Undead Origins

Karthax - The Living Tower (5e)
5e
Orc Ancestral Spirit: ?
Deathless Priest: ?
Deathless Servant: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Deathless Warrior: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Nepehetes-em-Xhakar, The Deathless Lady, Lich, Living Tower's First Inhabitant, Lich of Great Power and Greed, Ancient Wizened Crone, Master, Ancient Crone, Ancient Being, Scourge: The Deathless Lady uncovered the secrets of undeath in her quest for immortality, and was imprisoned beneath a dormant fire mountain that was then rediscovered by Karthax when The Living Tower was being constructed.
Nephetes-em-Xhakar was once a high priestess who, after countless failed rituals and ceremonies, finally uncovered the secret to immortality. She was able to separate her soul from her body, which was then magically sealed in an ornate vessel and hidden away in a secret location. Her body was preserved by the skilled practitioners of mummification and thus endured the ravages of time. Nephetes-em-Xhakar became known as the Deathless Lady.
Seeing the worries of nobles and the commoner alike, Nephetes-em-Xhakar began to search for answers within the teachings of the gods — she began a quest to uncover the secret to immortality. Long had this civilization practiced mummification and other means of preserving the body, as well as constructing monuments to protect both body and soul once they had been parted by age, disease, or war; however, none had perfected the means to preserve the linkbetween body and soul even if separated.
Knowing the link between body and soul was crucial to maintaining life after death, Nephetes-em-Xhakar experimented with countless rituals and incantations. She found eager volunteers for her experimental incantations and spells, such was her reputation among the people that they were willing to risk their bodies and souls for even the chance at immortality. Nephetes-em-Xhakar thus tested her necromantic spells on thousands of willing victims who offered themselves as sacrifices in rituals devoted to bloodgods, night gods, moon gods, gods of the earth — any who might bestow a deathless life upon a willing soul.
Deeper she delved into ever darker necromantic teachings. Eventually, with an occult and twisted ceremony devoted to one of the least known deities, Nephetes-em-Xhakar was able to separate a soul — her own — from her body by sacrificing the willing life-essence of her followers, and was able to store her soul within an ornate canopic jar that was magically rendered nigh indestructible. Her body was mummified to preserve it, however, and would resemble that of an ancient, wizened crone forever more. The secrets of undeath had been unleashed upon the realm.
Withered Hound: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Wizen: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Sethnal and Talqal were once two of Nephetes-em-Xhakar'smost loyal followers. Both were part of her entourage, and were privy to many of her secrets, being among her most fervent supporters who, once the Deathless Lady had uncovered the secret to bestowing undeath upon a willing living creature, volunteered themselves to serve her evermore.
Sethnal, Wizen, Supposedly Loyal Seneschal, Guardian, Loyal Servant, Servant, Seneschal, Figure: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Sethnal and Talqal were once two of Nephetes-em-Xhakar'smost loyal followers. Both were part of her entourage, and were privy to many of her secrets, being among her most fervent supporters who, once the Deathless Lady had uncovered the secret to bestowing undeath upon a willing living creature, volunteered themselves to serve her evermore.
Talqal, Wizen, Supposedly Loyal Seneschal, Guardian, Loyal Servant, Servant, Seneschal, Mummified Body: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Sethnal and Talqal were once two of Nephetes-em-Xhakar'smost loyal followers. Both were part of her entourage, and were privy to many of her secrets, being among her most fervent supporters who, once the Deathless Lady had uncovered the secret to bestowing undeath upon a willing living creature, volunteered themselves to serve her evermore.
Risen Mage: ?
Risen Warrior: ?
Stitchwork Golem: ?
Draugr: ?
Deathless Priest, Skeletal Body: ?
Deathless Servant, Rag-Clad Being, Skeletal Humanoid, Wretch, Skeleton: ?
Deathless Servant, Soulless Undead, Mummified Body, Corpse, Skeletal Body: ?
Deathless Servant, Skeleton, Sentry: ?
Deathless Warrior, Mummified Body, Corpse, Mummified Humanoid, Skeletal Body: ?
