Undead Origins

Dark Obelisk 1: Berinncorte: Collector's Edition (5E/Fifth Edition)
5e
Vildanna, Dullahan, Fallen Paladin, Dark-Cloaked Lithe Rider: ?
Undead, Undead Creature, Restless Dead: The power of the Dark Obelisk has many effects and bizarre behaviors, amongst them the ability to resurrect or animate the dead, or to bind previously-mortal bodies and souls and contort them to chaotic whim.
Undead Servant: All inhabitants [of the Zugul cleric house] were slain… and many have been brought back as undead servants of the Obelisk.
Murder-Motivated Undead: ?
Bodak: ?
Crawling Hand: ?
Townsfolk Ghost: ?
Ghoul: ?
Ghoul, Nasty Monster: ?
Evil Lich King: ?
Mohrg: ?
Revenant: ?
Revenant, Murder-Motivated Undead: ?
Shadow, Dark Shape: ?
Skeleton: ?
Barbarian Skeleton: ?
Giant Skelepede: ?
Giant Skelepede, Skeleton in the Shape of a Giant Centipede: ?
Human Skeleton: ?
Skeletaur, Skeletonized Minotaur: ?
Skeleton Rogue: ?
Skelettin: ?
Skelebat Swarm: ?
Skeleton, Animated Undead Skeleton: ?
Spectre: ?
Vampire: ?
Dracula, Kingpin Vampire: ?
Count Strahd von Zarovich, Vampire: ?
Zombie: ?
Zombie Townsfolk: ?
Zombie Rat Swarm: ?
Zombie Rat Swarm, Zombie Rats, Bizarre Assortment of Tattered Zombified Rodents: ?
 

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Speed Round 5E: A Guide to Streamlining Remote Tabletop Games
5e
Undead, Undead Creature: ?
Ghoul Ghast: Create Undead spell, 8th level or higher spell slot.
Ghost: ?
Ghoul: Create Undead spell.
Lich: ?
Mummy: Create Undead spell, 9th level or higher spell slot.
Skeleton: Animate Dead spell.
Skeleton, Animate Dead: ?
Vampire Spawn: ?
Wight: Create Undead spell, 8th level or higher spell slot.
Zombie: 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.
Animate Dead spell.
Zombie, Undead Servant: ?

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 (the Storyteller has the creature’s game statistics).
On each of your turns, you can use your action, or as a replacement for your move 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.

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. (The Storyteller has game statistics for these creatures.)
As an action, or as a replacement for your move 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 Wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies.
 

