Undead Origins

Zobeck Gazetteer for 5th Edition
5e
Undead: ?
Undead Lord: ?
Undead Prince: ?
Intelligent Undead: ?
Undead Noble: ?
Undead Master: ?
Ghost: ?
Militant Ghoul: ?
Ghoul: ?
Ghoulish Darakhul Mercenary: ?
Darakhul, True Ghoul: ?
Dobrikar, Darakhul Hunter: ?
Radu Underhill, Darakhul: ?
Masked Darakhul: ?
Ghast: ?
The Keeper in White, Kobold Lich Wizard 12: ?
Vampire King Lucan: ?
Vampire: ?
Vampire Spawn: ?
King Nerborg the Stitched, Kobold Wight Sorcerer 9: ?
Zombie: ?
 

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Fateforge - 2 - Spell book: Grimoire
5e
Undead, Undead Creature: Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Once-living beings brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Immaterial Undead: ?
Powerful Undead: ?
Ghast: Create Undead spell, 8th level or higher spell slot.
Ghost: ?
Ghost, Creature That Moves Through the Ethereal Plane: ?
Ancient Ghost: ?
Recent Ghost: ?
Ghost, Tormented Soul: ?
Ghost, Bodiless Spirit: ?
Ghoul: A humanoid killed by your [major variation] finger of death rises as a ghoul instead of a zombie.
At the leader’s option, cannibalism can be a profoundly tainted act echoing the depravations of Canker and its agents. In this case, performing such an act may lead to the acquisition of corruption points and ultimately transform the individual into a ghoul (see Bestiary). Such creatures gradually lose their mind and end up as near-mindless beings tormented by an undying hunger.
Create Undead spell.
Ghoul, Near-Mindless Being: ?
Lich: ?
Mummy: Create Undead spell, 9th level or higher spell slot.
Shadow: Gateway of the Dead effect.
Skeleton: Animate Dead spell.
Skeleton, Undead Servant: ?
Specter: ?
Specter, Bodiless Spirit: ?
Vampire Lord: ?
Vampire: ?
Vampire, Walking Corpse: ?
Wraith: ?
Zombie: Animate Dead spell.
Grim Escort spell.
Gateway of the Dead effect.
Zombie, Undead Servant: ?
Zombie, Walking Corpse: ?

Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (for the creature’s game statistics, see Bestiary, Ethereal Wanderers).
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 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 cast this spell on the creature again before the current 24-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 or pile of bones.
A Pact with Death
It is possible to cast this spell as a non-corrupted one by making a pact with Death. By virtue of the agreement, Death tasks a voluntary soul with animating the targeted corpse, thus absolving the corrupt nature of the spell. Some priests of this divinity are learned in this method and can teach it to others in return for a donation or as an exchange of favors. Those who make this commitment can cast animate dead without suffering corruption, on the condition that they make restrained use of it. The precise limitations of this version of the spell (duration, frequency, taboos) are at the leader’s discretion. In addition, the pact implies that the caster:
frees the soul animating the undead once it has performed the required task, sending it back to Death;
respects the dead, giving encountered bodies a proper burial and helping tormented souls (ghosts in particular) find peace.
Breaking the pact means making enemies of the servants of Death, if not the divinity herself.

Create Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (For this creature’s game statistics, see Bestiary, Ethereal Wanderers.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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 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 have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or reprobates. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or reprobates, or two mummies.

Grim Escort
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a handful of humanoid bone ash)
Duration: 1 hour
You are surrounded by a ghastly aura and a very fine black dust rises in your wake. Until the spell ends, all medium and small humanoids that you reduce to 0 hit points rise at the start of your next turn as zombies (the game statistics for these creatures are included in Bestiary). The zombies obey only you, and only react to the following orders, which you can issue as a bonus action. Outside of the “Attack” order, the zombies remain passive toward other creatures, and only attack in reaction to an aggression:
Attack. The zombies attack the nearest creature, excluding the spellcaster and any creature carrying the spellcaster’s blood. As such, first and second-degree relatives are spared (children, parents, siblings, half-siblings, grandchildren, and grandparents), as well as creatures with some of the spellcaster’s blood on them (whether from being splashed or from the spellcaster deliberately marking them).
Follow. The zombies follow the spellcaster to the best of their abilities.
Move. The zombies move up to a visible, easily identifiable location, such as a hilltop or a village square.
Rampage. The escort strikes at the nearest inanimate element without attacking creatures. It prioritizes objects, then plants.
Split. Through this order, the spellcaster can organize maneuvers such as a pincer movement by instructing part of the escort to follow a path while the rest follows the spellcaster.
Stop. The zombies stand still. They strike back if they are attacked, but will not move.
You cannot raise more zombies with the use of this spell than twice your spellcasting ability modifier. If you reduce a creature to 0 hit points when you have already reached your limit, the risen zombie automatically replaces the one with the least hit points, which becomes a simple corpse. Likewise, when the spell ends, all the zombies become ordinary bodies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s power increases as detailed in the table below. Zombies in large numbers can be given the mass archetype, described in Bestiary:
Spell Slot Level Spell Duration Maximum Number of Zombies Additional Benefits (the Effects Stack)
5th 6 hours Spellcasting ability modifier × 3
All the zombies have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and damage, and rise with 33 hp instead of the normal 22 hp.
6th 12 hours Spellcasting ability modifier × 4
All the zombies have an Intelligence of 6, enabling them to understand more complex instructions. However, they are still unable to tell creatures apart, except from the presence of your blood.
7th 24 hours Spellcasting ability modifier × 5
8th 1 week Spellcasting ability modifier × 10
Victims of your zombies rise as part of your grim escort (the maximum number still applies).
9th 1 month No maximum
Within 800 feet of you, creatures killed by carriers of your blood rise as part of your grim escort.