Withered Hound, Canine Wrapped in Funeral Dressings, Mummified Canine: ?
Stitchwork Golem, Undead Creation: ?
Arne, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Birger, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Egil, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Gorm, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Knud, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Trove, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Ulf, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Undead, Undead Creature, Undead Being: The Deathless Lady, while weakened by time and distance from her soul, remains formidable. She will not necessarily attack, but may implore Karthax to release the visitors from her floor should one of them swear fealty to her and undergo a ritual to become undead.
The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
If the characters engage in conversation with the Deathless Lady, she will offer immortality to any who would want it, and oversee a ritual in the Sanctum of the Deathless (Area 7) to turn any willing creature into an undead version of themselves.
Mutated Undead: ?
Undead Guardian: ?
Mindless Evil Killing Machine: ?
Mindless Undead: The remains of countless visitors to this floor, victims of the traps within (that are periodically reset by Talqal and Sethnal) have reanimated and are now mindless undead threats in addition to the traps within this floor.
Immortal Undead: Over the next century or so, Nephetes-em-Xhakar was worshiped as a demigoddess by her people. She guarded her incantations and rituals jealousy, and amassed a following and wealth that rivaled even the most powerful of the rulers of the time, whom she ritualistically slew and raised again as legions of immortal undead to serve her every whim.
Mindless Undead, Mindless Undead Threat: ?
Undead Creation: ?
Undead Guard: ?
Soul-Preserved Undead: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Ghast: Lich Queen's Die magic item.
Ancient Lich: ?

Lich Queen's Die
Wondrous item, very rare (requires attunement)
A seemingly unremarkable, grimy six-sided playing dice that is a carved bone from the body of Nephetes-em-Xhakar, the Deathless Lady. This die has 2 charges and regains 1 charge daily at dusk.
You make direct eye contact with the target creature and cast the die in its direction, the result can be found on the Lich Queen's Die Effect table:
Lich Queen's Die Effect
d6 Effect
1 You take 2 (1d4) psychic damage and gain 1 level of exhaustion as you vomit out various stinging insects (a swarm of insects) that attack the target.
2 If the target has under 50 hit points, it immediately falls unconscious. At the beginning of each of its turns, the target must make a Constitution saving throw, ending the effect on a success. If the target fails three consecutive saves, it is reduced to 0 hit points and is reanimated as a ghast.
3 If the target has over 50 hit points, it regains its maximum hit points.
4 The target must succeed on a DC 15 Wisdom saving throw or be polymorphed into a frog for 1 hour. If the target takes any damage, it is transformed back into its original self.
5 The target gains advantage on attack rolls and deals critical damage on attack rolls of 19 or 20 until the end of its next turn. The target also becomes immune to cold, fire, and poison damage for the duration.
6 The target becomes blinded, poisoned, and invisible for 1 hour. The effect ends after the duration, or if you say the target's name before the effect ends.
 
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Level Up: Dungeon Delver's Guide (A5E)
5e
Shadow Symbiote Thrall: Any living or dead humanoid can become a shadow symbiote thrall.
Shadow Symbiote Assimilate power.
Shadow Symbiote Knight: While it lived, the shadow symbiote knight was a powerful martial champion. In death, it is a puppet of a shadow symbiote.
Bonespawn: While most skeletons are the undead remains of a single corpse, mismatched and jumbled bones can be raised as bonespawn.
Skeletal Warlord Raise Bonespawn power.
Skeletal Immortal: Once skilled warriors and mercenaries, death has robbed skeletal immortals of none of the martial skills they possessed in life. Furthermore, necromancy has granted them a kind of immortality: until they are pulverized or burned with holy fire, they leap to their feet unharmed moments after being defeated.
Skeletal Warlord: ?
Skeleton Variant: In their grim and blood-spattered lairs, necromancers experiment with skeletal remains the way chefs tinker with recipes. Many wizards produce variations on the animated skeleton, and undead legions boast their own skeletal officers, specialists, and fearsome elite soldiers.
Burning Skeleton: Burning skeletons are formed from the charred remains of those burned alive on funeral pyres.