A Dead Man's Guide to Dragongrin
5e
Sarrik: Their origins are mysterious even to themselves, but it’s clear that what is now one unified culture was once two opposed cultures from the same region in Svir – the Cryf and the Gwan.
Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends. Others whisper the Sarrik were born of a twisted form of the magic known as Imminence. Many tales recount their appearance during the Dawn of Truth, the final act of the Dismembered Lord to sunder the regions of the land into Dominions of Ash divided by the Bleak, and some claim mass quantities of them emigrated out of Svir immediately after. Apart from these origins, new Sarrik appear in growing numbers throughout Dragongrin.
The Sarrik were born from the magic unleashed by the Dismembered Lord during Lightfall, and they remain fueled by its power now.
The arcane forces that birthed them hold them together, but it burns off of them like heat in cold.
The Dismembered Lord’s magic that created them is still under his control, leaving them vulnerable to his power and influence.
The Dismembered Lord steals the days of any living remaining in Innes. Those that survive become new Sarrik – those that do not are left to sink into what’s left of the Ixis pits forever.
When a character’s days reach zero, instead of dying outright, they can potentially become a sarrik. A sarrik is a paradoxical undead who has had all of their days stolen in Dragongrin, yet enough of them remains to continue to exist within the timeline. A GM may choose to allow a player character whose days have all been stolen to achieve this narratively if it makes for the best story.
To determine if a creature who has no more days becomes a sarrik, you must make a series of death saving throws.
Roll a d20 – if the roll is 10 or higher, you succeed; 9 or lower, and you fail. While a success or failure has no effect by itself, they accumulate. Continue to roll until you either reach three successes or three failures. If you acquire three successes, you transform into a sarrik.
The Vistians were deeply tied into the magic of Imminence. When it was torn asunder, every single Vistian was affected. The power that Ghul Varras was able to draw from to keep himself stitched together during the catastrophic event that almost ended him was the essence of his people. Most of them were unmade, selfishly burned up like organic fuel by Ghul Varras. The rest were changed forever, becoming the paradoxical undead known as the Sarrik. With their memories wiped clean, it was simple for Ghul Varras to manipulate the rest of the realm into believing in the two fictional races the Cryf and the Gwyn, two names from Vistian fairy tales. The Vistians were erased from existence, with the Dismembered Lord being their last remaining Sovereign.
Sarrik, Creature of Living Bone, Skeleton, Devourer of Magic, Abomination, Blemish, Chosen Person, Frightful Sight, Unnatural Byproduct of the Desolation and Wailing Gray, Ferocious Warrior, Paradoxical Undead: ?
Sarrik Marauder: ?
Undying Sarrik Rook: ?
Undying Sarrik Rook, Scout: ?
Undying Sarrik Rook, Spy: ?
Undying Sarrik Rook, Cutthroat: ?
Sarrik Wizard: ?
Sarrik Fasting From Magic: ?
Sarrik Thaumavore: ?
Asari Duscellis, Cunning Charismatic Sarrik Tribe Leader, Rebellion Leader: ?
Sarrik Zealot: ?
Ezechai Marked of Cobalt, Sarrik Leader, New Tribe Leader, Sarrik Tribe Leader: ?
Malah Storm of Rose, Sarrik Darkfire Rebellion Operative, Darkfire Rebellion Spy: ?
The Goltheal Butcher, Sarrik Rebel: ?
Bethiah, Witch of Crimson, Sarrik Woman, Strange Elderly Sarrik Woman: ?
Sarrik Council Member: ?
Armed Sarrik Guard: ?
Shezrada, Taker of Violet, Sarrik, Short Human Sarrik, Priestess and Powerful Magic-Wielder: ?
Sarrik Cannibal: ?
Lysarkas, Healer of Silver, Sarrik Paladin, Marrow Sergeant Paladin and Protector: ?
Cannibalistic Sarrik Roamer: ?
Rotfiend, Mysterious Rotfiend: Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends.
I have an incurable disease rumored to be born of the Desolation. It’s taking its toll, and I fear I am becoming a rotfiend.
During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
The Blackrot Spawns Endless Undead: During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
Rotfiend, Cunning Undead, Foul Creature: ?
Vathan Rotfiend: After Lightfall, some surviving Knights Vathan received the grisly punishment of becoming rotfiends. The undead flesh of their transformation rose around their platemail, forming a macabre natural exoskeleton.
Vathan Rotfiend, Armored Rotfiend: ?
Gargantuan Rotfiend: ?
Undead, Undead Creature, Draugr: Lingering Undeath Major Resurrection Effect.
Mindless Undead: ?
Simple Undead: ?
Undead Horror: ?
Undead Parent: ?
Undead Draconic Monstrosity: ?
Undead Thrall: Mur’Tava: This abandoned and mostly collapsed stone city once housed a great mage and her loyal followers, but she perished with her allies in Lightfall, leaving behind arcane secrets protected by construct guardians. Rumors persist that she lives as a lich, and has raised her former allies as undead thralls that serve her.
Rank-and-File Undead: ?
Glagrot, Undead Ogre: ?
Twisted Undead Creature: ?
Monstrous Undead: ?
Undead Mount: Unnatural Major Resurrection Effect.
Undead Animal Companion: Unnatural Major Resurrection Effect.
Undead Familiar: Unnatural Major Resurrection Effect.
Powerful Sentient Undead Creature: ?
Fleshless Bodyguard: ?
Rotting Hound: ?
Abomination: ?
Frozen King: In a land of grim magic, Holmir necromancers have taken the loose laws regarding regicide to the extreme. It is rumored that in the farthest reaches of Varnholme, the most ancient in the bloodline of kings has been brought back to wretched life after centuries of entombment using Imminence magic.
Banshee: ?
Banshee, Emaciate Withered Hag Spectral in Appearance: ?
Wailing Banshee: ?
Ghost of a Dragon: ?
Ghost: ?
Malevolent Ghost: ?
Oedran Ghost: ?
Lich: ?
Phantasmal Knight: ?
Aquatic Skeleton: ?
Skeletal Servant: ?
Skeletal Abomination: ?
Powerful Skeleton: ?
Skeleton: The Blackrot Spawns Endless Undead: During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
Skeletal Horse: ?
Skeletal Bird: ?
Skeletal Crewmember: ?
Spectre: ?
Oerdan Specter: A spiritual remnant of the Oedran Empire, haunting the jungles as a tireless specter.
Oerdan Specter, Spiritual Remnant, Tireless Specter, Undead Being: ?
Specter: ?
Vampire: ?
Vampire Warrior: ?
Lord of Ash Caius Veccus, Vampire, Vampiric Warlord, Vampiric Lord of Ash, Brilliant Tactician and Proven Warrior, Traitor, Warmonger: ?
Vampire Spawn: ?
Deadly Vampire Spawn: ?
Deadly Vampire Spawn, Scout: ?
Deadly Vampire Spawn, Spy: ?
Deadly Vampire Spawn, Assassin: ?
Magnus Hillbrith, Vampire, Extravagantly Wealthy Vampire, Wealthy Vampire, Powerful Duke: ?
Powerful Vampire: ?
Rival Vampire: ?
Vampire Street Performer: ?
Wandering Vampire Spawn: ?
Malvio Rand, Phantom Commander: ?
Wraith: ?
Zombie: The Blackrot Spawns Endless Undead: During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.