Gateway of the Dead Effects
d8 Effect
1 Souls of the departed appear as the translucent shapes of beings who have recently died in the area. Depending on their personality, they may (choose or roll a d6): (1) beg to be saved; (2) ask to help a loved one; (3) impart serene, supportive last words; (4) lie and mislead the adventurers out of sheer malevolence; (5) warn the adventurers of a threat they have been the victim of; (6) request the adventurers to right a wrong that they committed.
2 A wraith appears, possibly accompanied by specter cohorts.
3 A phase spider has set its sights on the adventurers or their mounts.
4 Fresh bodies (humanoids, giants, or beasts) who have been denied Death’s blessing rise as undead. They may animate some distance away from the adventurers and roam the region as zombies.
5 An ancient or recent ghost manifests.
6 The adventurers’ shadows animate and attack them as shadows.
7 A vrock leaps out of the gateway, looking for souls.
8 A portal to the Ethereal Plane opens very noticeably next to the spellcaster.
 
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Fateforge - 3 - Monster Compendium : Creatures
5e
Ghost: Some legends speak of ghosts with great compassion, describing them primarily as unfortunate beings who met a premature end, carrying a burden that prevents them from finding eternal rest: an unpunished crime, failure to make amends, an undisclosed secret... Every encounter with a ghost is different, as their strengths and weaknesses are bound to their former lives, their tastes, loves, enmities, passions, shames, and grudges.
The wraith partly controls this release of energy: it can snuff out small sources of light (torches, campfires); it is able to summon ghosts into its service from fresh corpses; its presence can also cause the spontaneous appearance of undead with malicious minds of their own.
Ghoul: When a “living ghoul” dies, it rises within 24 hours, this time as a true undead.
Scholars are divided when it comes to the origins of ghouls. For the most part, their theories are based on second-hand accounts or, at best, on studies of the monsters’ bodies. Prevalent hypotheses include parasitism, curses, and Cankerous contamination through food. In the end, one central question remains: why is cannibalism such a recurring factor in the manifestation and behavior of ghouls? Research is ongoing, with some bodies of scholars willing to study practical cases in the form of living ghouls, despite strong ethical protests.
Parasitism. According to this hypothesis, the parasite responsible for ghouls has a two-cycle existence. During the first cycle, which is widespread, the parasite lays dormant and harmless in the host’s body. To trigger the second stage, the victim must consume a second dormant strain through cannibalism. The synergy between the two parasites leads to physical degeneration, ultimately transforming the host into a ghoul.
Curse. By breaking the taboo of cannibalism, subjects expose themselves to a divine curse inflicted by an unidentified divinity. Perhaps Frostelle, who is so often associated with the torments of winter? Or Eana herself? The curse may also be demonic or diabolical: in this case, the offender might be a single malevolent warlock who chose to inflict this terrible fate on their enemies.
Canker. Ghoul transformation is commonly interpreted as a mark of Canker’s influence. Being a ferocious, voracious, vicious, nefarious, sacrilegious, and irremediably hungry entity, Canker has a near-divine influence that extends to anyone indulging in acts of a similar nature. Thus, someone turning to cannibalism would fall under the control of Canker and turn into a carnivorous, undead creature. However, it should be noted that, despite their inhuman and violent behavior, ghouls are not ravagers. This important detail is a constant source of puzzlement for specialists.
Grimlock shamans and wizards can make ghouls understand them, and even—to a certain extent—obey them. In their eyes, ghouls are chosen beings who were touched by the grace of voracity, a near-divine concept that embodies survival instinct, the ability to fight adversity and overcome extinction at any cost.
Ghast: When a “living ghoul” dies, it rises within 24 hours, this time as a true undead.
Ghasts are more powerful than ghouls, seemingly spawning in similar conditions but from living people with greater will or power.
Haunted Creature: When an encroachment of the Ethereal Plane and its necrotic energies grows too strong or goes on too long, living beings (plants and beasts) turn into undead. Their appearance grows lifeless, sickly, twisted, tormented, or even vaporous, leaving a trail of shadows in the air. In contrast to their painful appearance, the victims are granted extraordinary, ghastly vigor. In the Drakenbergen, the presence of ruins rife with magic and the growing influence of Kentigern have fostered an increase in the number of haunted creatures.
The haunted archetype applies to plants and beasts that have been exposed to the influence of the Ethereal Plane, or to nefarious necrotic magic. This phenomenon may be immediate or the result of slow exposure.
All beasts [within a 10-mile radius of a vampire's lair] are either fearful or aggressive. Many of them, under the vampire’s influence, become vicious and ravenous. The influence is such that some even acquire the haunted archetype.
Haunted Animated Tree, Haunted Tree: A particularly restless dead brought life to this haunted tree. A despicable criminal was hung from its branches, then buried between its roots. Having sworn to take revenge on his executioners, the deceased rose from the grave in the form of a wight. The tree, meanwhile, affected by the deathly energy of the criminal’s resurrection, awoke in this haunted, evil form.
Skeleton: A skeleton is an undead whose existence generally relies on the use of magic.