Four-Armed Skeleton: With the ability to rearrange limbs as they like, it’s no surprise that necromancers hit upon a simple way to increase their skeletons’ deadliness: add more arms.
Winged Skeleton: With giant bat wings grafted to their shoulder blades, winged skeletons look like nightmare soldiers in hellish armies.
Skeletal Immortal, Spirit of the Past: ?
Skeleton Immortal, Guardian: ?
Amber-Veiled Skeletal Immortal: ?
Four-Armed Skeletal Immortal: ?
Burning Skeletal Immortal: ?
Winged Skeleton, Scout: ?
Bonespawn, Guardian: ?
Undead, Undead Monster, Undead Creature: A magic potion that changes your type and appearance to undead for 24 hours.
Non-Living Creature: ?
Unintelligent Monster: ?
Undead Occupant: ?
Harmless Undead Spirit: ?
Powerful Undead Creature: ?
Undead Skeletal Elephant: ?
Corporeal Undead: ?
Undead Remains: ?
Banshee, Guardian: ?
Banshee: ?
Demilich: ?
Demilich, Guard: ?
Dragon Lich: ?
Dragon Lich, Guardian: ?
Dragon Lich, Guard: ?
Adult Black Dragon Lich: ?
Dread Knight, Spirit of the Past: ?
Dread Knight Champion, King, Immortal Monster: ?
Dread Knight: ?
Dread Knight Champion: ?
Ghost: ?
Harmless Ghost of the Bastion's Former Seneschal: ?
Ghost, Guardian: ?
Ghost, Nonhostile Ghost: ?
Warlord's Ghost: ?
Vengeful Ghost: ?
Friendly Ghost: ?
Silent Ghost: Little is known about the cataclysm that created the ghosts, but many are convinced aboleths were somehow involved: besides loud noises, the presence of aboleths also triggers the ghosts’ hostility.
Silent Ghost, Tortured Soul: ?
Ghoul, Guardian: ?
Ghoul, Horrible Thing: ?
Ghoul, Denizen: ?
Ghoul: ?
Ghoul, Intelligent Undead: ?
Ghast, Guardian: ?
Ghast, Spirit of the Past: ?
Lich: ?
Lich, Denizen: ?
Lich, Spellcaster: ?
Lich, Spirit of the Past: ?
Lich, Leader: ?
Lich, Librarian: ?
Most Powerful Lich: ?
Isaak Mortav, Lich: ?
Azkaroth, Lich, Archlich, Dark Lord: ?
Mummy, Guardian: ?
Mummy Lord, King, Immortal Monster: ?
Mummy, King, Immortal Monster: ?
Mummy: ?
Mummy, Undead Guard: ?
Mummy Lord: ?
Revenant, Intelligent Undead: ?
Revenant: ?
Scarecrow Harvester, Guardian: ?
Scarecrow Harvester: ?
Scarecrow, Snowman Guard: ?
Snowman, Snowman Guard: ?
Shadow, Fiend: ?
Shadow, Guardian: ?
Shadow, Denizen: ?
Skeletal Minotaur Champion: ?
Skeleton Horde: ?
Animated Skeleton: ?
Animate Skeleton: ?
Skeleton, Guardian: ?
Skeleton, Denizen: ?
Skeletal Champion, Denizen: ?
Skeleton, True Skeleton: ?
Skeleton, Nonhostile Skeleton: ?
Skeleton, Undead Guard: ?
Skeletal Warlord, Undead Guard: ?
Skeleton Horde, Undead Guard: ?
Skeleton Horde, Guardian: ?
Skeletal Officer: ?
Skeletal Specialist: ?
Skeletal Fearsome Elite Soldier: ?
Four-Armed Skeletal Champion: ?
Specter: ?
Vampire: ?
Vampire, Evil Creature: ?
Wicked Vampire: ?
Vampire Spawn, Weaker Monster: ?
Vampire Mage, Inhabitant: ?
Vampire, Inhabitant: ?
Vampire Assassin, Friendly Seeming Creature: ?