Unnatural: Living animals and beasts treat you as hostile, you cannot have a mount, animal companion or familiar that is an animal. If you have spells or features that allow you to obtain such a companion, it appears instead as an aberrant or undead version that follows the same stats, with the exception of its type.

Lingering Undeath: Your creature type becomes undead. You no longer need food or water, but you crave the taste of flesh or blood.
 
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Character Creation Kit: A Dead Man's Guide to Dragongrin
5e
Sarrik: They are feared, mistrusted, and misunderstood, but share an unbreakable bond among their own, born of the shared plight of their tragic and mysterious origins and their deep connection with their journey toward a cultural identity.
Their origins are mysterious even to themselves, but it’s clear that what is now one unified culture was once two opposed cultures from the same region in Svir – the Cryf and the Gwan.
Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends. Others whisper the Sarrik were born of a twisted form of the magic known as Imminence. Many tales recount their appearance during the Dawn of Truth, the final act of the Dismembered Lord to sunder the regions of the land into Dominions of Ash divided by the Bleak, and some claim mass quantities of them emigrated out of Svir immediately after. Apart from these origins, new Sarrik appear in growing numbers throughout Dragongrin.
The Sarrik were born from the magic unleashed by the Dismembered Lord during Lightfall, and they remain fueled by its power now.
The arcane forces that birthed them hold them together, but it burns off of them like heat in cold.
Sarrik, Creature of Living Bone, Skeleton, Abomination, Blemish, Chosen Person, Frightful Sight, Survivor, Unnatural Byproduct of the Desolation and Wailing Gray: ?
Rotfiend: Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends.
Vathan Rotfiend: After Lightfall, some surviving Knights Vathan received the grisly punishment of becoming rotfiends. The undead flesh of their transformation rose around their platemail, forming a macabre natural exoskeleton.
Vathan Rotfiend, Armored Rotfiend: ?
Undead, Undead Creature, The Dead, Dead: ?
Shambling Mindless Undead: ?
Simple Undead: ?
Mindless Undead: ?
Ghost of a Dragon: ?
Spectre: ?
Vampire: ?
 