To animate a skeleton, one must breathe otherworldly energy into it. Such energy is obtained by tapping into the Ethereal Plane and pulling out a wandering soul, which the necromancer binds to their will. The enslavement makes the overall process a corrupt spell. In general, it is achieved with the animate dead spell, but there are ways to create more permanent skeletons, which are used and abused by unscrupulous arcanists.
Necromancy spells used in skeleton animation, refined over centuries of use, ensure that the created servants can fight and carry out precise orders.
Skeleton Creature: In order to create new skeletons, suited to the needs of a campaign, just use a creature with a skeleton, be it an aberration, a beast, a humanoid, a monstrosity, a giant, or even a dragon.
By default, skeletons without instructions will attack all living beings in their vicinity. This destructive impulse comes from the necrotic energy that animates them: they innately feel the need to steal vital energy, and the easiest way to do so is through killing.
Warhorse Skeleton: ?
Minotaur Skeleton: ?
Stone Giant Skeleton: Giants left the Drakenbergen a long time ago, and stone giants were the last to leave, after the flight of the dragons. There are still a few mausoleums of this ancient people. Necromancers eager to design the ultimate weapon have desecrated these tombs to collect the bones that will allow them to raise monstrous skeletons and use them in battle.
Vampire, True Vampire: The dark magic which grants eternity to the vampire inevitably leads it on the path to evil.
Xonim, the witch goddess and mistress of the night, is said to have studied a form of blood magic during her mortal existence. According to arcanists, she theorized on the transformation of radiant energy into necrotic energy through a rune of blood. With it, powerful rites involving sacrifices can be performed. Xonim supposedly compiled the results of her research in a tome called The Book of the Scarlet One which, today, is coveted by many. Most scholars only have access to fragments of the book, but the wildest rumors abound about it. Some are convinced that vampires were created by the “kiss of the lady”, a ritual which is presumably found in the book. Some seek the Scarlet One for a way to thwart the curse, while others crave it.
[A vampire spawn] can only regain its freedom in one of two ways: if its creator is destroyed, or if said creator, by means of a ritual, makes the spawn drink its blood, thus turning it into a true vampire.
Kentigern, Lord of Gleannceo, Vampire Lord, Creature of the Night, Most Famous Dangerous Vampire, Most Fearsome Entity, Most Ambitious Lord: After a life of rule and schemes, Kentigern, feeling old age catching up to him, wanted to prepare his succession; yet, his pride was such that he did not acknowledge any of his children as his equal. Furious and delirious, he murdered them during a bloody banquet. So abominable was his act, so desperate his refusal to die, so consuming his lust for power, that he attracted the dark attention of Xonim, who turned him into a vampire.
Vampire Spawn Creature: A mortal whose blood is drained to the last drop by a vampire becomes one of its spawn, psychically dominated by its creator and unable to express any form of free will.
All humanoids can become vampire spawn. In very rare cases, a giant may also become one.
A humanoid slain in this way [by a vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by Kentigern's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Vampire Spawn Bandit: ?
Vampire Spawn Knight: ?
Wight: Slain violently, left to rot without receiving Death’s sacraments, wights are undead who were brought back to life by deep hatred, and who are ready to act with utmost ferocity.
A particularly restless dead brought life to this haunted tree. A despicable criminal was hung from its branches, then buried between its roots. Having sworn to take revenge on his executioners, the deceased rose from the grave in the form of a wight.
Zombie: There are two kinds: those animated by magic, and those who spontaneously rise from the grave.
The conjured necrotic forces summon the remnants of souls wandering in the Ethereal Plane to animate the corpse.
The legend of Niobe mentions one of Kentigern’s daughters-in-law, whose twelve children (six girls and six boys) were massacred and their corpses left to bathe in their blood for nine days. The mother is said to have succeeded, through a complex ritual, in transforming them into zombies, safe from the ravages of time, repairing their bodies and moving them to a palace where they behaved like flesh automatons, in a grotesque mockery of family life.
Implacable, disproportionate revenge is what drives the wight, and its mission leaves behind a procession of obedient zombies risen from its victims.
A humanoid slain by [a wight's life drain] attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Zombie Creature: While beasts and giants can become zombies, most zombies are humanoids.
Ogre Zombie: ?
Harro Zombie: ?
Lich: Sagacious corpses animated by an iron will and endless ambition, liches are wizards who have reached the peak of their art and are determined to cheat death indefinitely, preferring the formidable and terrifying reputation of undeath.
Although Xonim herself did not become a lich, she had studied them during her lifetime and left many reports regarding the strengths and weaknesses of these creatures, as well as the methods of their transformation. Some arcanists explore ancient ruins dating back to the time of Tamerakh to learn the secret of becoming a lich. Paradoxically, these ambitious wizards seek to use an evil knowledge that Xonim only acquired after she managed to imprison at least one of these fearsome undead. It would be better for the world if these underground prison-laboratories were never opened.
Bekasi the Advisor, Lich: ?
Specter: Wraith Create Specter power.
Poltergeist: ?
Sunsutaa, Doleful One, Smoke Phantom: They come into existence especially in territories tainted by the use of necromancy.
