an undead shadow in every encounter until the character receives the benefit of remove curse, dispel evil and good, or similar magic. The shadow automatically surprises the party the first time it attacks.
 
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