Oath of the Frozen King - Adventure Kit
5e
Ice Skeleton: ?
Ice Skeleton, Ice Skeleton Minion: ?
Hand of the Frozen King, Tall Lean Figure, Awesome Unique Monster: ?
The Hand of the Frozen King, Armored Multilimbed Undead Monstrosity: ?
The Frozen King, Eirick, Imposing Armored Figure With Flowing White Hair and a Skeletal Visage, Hulking Skeletal Figure, Massive Skeleton Garbed in Armored Plates and Wreathed in an Aura of Frozen Air, Final Obstacle, Undead Fiend: The Frozen King: Long ago, the Frozen King ruled the region of Varnholme, subjugating its people and leading them to ruin. The commonfolk of Varnholme ended the reign of the Frozen King in a great uprising, unseating the tyrannical king and putting him to death.
The Oath of Winter: The Frozen King was put to death with a sacred runeblade of Varnholme, but not before he could swear this oath: “Varnholme is mine in life – it shall remain mine in death. I shall return and restore glory to my kingdom. Then you will know the coldest winter – then you will suffer the slowest, surest death.”
THE FALL
Blood soaked the snow the day the man-king died.
From its tunnels, the troll watched, as it had for centuries. It had seen the first snowfall, the coming of the ebon-haired men, the battle with the fair-skins, the raising of the stone keep amidst the craggy ranges of Winter’s Tongue. It had seen the birth of the man-king, and the width and breadth of his reign.
The troll watched now as the man-king – the one called Eirick – clutched at his belly, bleeding in the snow. His fetal squirming on the steps reminded the troll of a freshborn.
The life of the man-king flowed from a dozen wounds, spilling across the ice and stone, pooling a vibrant crimson in the pristine snow. His crown – a mantle of elk bone and ice-blue sapphires – toppled from his brow and clattered down the steps.
The troll watched the blood, and listened.
The troll knew the power of blood – knew the secrets it held. Not secrets scrawled in tomes – but secrets it learned with its ears. With them, the troll could hear everything speaking. The tunnels it called home thrummed, speaking safety and solitude. The dull patter of endless snowflakes spoke of a coming blizzard. And the rasping scrape of the shifting ice deep within the Maw foretold a looming change – a shift in power.
But there was a new voice that day – the day the man-king died. The troll looked back to the king, whose face paled and hands trembled as he reached for his maul. His blood betrayed his mortality as it froze, and told the man-king’s secrets. The troll heard the whispers of the blood as it dripped and flowed and froze.
For years the man-king’s followers – who now surrounded him with bloodied blades – obeyed his every order. They spoke proud tales and sang songs of Good King Eirick, while he banished men and women naked into the tundra to freeze or crushed their skulls with his terrible maul.
These men standing over him now – the men holding the bloody daggers – these were his closest allies. Their loyalty had withered when Eirick killed their kin or cast their pregnant wives into the cold. “No place for new mouths to feed,” the king had said. “No kingdom for the weak.”
As the food grew scarce, and the cold grew stronger, Eirick’s leadership waned. He was uncertain, and though none would speak it, he was afraid. So he turned to the old ways – scrying and divination and portents and strange runes.
Heeding his vizier without question or hesitation – the one who would be named Hand of the King in place of worthier men. And the Hand led the king further astray, and showed him things deeper in the ice, and in the Maw – and these things began to work their dark will.
It was always an odd thing, the troll thought, to watch a mortal die. They did not have the Gift, as trolls did. To watch wounds gape like laughing mouths, never closing. To watch skin turn white and brittle, like paper. To watch flesh become bone and bone become ash and ash become dust and dust become nothing.
The usurpers finished the man-king with a sword – a blade of pale, rippled steel, etched with strange runes that glimmered like ice in the midday sun. Through their jeers and curses, the king mustered the last remnant of his profane strength. He gritted his bloodied teeth, and between plumes of white breath, the king spoke. He made an Oath as they drove the blade into his heart. And a new voice spoke from the blood.
“Varnholme is mine in life – it shall remain mine in death. I shall return and restore glory to my kingdom. Then you will know the coldest winter – then you will suffer the slowest, surest death.”
The words carried on the icy winds, and the new voice scraped the inside of the troll’s ears, and nested in its mind. It trembled, its skin tingling. An Oath was made, and something old – far older than the even troll – listened. The troll turned to the tunnel’s frozen walls, and began carving the Oath into the ice. It etched the strange runes again and again – and for the First time in its long life, the troll had something it feared it might forget.
“The Oath must be remembered,” the troll said. “The Oath must be remembered.”
THE OATH
A storm followed the betrayal of the man-king.
The merciless blizzard clawed at the Maw of Black Ice, and a deep cold gripped the mountains. The troll, for the first time in centuries, entered the keep. The bloodletting didn’t stop with the murder of the man-king – no, it persisted as the loyalists clashed with the usurpers.
The troll’s ears heard everything. The screams of the wounded and dying roared against the stone, twisting into echoes. The prayers of the hopeless skittered along the ground as whispers. And the venomous curses of fathers hung heavy in the air, swearing vengeance for their murdered sons. Even through the deafening secrets crying out from the freshly spilled blood – the Oath spoke louder. And the troll listened.
The troll skulked through the halls, eating its fill of the helpless and wounded, prowling far from the din of battle. It tasted the secrets of the blood, and they tasted empty – hollow. The troll yearned to hear the Oath, and grew hungrier.