Wielding spells that can torment the soul and possess creatures, sünsutaa are sometimes believed to be former warlocks. According to one theory, they were cursed and deprived of eternal rest, while others believe their current state is the result of deliberate efforts. In the same way that wizards seek to become liches, ancient arcanists supposedly conducted rituals to transcend into the shadows by becoming sünsutaa.
The older a sünsutaa is, the more it increases in size. At only a few years old, the youngest sünsutaa—called sünsutaajijig—are barely three feet tall, but already they are insidious threats that can endanger a town or a small territory. After a few decades, a sünsutaa reaches “maturity” and its powers as well as its size increase, to the extent that it can now be a threat to an entire region.
Sunsutaa Sunsutaajijig, Youngest Sunsutaa: ?
Sunsutaa Sunsutaaikh: ?
Wraith: Darkness takes form as light and life fade away, and are then snuffed out. All that remains is the gleaming and malevolent gaze of the wraith, a sketch of the silhouette of what was once a living being, now animated by pure hatred.
Gaunt: Gaunts are undead of the far north. Some revive spontaneously, while others are raised by necromancers, particularly clerics from among the ranks of the frost giants.
Frost giant war parties might count among their numbers one or more warriors who carry weapons with the arctic death enchantment. Its effect is horrifying, the victim immediately being raised as a gaunt hungry for the flesh of the living, turning against its previous allies.
White dragons can influence the cycle of life, even preventing spring from returning by plaguing a region with an affliction known as the ice-bound slumber. Plants, beasts, and humanoids can be affected, with the victims drifting off into such a deep sleep that they appear dead and frozen. During this stasis, some succumb while others turn into gaunts.
Nowohtam, Wail of the Wastes: Some say that they are the deceased who haven’t received a proper burial and are doomed to wander the dim shores leading to the afterlife of Frostelle, mistress of these cold lands. According to other traditions, they are the souls of the greedy and selfish departed, damned to await the judgment of the sednaï, the celestial messengers of the Winter Crone.
Wail of the Waste Shiverwail: A humanoid creature slain by the shiverwail becomes a shiverwail 1d4 hours later and cannot be brought back to life without Frostelle’s consent, or that of a celestial in her service.
A humanoid creature slain by the frostwail becomes a shiverwail 1d4 hours later and cannot be brought back to life without Frostelle’s consent, or that of a celestial in her service.
Wail of the Waste Frostwail: ?
Ghost, Tormented Soul, Intangible Undead, Apparition, Bodiless Spirit: ?
Ghoul, Voracious Monster, Carnivorous Undead Creature, Living Image of the Madness to Which Hunger Can Lead, Nocturnal Predator: ?
Ghast, Voracious Monster: ?
Ghast, Leader: ?
Haunted, Victim: ?
Haunted Animated Tree, Haunted Evil Form: ?
Haunted Beast: ?
Haunted Mastiff: ?
Haunted Steed: ?
Skeleton, Undead Whose Existence Generally Relies on the Use of Magic, Wrested Dead, Mindless Skeleton: ?
Skeleton, Favored Servant: ?
Stone Giant Skeleton, Ultimate Weapon, Monstrous Skeleton: ?
Mathilde of Lothrienne, Vampire Servant-Wife: ?
Yevgenia the Arolavian, Vampire Servant-Wife: ?
Niobe the Cyrillan, Vampire Servant-Wife: ?
Vampire, Stone-Cold Magnificent Predator, Prisoner of Time, Lord of the Night, Walking Corpse: ?
Wight, Particularly Restless Dead: ?
Wight, Undead Who Was Brought Back to Life By Deep Hatred: ?
Zombie, Obedient Zombie: ?
Zombie, Animated Stupid Malevolent Corpse, Most Common Undead: ?
Megare of Cyrillane, Famed Archmage, Alleged Lich: ?
Siunniyah the Leper Princess, Lich: ?
Lich, Sagacious Corpse Animated by an Iron Will and Endless Ambition, Wizard Who Has Reached the Peak of their Art and is Determined to Cheat Death, Most Dangerous Being, Fearsome Undead: ?
Specter, Danger: ?
Specter, Scourge: ?
Specter, Bodiless Spirit: ?
Sunsutaa, Intangible Undead, Incorporeal Undead, Dead Soul: ?
Sunsutaajijig, Insidious Threat: ?
Sunsutaa, Threat to an Entire Region: ?
Sunsutaaikh, Undead Calamity: ?
Wraith, Scourge: ?
Wraith, Sketch of the Silhoette of What Once Was a Living Being: ?
Gaunt, Undead of the Far North, Bearer of a Dreadful Curse: ?
Gaunt, Walking Nightmare: ?
Wail of the Wastes, Pale Indistinct Blurry Luminescent Shape, Chilling Haunt, Incorporeal Undead, Protector of Secrets, Ordeal for Heroes: ?
Wail of the Wastes, Deceased Who Has Not Received a Proper Burial: ?
Wail of the Wastes, Soul of a Greedy Selfish Departed: ?
Wail of the Wastes Shiverwail, Mournful Creature: ?
Wail of the Wastes Frostwail, Powerful Wail of the Wastes: ?
Undead, True Undead, Undead Monster: All undead are animated by necrotic energy, but the wraith is distinguished by its ability to act as a vector for it.
The wraith partly controls this release of energy: it can snuff out small sources of light (torches, campfires); it is able to summon ghosts into its service from fresh corpses; its presence can also cause the spontaneous appearance of undead with malicious minds of their own.
In the evening after a battle, survivors anxiously gather in their camps. If priests and druids have failed in their mission to appease the dead, a wraith may appear during the night and bring about the awakening of other undead.
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Intangible Undead: ?
Tormented Soul, Intangible Undead: ?
Incorporeal Undead: ?
Animated Corpse: In the evening after a battle, survivors anxiously gather in their camps. If priests and druids have failed in their mission to appease the dead, a wraith may appear during the night and bring about the awakening of other undead. After the day’s tiring battles against the living, one may still have to defend against animated corpses and ghosts…