Vampire Mage, Friendly Seeming Creature: ?
Vampire Warrior, Friendly Seeming Creature: ?
Vampire Mage, New Chancellor: ?
Vampire Spawn, Guardian: ?
Vampire Warrior, Spirit of the Past: ?
Vampire Spawn: ?
Vampire Spawn, Guard: ?
Vampire, Guard: ?
Vampire, Intruder: ?
Vampire Assassin, Intruder: ?
Vampire Mage, Intruder: ?
Vampire, Denizen: ?
Vampire Assassin, Denizen: ?
Mighty Vampire: ?
Vampire, Undead Guard: ?
Vampire Spawn, Intelligent Undead: ?
Vampire, Intelligent Undead: ?
Vampire Warrior, Intelligent Undead: ?
Vampire Assassin, Guardian: ?
Vampire, Guardian: ?
Vampire Mage, Guardian: ?
Vampire Warrior: ?
Vampire Mage: ?
Reina Song, Vampire, Vampire Queen: ?
Reina Song, Elder Vampire, Elder Vampire Queen: ?
Wight, Spirit of the Past: ?
Wight, Guard: ?
Wight, Intelligent Undead: ?
Wight: ?
Wight, Guardian: ?
Will-o'-Wisp, Sewer Predator, Something Hungry and Dangerous: ?
Wraith Lord, Inhabitant: ?
Wraith: ?
Wraith Lord, Guardian: ?
Wraith, Undead Guard: ?
Wraith Lord, Undead Guard: ?
Wraith, Guardian: ?
Zombie: ?
Ogre Zombie, Guardian: ?
Ogre Zombie, Guard: ?
Zombie Knight, Guard: ?
Zombie, Undead Guard: ?
Zombie, Guardian: ?
Zombie Knight: ?
Zombie Horde, Guardian: ?
Ogre Zombie: ?

Assimilate. The symbiote targets a humanoid it’s attached to, a willing humanoid within 5 feet, or a humanoid corpse within 5 feet. The symbiote attempts to assimilate the target. An unwilling creature can make a DC 13 Charisma saving throw to resist. A creature warded by protection from evil and good automatically succeeds on this save. If the target is a corpse, it becomes an undead creature under the symbiote’s control, regaining all its hit points. The undead creature is destroyed when the symbiote leaves it.

Raise Bonespawn. The warlord touches up to three inanimate skeletons or piles of bones, animating them as bonespawn under the warlord’s control.
 
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Path of the Vanished (5e)
5e
Dread: The dread are a type of skeleton formed from the remains of an evil race of sub-humans that worshipped the god of death.
If a character is killed by a greater dread, he or she rises as a dread.
Dread Greater: ?
Phantom: ?
Semi-Lich, Foul Semi-Lich: These creatures, much like their more powerful lich relatives, were either magic-users or necromancers prior to their deaths. The semi-lich is created in the same general manner of lich manifestation. When powerful magic-users aspire to lichdom, they typically perform an experiment or two on their apprentices to make sure they will be successful. If the apprentice survives and becomes a semi-lich, the process is ready for [the] archmage.
Spectre of Apep: ?
Dread, Type of Skeleton: ?
Dread Greater, Human Skeleton: ?
Phantom of a Former Slave: ?
Semi-Lich, Dread Form of Undead With Ties to the Prime Plane, Hateful Vengeful Spirit, Skeletal Figure: ?
Greater Semi-Lich: The semi-lich was formerly a powerful wizard who lived in this home. A group of adventurers killed him, but he rose as a semi-lich.
Spectre of Apep, Apparition-Like Form, Human-Shaped Figure: ?
Undead: Book of Flesh magic item.
Prowling Undead: ?
Ghast: ?
Ghost Creature Dog: ?
Ghost Creature Wolf: ?
Ghost Creature Snake: ?
Ghost Creature Dragon: ?
Ghost Creature Bull: ?
Ghost Creature Lion: ?
Ghoul, Normal Ghoul: ?
Water Ghoul: ?
Lich: ?
Shadow: ?
Very Large Skeleton: ?