Winding deeper into the keep, the troll came upon the kennel. The hounds whimpered in their cages, and a woman knelt beside the man-king’s body. The king’s corpse lay on a meager bed of burlap and straw, prepared by the loyalists. The woman clutched the king’s cold hand within her own, and with the other cleaned his wounds. She did not stir as the troll approached. She was broken, and weeping.
The troll pulled her away from the man-king. The woman was weak, and did not have the Gift. The troll’s claws dug into her flesh and she bled. She died quickly, and fell beside her king. Her blood spoke, but the troll ignored it, focusing instead on the broad, gaping wound where the runeblade had plunged into the man-king and ended his mortal life.
The Oath spoke, and the troll listened. It clawed at the wound that the runeblade had left. Peeling back muscle, and gouging fat and bone to ribbons. Carving out a hollow, leaving only the man-king’s pierced heart in the pit that was once his chest. With a single, black talon, the troll set to work, carefully scraping the words of the Oath again and again into the frozen heart of the man-king.
The troll shuddered as the runes took on a dim, blue-violet glow.
The Oath of the Frozen King echoed through the keep, and penetrated its walls, sweeping through the mountains and valleys of Varnholme. All fell subject to the Oath. Ice cracked, speaking the words into the frigid air. The hounds howled, and their baying spoke the Oath. The Oath was in the screams of the dying and the cheers of the victorious. The ringing of steel, the rending of flesh, the breaking of ice and the dripping of blood – they all spoke the Oath.
Varnholme is mine in life – it shall remain mine in death. I shall return and restore glory to my kingdom. Then you will know the coldest winter – then you will suffer the slowest, surest death.
But then, as quickly as they had flickered to life, the runes faded, and the man-king lay dead and frozen on the kennel floor. After some time, his loyalists returned to bury him, and the troll crept away, fleeing further into the keep.
The poor souls who couldn’t reconcile the truth of the Oath fled to their freezing deaths in the tundra. And the king’s loyal servants – old and new – rallied. They hung the Hand of the King by his neck in the great hall in his pristine ceremonial armor. The rope snapped under the weight, dropping his broken body from the joists, splitting the feasting table at its center. Those that remained carried the king’s frozen, marred remains deep into the keep. There, they buried him with his maul, his crown, and the runeblade that ended him, before sealing their Frozen King – and themselves – inside the tomb forever.
From within the keep, the troll watched. And with blood, and the razor tips of its spindly fingers, the troll carved the words of the Oath again and again into the walls.
“The Oath must be fulfilled,” the troll hissed. “The Oath must be fulfilled.”
THE RISE
Blood soaked the snow the day the king returned.
An age had passed, but the troll was ever patient. It waited as the keep crumbled and decayed around it, as the tundra all but consumed the stone halls, as new settlements sprang up around the base of the mountains. And as the settlers came, so too came those hungry for fame and gold. And quietly, steadily, the Oath called to them, promising both.
The Oath persisted. And the troll was faithful over it. The walls spoke the Oath, and the troll knew that the Frozen King would soon walk the halls of his keep once more.
The long winter ended. As the keep emerged from the thawing ice, the troll watched as fresh blood arrived to be spilled anew – fortune hunters who climbed those same steps the king had died upon, and dared to enter his keep. These meddlers didn’t know the words – didn’t understand the Oath. But they needn’t understand the Oath to serve it with their blood.
The four adventurers entered the Maw of Black Ice with sputtering torches and virgin steel. A small, lithe creature with daggers; a large man, wielding a woodcutter’s axe; and two women, one an elfen archer, the other robed and meek. The troll waited in the shadows, and heard the warm blood pumping through their bodies. In their hushed whispers as they moved deeper into the keep, the troll sensed fear.
From the shadows, the troll lunged, clutching the smallest of them. With its claws, it removed the screaming man’s arm and dropped his wriggling body to the ice. The large one, wielding his axe, swung the weapon wide overhead and brought it down upon the troll. Steel split ancient flesh, and the troll bled its black blood. The axe remained, stuck, and the troll took the man’s eyes and left his face a ruin with a rake of its claws. An arrow found its mark, and the archer – the el昀椀sh woman – nocked a second. But the troll shattered the bow in its grip, and split her head against the frozen wall.
The last one – the robed woman – spoke old words.
The words of elves and dragons. Power swirled around her, red and bright and terrible. The troll sneered, and pulled her into a tight embrace against the blade of the axe, still protruding from its flesh. The steel did its work, and the words of power died on bloodied lips. The troll’s Gift closed its seeping wounds, and its flesh encased itself around the axe and the arrow – trophies of the kills.
The troll drank the secrets of the adventurers’ blood and scrawled the Oath into their dead flesh.
The keep shuddered. The king stirred. And the walls spoke the Oath.
“The Oath will be fulfilled,” the troll muttered. “The Oath will be fulfilled.”
Ice Skeleton, Undead Fiend: ?
Sarrik, Living Undead: ?
Undead, Undead Creature: ?
Undead Rabble: ?
Undead Minion: ?
Shambling Creature: ?
Risen Creature: ?
Patchwork Abomination: These undead are patchwork abominations, created through vile magic and made up of many different creatures.
Skeletal Scavenger: ?
Skeletal Being: ?
 