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.
 
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Fateforge - 4 - Lore Book & Toolbox : Encyclopedia
5e
Undead, Living Dead: If you’re tormented, denied funeral rites, or are a victim of misused necromancy? You become the living dead.
Incorporeal Undead: ?
Incorporeal Undead Who Fears Sunlight: ?
Intelligent Undead: ?
Gaunt: Or frost giants coming down in their ships of ice or over land, killing people and raising them as monstrous gaunts attacking their own kind under the orders of the possessor of an evil amulet…
A corporeal undead created by dark, cold magic.
Weapon of Arctic Death magic item.
Gaunt, Monstrous Gaunt: ?
Gaunt, Corporeal Undead: ?
Haunted Creature: The bottom of the lake is rich in burial deposits, among which some magic items are still in perfect condition. Few people venture down to plunder the ruins, [h] owever, because the ghosts can turn the surrounding animals and plants into haunted creatures that attack looters.
Haunted Animal: ?
Haunted Plant: ?
Sunsutaa: ?
Sunsutaa, Incorporeal Undead, Dreaded Incorporeal Undead: ?
Most Powerful Sunsutaa: ?
Sunsutaajijig: ?
Sunsutaaikh: ?
Wail of the Wastes, Nowohtam, The Sad One: Those whose merit is less certain become wails of the wastes, also called nowohtam—the sad ones.
Wail of the Wastes, Incorporeal Undead: ?
Wail of the Wastes Shiverwail: ?
Wail of the Wastes Frostwail: ?
Ghast: The Drakenbergen are teeming with ruins buried beneath vegetation, screes, and sometimes newer buildings. Each era has its secrets and treasures, but also its curses. It is said that grave robbers sometimes become ghouls, ghasts, or wights who haunt the scenes of their crimes.
Ghost: Crown of the Fjordkungden magic item.
Ghost, Nostalgic Ghost: ?
Ghost, Incorporeal Undead: ?
Ghost, Miserable Weeping Ghost: ?
Ghoul: The Drakenbergen are teeming with ruins buried beneath vegetation, screes, and sometimes newer buildings. Each era has its secrets and treasures, but also its curses. It is said that grave robbers sometimes become ghouls, ghasts, or wights who haunt the scenes of their crimes.
Ghoul, Monster of the Dark: ?
Ghoul, Sinister Ghoul: ?
Bekasi, Lich, Strange Undead Advisor, August Advisor, Undead Mage, Mistress, Lich Advisor, Immortal, Immortal Advisor, Former Merosi, Power Behind the Throne, First Advisor, Prime Advisor, Most Powerful Influential Personality of the Old Kaan: Some wonder whether there is a link between Bekasi and the eight legendary liches. Bekasi is obviously much younger, but perhaps she acquired the knowledge that allowed her transformation from one of them?
Lich of the Desolations: All of them sought immortality by turning into nasty, animated corpses.
Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: ?
Lich: A corporeal undead resulting from a ritual performed by a powerful arcanist (usually a wizard), which involves locking one’s soul in a vessel called a phylactery. For some, it is a means of gaining access to immortality. According to legend, the rites unlocking this condition were discovered in the Clay Cities long ago.
Nuntara the Impatient, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Nervous Delusional Spirit: ?
Huwappa the Tormentor, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: ?
Miumar the Gentle, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Paradoxical Lich of Dragonborn Origin: ?
Kalmisara the Lightning Bearer, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Living Dead: He was buried alive in what now serves as his lair. Realizing that he would soon run out of air, he considered his options: to die, or to start a vile ritual to become one of the living dead and have the opportunity to one day take revenge.
Lazziya the Ordained, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: ?
Assanu of the Far Away Worlds, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: ?
Ekt-hurnen the Huntress, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: Chronicles disagree on how she became a lich. Some versions claim that she was cursed by a powerful enemy, while others claim that she made this decision in order to face a greater peril. Another theory says that she lost her mind and decided to become what she had always fought against, like a morbid apotheosis. Some even think that she became a lich by accident, when her soul became trapped inside the phylactery of another.
Siunniyah the Leper Princess, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Angry Paranoid Creature: ?
Lich, Corporeal Undead: ?
Skeleton: ?
Specter: “The black magic of the desolation, that which animates specters and golems, comes from this period. Some arcanists hoped that summoning fiends would provide weapons granting a decisive advantage. Xonim herself studied the necromancy and enchantments of that time.”
Specter, Incorporeal Undead: ?
Kentigern of Gleannceo, Vampire, Vampire Lord, Saint of Narfor, Harsh Lord, Lord of Gleanceo, Vampire Tyrant, Undead Lord, Corrupt Seductive Vampire, Evil Vampire: ?
Vampire: The birth of vampirism is attributed to [The Lady of Night], which raises questions among her believers.
Cursed undead creature of great power, transformed as a result of dark rituals, extraordinarily vile acts, or by another vampire.
Legend has it that vampirism is a gift of Xonim.
Matilda of Lothrienne, Daughter-Wife: ?
Evgenia of Arolavia, Daughter-Wife: ?
Niobe of Cyrillane, Daughter-Wife: ?
Vampire, Monster of the Dark, Cursed Undead Creature of Great Power: ?
Vampire Spawn: ?
Bloodthirsty Predator: ?
Wight: The Drakenbergen are teeming with ruins buried beneath vegetation, screes, and sometimes newer buildings. Each era has its secrets and treasures, but also its curses. It is said that grave robbers sometimes become ghouls, ghasts, or wights who haunt the scenes of their crimes.
The bottom of the lake is rich in burial deposits, among which some magic items are still in perfect condition. Few people venture down to plunder the ruins, owever, because the ghosts can turn the surrounding animals and plants into haunted creatures that attack looters. Once dead, the thieves become wights bound by a geas spell to the will of the ghosts.
Wraith: ?
Wraith, Incorporeal Undead: ?