Skeletal Rust Monster: The rust monsters eventually died, but the greater semi-lich used an animate dead spell to raise one of the creatures. The skeletal rust monster still has the ability to rust objects on contact, but its tail, now skeletal, has been fitted with sharp, iron spikes.
Standard Skeleton: ?
Skeletal Creature: ?
Wight: ?
Wraith: ?

Book of Flesh
Wonderous item, very rare
This large book is bound in thick, red-colored leather. A comprehend languages spell is required to read the book; in fact, it will not even open without that incantation. Any living creature that reads the book is instantly transformed into an undead creature of the corresponding level (CR in this case). There is no saving throw, and the effect is instantaneous. The reader’s alignment is instantly changed to match the creature. Not even a wish spell can reverse this effect; only by reading the book again will reverse the effect. Any undead that reads the book is transformed from its undead form to its original state; the age of the reader is adjusted to “middle age” for that particular race. Therefore, if a lich were to read the book, he or she would transform back into a human form and be approximately 40 years old. All abilities the reader possessed prior to his change to the undead are retained. After the book is read, it teleports to some other random location.
Value: 10,000 gp
 

Svilland - The Norse Setting for 5e
5e
Cursed Warrior: They were great, glorious warriors in life who deserved to feast with the Gods and Goddesses in Valhalla in death. Alas, their wickedness and ruthlessness caused them to be turned away at the gates. As they are not fit to get into Helheim either, these warriors now roam the land, always seeking challenges to test the mettle in their hearts and the might of their blades.
Draugr: When they are raised from the dead, they lose most of their sentience and become inhuman monsters of carnage. The reasons underlying their savage nature are unclear. While some say there are restless spirits possessing their corpses, others claim that they are merely servants of Hel.
Draugr Deadcaller: ?
Draugr Guardian: ?
Draugr Frostbringer: ?
Frostbitten Draugr: Frostbitten draugrs are created by the draugr frostbringers who imbue them with the essence of Black Winter.
The draugr frostbringers carry Black Winter with them wherever they go. They are omens of dark days ahead. They can freeze those around them slowly, and raise frostbitten, freshly slain corpses from the dead.
Dvergr of Gulbolruhm: Cursed with a blood-frenzied undeath by Hel, the dvergrs of clan Gulbolruhm are doomed to lurk in the shadows of their crumbled home for all eternity.
Tormented Soul: Having been through endless torment, these souls forget who they are, becoming feral creatures made of only fright. Their hysterical behavior spreads terror among those who see them in Svilland. This is because people know they themselves might suffer this fate if they fall into the hands of Hel.
Still, most believe such a fate is reserved only for those who commit the most hideous sins against the Gods. They thus do not feel much pity for these creatures, thinking whatever they’ve got, they must have had it coming.
Spirit: ?
Frost Spirit: ?
Death Spirit: ?
Life Spirit: ?
Cursed Warrior, Doomed Soul: ?
Draugr, Undead Fleshy Remains, Inhuman Monster of Carnage, Merciless Monster: ?
Draugr, Restless Spirit Possessing its Corpse: ?
Draugr, Servant of Hel: ?
Draugr Guardian, Shield-Wearing Warrior of Long Ago: ?
Draugr Deadcaller, Half-Sentient Acolyte of Hel: ?
Draugr Frostbringer, Omen of Dark Days Ahead, Servant of Hel, Servant of Odd: ?
Tormented Soul, Hovering Soul, Physical Representation of What Awaits Some Souls in Helheim, Feral Creature: ?
Spirit, Being of the Beyond: ?
Life Spirit, Creature of Serenity and Fertility: ?
Undead, Undead Creature: ?
Undead Servant: She [Ran] likes to carry unaware sailors into the seas’ depths, convert them into undead servants for eternity, and loot their treasure to put them into Aegir’s treasure.
Shadowy Undead Figure of Nightmares: ?
Ghast: ?
Ghost, Spirit: ?
Flaming Ghost: ?
Ghastly Ghost: ?
Ghost: ?
Shadow: Sometimes, nightmares from mortals’ dreams leak out to the dream realm and attack creatures nearby as shadows or wraiths.