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Shadows Over Driftchapel - Adventure Kit
5e
Undead: ?
Undead Husk: ?
Patchwork Creature, Macabre Chimeric Creature Seeping With Gloam: ?
Ghast: Once innumerable, now twisted and warped by the Gloam, the few remaining elves seek to usurp humanity with dark magic. Halting their ages-old feud with the maligned, stone-skinned dwarves, these ghasts live like vermin beneath the earth and in the dark wilds.
This jagged mountain range is said to house the last city of the dwarves, given over to the Gloam. Now ghasts in service to the darkness, the twisted dwarves craft vile weapons and armor for the minions that spill over the Mournwall and into the Crownlands.
Ghastly Elf: ?
Ghast Headhunter: ?
Vicious Ghast: ?
Ghast, Twisted Dwarf: ?
Lurking Ghast: ?
Ghoul Husk: This small village was formerly surrounded by sprawling farmlands before the Gloam seeped up from its fields and pastures and made them barren. Husks are all that remain of its people, animated in death to tend the blighted fields.
Skeletal Warrior: ?
Risen Dead: ?
Animated Dead: ?
 

The Copper Jackals: Soldiers Without Compromise (5E)
5e
Magehaunt: The region of Grinn unleashes Magehaunts into the neighboring mountainous region of Svir. These wildly contagious undead monstrosities (created by purposefully exposing creatures to necrotic, primeval magic) plague the Svir mountains, eventually overtaking the entire nation in a pandemic.
Magehaunt, Wildly Contagious Undead Monstrosity: ?
Uther, Undead Storm Giant, Animated Undead Storm Giant, Mobile Base: ?
Undead, Undead Creature: ?
Undead Humanoid: ?
Copperghast: It’s unclear how the Rustborn modify their Jackal Bites, but the effects are unmistakable. Whatever methods they are using have been known to warp them mentally and physically over time, leading to “metal madness” – a type of arcane heavy-metal poisoning that is incurable, and leaves its victims as little more than abominations of flesh and corrupted Titan Copper. These poor souls degrade into feral creatures that are little more than undead, fueled by an insatiable appetite to devour any metal objects they can. They are spoken of in hushed whispers, known to the Jackals as Copperghasts.
Copperghast, Abomination of Flesh and Corrupted Titan Copper, Feral Creature: ?
Undead Abomination: ?
Undead Troll: ?
Vorgul Drakus, Lich Lord: ?
Lichfiend: The long-forgotten lich lord, Vorgul Drakus, gathers a coven of murderous followers who would stop at nothing to see their master rise again. These zealots, under Drakus’s sway, have allowed his necromantic essence to soak into their being, transforming them into creatures called Lichfiends.
Lichfiend, Deadly Creature: ?
Lillith, Claxton, Lichfiend: ?
Lich: ?
Skeleton: The Unfallen Chapter Avatar: Lich Slayer.

CHAPTER AVATAR: Lich Slayer
Benefit: You have the jawbone of an undead humanoid that has three teeth within it – a canine, and two incisors. You may pull the teeth from the jawbone, and scatter them on the ground, and three skeletons will appear. If you dip the teeth in fresh blood that was given willingly before scattering them, the skeletons add 2 to their armor class. The skeletons are friendly to you and your allies, and act as a group on their own initiative. They obey any verbal commands that you issue to them, and will automatically defend themselves from hostile creatures. These skeletons crumble to dust after 10 minutes. The teeth grow back in the jawbone after a long rest.
 