Crown of the Fjordkungden
Wondrous item, very rare (requires attunement), blasphemy
The Fjordkungden, a fjord-filled region of the Drakenbergen, is split into a number of kingdoms. Each kingdom has one crown, which only the rightful ruler can wear safely. Any other person attempting to crown themselves must succeed on a DC 17 Charisma saving throw or take 7d10 necrotic damage, and must repeat the saving throw every day at dawn.
The crown gives the wearer advantage on all Charisma checks, as well as invulnerability to one of the following types of damage: acid, cold, fire, force, lightning, necrotic, radiant, thunder (each crown has its own associated type).
When donning the crown for the first time, the wearer (even if they are a legitimate ruler) must succeed on a DC 17 Wisdom saving throw or fall under the effects of a geas spell cast with a 9th level spell slot. On a success, the wearer must repeat the same saving throw on the anniversary of their coronation. For this magic item, the geas ends at the same time as the wearer’s reign, which can only occur when the crown is transferred. In other words, if the king dies before having appointed a successor, they remain somehow bound by their duty, such as in the form of a ghost.
The mission attached to the geas spell requires the sovereign to fulfill the duties of their station:
To ensure the security of their kingdom, even at the risk of their life.
To do everything in their power to promote the prosperity of their citizens.
To never leave the kingdom.
Additionally, the magic of the spell inevitably attracts unending misfortune, constantly forcing the wearer to face terrifying powers and opposition. At least one serious threat occurs during every reign. This usually leads to the sovereign’s early death, somewhere between 40 and 50 years of age in human years.

Weapon of Arctic Death
Weapon (any), rare (requires attunement), blasphemy
When a creature is killed by this weapon, it must make a Charisma saving throw (DC 8 + the proficiency bonus of the creature wielding the weapon). On a failure, the body of the slain creature rises 1d20 rounds later as a gaunt. Gaunts never attack the wielder of a weapon of arctic death.
A single creature equipped with a weapon of arctic death can become a scourge, raising in its wake legions of gaunts that will kill everyone in their path. For this reason, when a gaunt is spotted, it is often suspected that such a weapon was used. All efforts are made to find the wielder, kill them, and destroy the blasphemous weapon.
These weapons are especially popular with frost giants, who see them as sinister and miraculous wonders: the works of revered blacksmiths. Champions are given one and sent on rampages, sowing death and horror among the smaller peoples. When frost giants plot invasions, these weapons are often a major component of their plans.
 