Skeleton: ?
Vampire: ?
Will-o'-Wisp: ?
Wraith, Monster-Like Spirit, Spirit: ?
Wraith: Sometimes, nightmares from mortals’ dreams leak out to the dream realm and attack creatures nearby as shadows or wraiths.
 
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The Lost Triptych (5e)
5e
Deadly Visage: ?
Deathlock, Undead Deathlock: ?
Dread: ?
Dread Knight: ?
Greater Wight: ?
Skeletal Priest: ?
Winter Wolf Skeleton: ?
Deadly Visage, Limited Undead Creature: ?
Crenforlenn, Powerful Variety of Deadly Visage, Nude Male Figure, Powerful Undead: Egramish’s only love after her rise to divinity, Crenforlenn (now a powerful variety of deadly visage; see Appendix C) possessed legendary good looks, and his rumored exceptional fertility lured the goddess to take a mortal to bed. Much like the men before him, Crenforlenn was unable to provide the goddess with children. His failure to give Egramish a child led to his eternal imprisonment in this tomb.
Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Garl Grugo, Deathlock, Bony Skeletal Form, Decaying Humanoid, Still Form, Powerful Undead: Mentor and teacher Garl Grugo (now a deathlock with a staff of astral travel) helped train Egramish in sorcery and necromancy for years before their relationship turned romantic. He initially tried to help Egramish with her fertility issue but eventually angered her when he casually hinted that she was the sole problem for her inability to become pregnant. He choked on a poisoned peach pie a few days later and now lingers in a place between death and life in his glass tomb.
Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Vlor Romatal, Dread Knight, Suit of Steel Armor, Powerful Undead: Egramish vowed that her first love was the last she would marry. Vlor Romatal, a war hero and fierce warrior, was fiery and full of passion but also a violent drunk. After an abusive few days where his misplaced anger caused her first miscarriage, Egramish promised never to allow another man to strike her and live. Vlor was dead within a week of the incident.
The large warrior was buried in the glass sarcophagus in a full suit of sealed armor, his evil spirit (a dread knight) trapped within the steel armor for all eternity.
Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Vrelk, Skeletal Priest, Skeletal High Priest: ?
Winter Wolf Skeleton, Skeletal Wolf: ?
Undead, Undead Creature: ?
Ancient Undead: ?
Undead Horror: ?
Undead Foe: ?
Slumbering Dead: ?
Awakened Undead: ?
Wandering Undead: ?
Stillborn Undead Child: ?
Diseased Giant Undead Rat: ?
Ghoul: By the time the characters arrive, Xenalder has already cast the create undead spell and has 3 ghoul minions.
Ghoul, Ghoul Minion: ?
Mummy: Four important acolytes that fell while in the service of Egramish were mummified and placed here.
Threllana Bhortosa, Mummy, Slender Form Wrapped in Cloth and Funerary Clothing: After her death and entombment, Egramish visited the cold body of Threllana and recalled her from the hellish afterlife. The goddess instilled Threllana’s lifeforce and consciousness in her mummified remains so that the priestess would spend eternity in agonizing contemplation of her hideous appearance.
Mummy, Lurking Mummy, Linen-Wrapped Humanoid Form: ?
Shadow, Minor Shadow: The occasional wayward acolyte or priest who is judged to be unfit and subsequently killed by the dead warrior [Ghorbog the Obliterator] is brought back to this chamber to rot and reform as a minor shadow.
Shadow Demon: ?
Blood Shadow: Every sacrifice slain for the goddess has left its imprint on the temple in some manner. All but the purest of souls remain tied to the temple after their blood empties into the great pool. The occasional good soul may depart for its intended afterlife, but all the rest now tirelessly swim within the area awaiting further instructions from the goddess or high priest.
Skeleton: Every faction member and conspirator who contributed to the priest’s greed was slain and buried with him in this tomb. Necromantic runes set into the floor continually reanimate the bones into skeletons that fight an eternal battle with the skeletal high priest inside.
Skeleton, Conspirator, Skeletal Conspirator: ?