BEOWULF: Age of Heroes
5e
Undead Screamer: The Earth-buried. The screamers seem to have access to primal earth magic and some of them have undergone a ritual that transforms them from living creatures to undead forms, having already ‘died’ once before and rejected the afterlife in order to return to the worldly earth.
The screamer has undergone the earth-buried ritual.
Undead Nicor: ?
Orcneas: ?
Dreag, Revenant: These are revenants, those who return from death, that have arisen again for some purpose. Many are the stories of folk who come back because they have left some uncompleted in life and who finally rest after completing such missions. It’s noble for Heroes to assist the dead if the purpose of the dréag is honourable but sometimes the dead rise to answer the call of a greater evil, or to take revenge on the living.
Heag, Tomb Guardian, Honorable Tomb Guardian: Similarly the héag are associated with the barrows of the dead, but they are defenders of the dead — warriors whose drive to protect others extends beyond death itself.
Once warriors that served to protect their people, their sense of duty extends past death.
Mearcstapa, March-Stepper: March-steppers are those undead who have lost their connection to their burial site and now wander the wilderness.
Most of them are tall and gangly, seemingly stretched into a larger shape than their original bodies. Some legends say that this is because they are always reaching up to the heavens to beseech the gods and always being denied.
Undead Serpent: Legends tell of undead serpents made of the bones of other creatures and reanimated by the power of the earth itself.
By mighty rituals the serpents of the earth can cross back from death’s threshold.
Undead Screamer, The Earth-Buried: ?
Orcneas, Most Common of the Undead in the Lands Between the Two Seas, Ghoul, Dead-Eater, Visitor to the Corpse-Fjord, Corpse-Creature: ?
Dreag, Again-Walker: ?
Corrupted Revenant: ?
Heag, Mound-Dweller, Defender of the Dead, Warrior, Dedicated Protector, Barrow-Folk That Guard Their Kin From Grave Robbers: ?
Mearcstapa, Undead Who Have Lost Their Connection to Their Burial Site, Ceaseless Wanderer: ?
Undead, Undead Creature: ?
Dead Who Wander Away From Their Resting Place: ?
Undead Monster: In life, this person or creature swore a mighty oath to defend their kin. This oath carried through into death and now they rise again whenever they are in danger.
A learned person sought out the means to live forever, but the ruinous process of defying the laws of nature have turned them into a Monster. Now they only seek eternal rest.
Some aspect of the funeral rites were not performed correctly and the Monster seeks a proper burial. However, expressing such a complex request is difficult when a hunger for living flesh overrides all other sensations.
In life this person had some mighty desire or purpose and when they died they could not remain still. They rose again and will attack anything that prevents them from achieving their goals.
There is some great cycle at work here, a story that repeats itself, between generations of a family or between star-crossed lovers, or sworn enemies. And now, the bond has gone beyond death. The undead Monster is caught in the cycle and only the Hero can end this terrible business.
This land is full of old burial chambers or other strange customs. For many years the newcomers respected the old graves and left them alone. Now they have disturbed them for some reason: lack of space, perhaps, or desire for the stones that made the chambers, or even greed for the valuables of the dead. And now the dead rise.
Long ago, a sailor left this area to seek their fortune. They swore oaths that they would return to their loved ones by tragedy struck in foreign fields far away. But now they have returned, along with the rest of a ghostly crew and will likely be displeased that folk gave them up for dead.
An ancient people laid their dead to rest, never thinking that the land could change over time. But the land has shifted and what used to be the bogs where the dead were laid to rest are now dry and desolate, or the stone cairns have been broken open by the trembling earth and the dead have been disturbed.
There used to be a powerful artefact here that kept the dead at peace. Greedy bandits or another Monster stole the artefact and now the dead are restless. The artefact must be found and returned to its proper place in the barrow.
Whichever folk made use of the local barrows or dolmens were not the first. Indeed, a truly ancient folk made the original tombs and it is their spirits that have been disturbed and the Monster serves as either guardian of the tombs or punisher of the locals.
Undead Monster, The Unresting Dead: ?
Undead Monster, Guardian of the Tombs: ?
Undead Monster, Punisher of the Locals: ?
Undead That Possesses Great Power in its Barrow But, If Tricked in the Bright Sunlight is Easily Destroyed: ?
Ghost: ?
Ghost King, Ghost of the Old King: ?
Ghost King's Son, Ghost of the Old King's Son: ?
Ghostly Crewmember: ?
Skeletal Seal: ?
 
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