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Scarlet Citadel for 5th Edition
5e
The Chained Thing: The chained thing is an abominable undead creature patched together by Vardesain. It’s the unholy melding of violet fungi and the corpses of at least two derro shadow antipaladins.
The Chained Thing, Abominable Undead Creature, Unholy Melding of Violet Fungi and the Corpses of at Least Two Derro Antipaladins, Gift From Verdesain, Horrific Chained Thing, Thing: ?
Wight Warlock: These are the rarest of all wights, since they’re created only when warlocks who serve a particular, deceitful fiend fall completely for its lies and have themselves interred according to its complicated instructions.
Warlocks who become warlock wights are decapitated at the time of their interment. When the body rises, the head floats a few inches above the neck.
The three dwarves interred here were all warlocks who were bound in a pact with the same fiend.
Warlock Wight, Rarest of All Wights: ?
Undead, Undead Creature: Beyond the Gaoler’s chambers are ancient crypts of the Holzanger family. This section is rife with undead, thanks to a weak spot in the dimensional barrier between Midgard and the Dry Lands. That realm’s corruption seeped into the crypts for centuries and worked its foul magic on the remains interred here.
A character killed by a shadow, a wight, or a wraith [in the Scarlet Citadel] can return as undead to bedevil its former comrades.
Wandering Undead: ?
Undead Worker: ?
Ushulx: You can easily arrange for her to be killed by a shadow, a specter, or a wight in Area 116 (possibly when she sneaks off hoping the characters will be killed), then the party can run into an undead Ushulx later in the adventure!
Weak Undead: ?
Powerful Undead: ?
More Powerful Undead: ?
Fairly Powerful Undead: ?
Ghast, Powerful Undead: ?
Ghast: ?
Ghost: ?
Ghoul, Powerful Undead: ?
Ghoul: Vardesain's Ghastly Stave magic item.
Darakhul: ?
Morgaryv, Bonepowder Ghoul, Potent Spellcaster, Hate-Filled Undead Thing Longing to Consume All Life, Great Evil: ?
Lich Hound: ?
Llagfel, Hierophant Lich, Unstoppable Undead: Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into phantom wights.
When Llagfel turned the cult away from Charun and toward Vardesain and engineered her own transition into a lich, they trapped the shadow river lord in this stone sarcophagus and wrapped it in magical seals the creature couldn’t break or bypass in watery form.
She was the final, corrupt leader of the cult of Charun in these caves. She twisted the cult to worshiping the darkest aspects of Vardesain, and in death she became a hierophant lich.
Lich: ?
Shadow: ?
Shadow Skeleton: ?
Shadow River Lord: ?
Skeleton: ?
Skeleton, Weak Undead: ?
Specter: ?
Vampire Spawn, Fairly Powerful Undead: ?
Vampire: ?
Wight, Standard Wight, Normal Wight: ?
Wight, Fairly Powerful Undead: ?
Wight, Wight-Priest: ?
The Pale Circle, Wight: Chansar was killed early in the fighting for the fortress, but his body was never found. Hellhand was believed to have survived by slipping away before the final battle. He was rumored to have fled all the way back to Nordmansch, where he remains.
That account is only partially correct. Chansar was carried off the walls mortally wounded. He could have been saved with magic, but he and Hellhand had other plans. He was placed in his tomb while still barely alive, along with magical amulets and other preparations. Hellhand and their five most loyal fanatics—the Pale Circle—were to be sealed into the tomb with Chansar. When the time was right, after the citadel had fallen and been occupied anew by the knights of Khors, they would emerge as undead, have their vengeance, and resume their quest for lordship over the area.
But Hellhand reneged. He sealed the others into their caskets, prepared the magic, and then his courage failed him. Instead of joining his companions in undeath, he hid the key and fled. With the spells uncompleted, the undead in Chansar’s mausoleum have no purpose other than to kill.
The silver coffin contains the remains of Chansar the Pale, and the upright coffins hold the bodies of the Pale Circle. One of the empty coffins was meant for Valence Hellhand. The other empty coffin held one of the Pale Circle guards, but it wasn’t completely sealed. In the painful throes of transforming to undeath, that body thrashed hard enough to force the coffin open and tumbled to the floor.
Chansar and his five loyal retainers are now six wights, but they never “awoke” because the enchantments weren’t properly completed. That won’t matter as soon as a living person opens any of the upright coffins or the silver casket. The presence of life in the chamber provides the missing vital spark for their undead energy.
Phantom Wight: One leader in particular, Llagfel, turned increasingly toward evil rites and, even worse, toward Vardesain instead of Charun. Before long, members of the cult became more enthralled with undeath than with life. Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into phantom wights.
Phantom Wight, Llagfel's Myrmidon, Unstoppable Undead: ?
Chansar the Pale, Wight, Ring Warden: Chansar was killed early in the fighting for the fortress, but his body was never found. Hellhand was believed to have survived by slipping away before the final battle. He was rumored to have fled all the way back to Nordmansch, where he remains.
That account is only partially correct. Chansar was carried off the walls mortally wounded. He could have been saved with magic, but he and Hellhand had other plans. He was placed in his tomb while still barely alive, along with magical amulets and other preparations. Hellhand and their five most loyal fanatics—the Pale Circle—were to be sealed into the tomb with Chansar. When the time was right, after the citadel had fallen and been occupied anew by the knights of Khors, they would emerge as undead, have their vengeance, and resume their quest for lordship over the area.
But Hellhand reneged. He sealed the others into their caskets, prepared the magic, and then his courage failed him. Instead of joining his companions in undeath, he hid the key and fled. With the spells uncompleted, the undead in Chansar’s mausoleum have no purpose other than to kill.
The silver coffin contains the remains of Chansar the Pale, and the upright coffins hold the bodies of the Pale Circle. One of the empty coffins was meant for Valence Hellhand. The other empty coffin held one of the Pale Circle guards, but it wasn’t completely sealed. In the painful throes of transforming to undeath, that body thrashed hard enough to force the coffin open and tumbled to the floor.
Chansar and his five loyal retainers are now six wights, but they never “awoke” because the enchantments weren’t properly completed. That won’t matter as soon as a living person opens any of the upright coffins or the silver casket. The presence of life in the chamber provides the missing vital spark for their undead energy.
Will-o'-Wisp: ?
Wraith: One leader in particular, Llagfel, turned increasingly toward evil rites and, even worse, toward Vardesain instead of Charun. Before long, members of the cult became more enthralled with undeath than with life. Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into [wraith]s.
Wraith, Powerful Undead: ?
Wraith, Very Powerful Undead: ?
Wraith, Llagfel's Myrmidon: ?
Zombie: The bodies have been here [in the Scarlet Citadel's oubliette] even longer than their appearance implies. They become zombies when someone touches, bumps into, or attacks one of them, or when someone (typically the Gaoler or Ushulx) smears a few drops of blood onto Charun’s idol in Area 107. Before the corpses animate into zombies, they’re just corpses, and damage dealt to them has no effect. If, for example, they become animated because someone shoots an arrow into one of them, that arrow doesn’t reduce the zombie’s hit points, but it does activate it.
The magic that animates the zombies was enacted by Imortra the Debased to help the Gaoler keep intruders out.
The statue was created and placed here by the elves before the coming of the Holzangers. It has two magical properties: one was instilled centuries ago by the elves, the other by Cagoth-ze and Ushulx working together.
The recent enchantment triggers a bolstered animate dead spell that affects the corpses hanging in the oubliette (Area 102). This requires smearing a few drops of blood onto the statue near Charun’s feet and speaking a command phrase known to Cagoth-ze, Ushulx, and the Gaoler. The corpses animate into zombies for 4 hours, under the control of the person who animated them, after which they revert to corpses.
A humanoid slain by [a warlock wight's life drain] attack rises 24 hours later as a zombie under the warlock wight’s control, unless the humanoid is restored to life or its body is destroyed.
Crimson Mist: ?
Spectral Guardian: One leader in particular, Llagfel, turned increasingly toward evil rites and, even worse, toward Vardesain instead of Charun. Before long, members of the cult became more enthralled with undeath than with life. Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into [spectral guardian]s.
Spectral Guardian, Llagfel's Myrmidon: ?
Solnis Ledniskol, Drowned Maiden: Solnis Ledniskol was a human woman who was captured by the deep ones decades ago and brought up the river along with her husband and three children; all were intended as sacrifices for the shoggoth. Because the deep ones revel in cruelty, they reserved Solnis to be the final sacrifice. She was held captive for many days, during which she was tormented by the dying screams of her family.
When the deep ones came for her, Solnis broke loose and ran onto the bridge, where she wrapped her arms around a pursuing deep one and threw both of them into the river. As they fell she snatched a knife from the monster and stabbed it. The deep one died from the blade through its ribs and Solnis, trapped in the dying creature’s grip, drowned in the watery gloom.
That small act of revenge barely scratched the surface of Solnis’s thirst for vengeance. The superstitious deep ones fearfully left her corpse at the bottom of the river, where it transformed into a drowned maiden.
This spot is the final resting place of Solnis Ledniskol, a human woman who died in the river and transformed into a drowned maiden.

Vardesain’s Ghastly Stave
Weapon (quarterstaff), very rare (requires attunement by an evil-aligned creature)
This heavy wooden quarterstaff is topped with a leering humanoid skull, wrapped with lengths of desiccated or mummified human gut, and has hundreds of human teeth hammered in along its entire length.
Once per day, the staff can be touched to a humanoid corpse to transform that corpse into a ghoul for 10 minutes. The ghoul is charmed by the staff’s user and fights for that creature. The ghoul arises ravenously hungry, however, and as soon as a creature it injured is killed, the ghoul spends the rest of its 10 minutes devouring that creature.
Any ghoul within 30 feet of Vardesain’s Ghastly Stave has advantage on saving throws against effects that turn undead.
Curse. A week after attuning to Vardesain’s Ghastly Stave, a creature starts taking on the appearance of a corpse. Their skin becomes pale, and they develop sunken cheeks and deep shadows around their eyes. After two weeks, the flesh of their hands is shrunken and pulls away from their fingernails, their lips draw back and their gums recede, and their hair begins falling out. After three weeks, they are nearly indistinguishable from a darakhul.
 
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Shadows over Vathak: Explorer's Guide (5th Edition)
5e
Undead Master: ?
Undead: Dark magics of necromancers and those that worship the Old Ones reanimate waves of the dead on battlefields, and with so many dying horrifically at the hands of monsters, murders, or worse, “uneasy spirits” are closer to wrathful.
Undead Monstrosity: ?
Ghost: ?
Nosferatu King: ?
Vampire Lord: ?
Vampire: ?
Walking Dead: ?
 


Sponsor's Guide to Yathuna
5e
Undead: ?
Undead Elf: ?
Intelligent Undead: [Ceuhovian] Drow elves are turned into intelligent undead, leading the Frozenbrothers.
Incorporeal Undead: ?
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: ?
Azighar, 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: Decades of research led to her finding the perfect ritual to extend her life, becoming the first lich within Yathuna.
When Laner’s health began to fade to due an assassination attempt from the Prusorian Empire caused by disease, she delved quickly further into necromancy. The fear of her lover’s death and even her own had taken control of her, and she restlessly searched for an answer to prevent it. 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: Minority races are turned into the shambling main force of the Frozenbrothers - skeletons and zombies.
Spectre: ?
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.
Wight, Intelligent Form of Undead: ?
Will-o'-Wisp: ?
Zombie: When a non-drow dies, their body is considered forf[e]it to the family, and is raised as a non-intelligent undead.
Zombie, Non-Intelligent Undead, Unintelligent Undead: ?
 

Substandard Magic Items for 5th Edition Fantasy
5e
Undead: Very Rare magic item necromancy backfire.

(Very rare) necromancy: The user’s skin instantly becomes transparent. His type changes to undead, although he retains whatever abilities he normally has. However, the user can now be turned or commanded as if an undead of HD equal to his character level. The duration of this effect is 2d6 rounds.
 

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