Skeletal Being: ?
Skeleton, Skeletal Acolyte, Skeleton of a Former Acolyte, Dead Acolyte: ?
Skeletal Hero: ?
Skeletal Hero, Skeletal Warrior: ?
Specter: Staff of Necromantic Power magic item.
Ghorbog the Obliterator, Warrior Spectre, Mass of Inky Black Ash, Dead Warrior, Specter: One of the greatest soldiers of the fortress temple was buried here. Taking orders only from the goddess herself, Ghorbog the Obliterator removed many false priests and unfit acolytes from service. When he reached the age where his bones and muscles began to hurt daily, he gave himself up to the goddess by burning himself alive on the altar of the temple before all the high priests of the eight factions. His ashes were buried here, along with his prized possessions. His malevolence was so great that his ashes reformed as a warrior spectre.
Galnatak, Vampire, Despised Twin, Imprisoned Twin Sister, Twin Sister, Competent Vampire-Witch, Fierce Undead Foe, Valuable Ally, Mistress: While imprisoned, Galnatak was bitten by a vampire and still suffers from its affliction.
Wight: ?
Wight, Deformed Grotesque Unborn Child, Two-and-a-Half-Foot-Tall Wight, Child-Wight, Child: ?
Greater Wight, Ghoulish Priest: ?
Edwurd Kipple, Wight, Powerful Undead, Now-Dead Man: Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Dak Lessar, Greater Wight: An underpriest of Her Unending Malevolence was rejected by the goddess after death and returned to his tomb to starve for all eternity. Dak Lessar never served Egramish properly as one of his rank should have and, as such, was never granted access to her realm after his death.
Flin Dandall, Wraith: ?

Staff of Necromantic Power
Staff, very rare (requires attunement by a cleric, sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: blight (5 charges), black tentacles (5 charges), necrotic blast (4 charges) (see Appendix D), vampiric touch (3 charges). If you cast vampiric touch this way, hitting a creature with the staff of necromantic power counts as touching that creature for purposes of the spell.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly teleport to a known location within one mile, avoiding the explosion. If you do not teleport away, you take necrotic damage equal to 13 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw, taking necrotic damage equal to 9 x the number of charges in the staff on a failure, or half as much damage on a success. If a humanoid dies from this strike, a specter rises from the corpse 1d4 hours later.[/b]
 
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Throne of Gondira
5e
Sosmet, Dead Lord of Gondira, 8 Foot Tall Giant, Corpse, Living Corpse: After years on the throne of Gondira, Sosmet died one day, but his body did not decompose and the white apes continued to venerate him as if he were still alive. If his corpse is disturbed, Sosmet will animate and demand obeisance, and seek to destroy any who oppose him.
Undead: ?
Frozen Humanoid Body: This corridor ends in seven alcoves. Standing upright in each alcove is a frozen humanoid body. Above each alcove is a small gemstone inset into the wall; this is a green power-stone fragment (see Treasures appendix). Removing the gemstone causes the body to slump to the floor and begin to thaw and give off an unpleasant stench. It remains lifeless for 1 minute, then animates with statistics equivalent to a ghast and attacks.
Ghast: ?
Tu'nara, Ghost, Dead Priestess, Former Concubine, Former Priestess of the Mud-God: This grotto contains the bones of Tu’nara, a former concubine of Maraklu and priestess of the Mud-God. She was slain by the god itself when it went berserk. Tu’nara has become a ghost and now haunts this part of the temple.
Shadow: ?
Shadow, Tall Female Form: ?
Large Constrictor Snake Skeleton: ?
Bone Naga: ?
Spirit of a Slain Priestess: ?
Specter: ?
Wight, Corpse: ?
Atu-Atu, Mysterious Creature of the Lake, Mysterious Creature, Ancient Creature, Ageless Immortal Creature, Ball of Weird Light, Creature of the Lake: ?
Will-o'-Wisp: ?
Wraith: ?
 
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Bloodpunk - A Guide to Tolia 5E
5e
Kanrath Vampire Creature: Vampires of Kanrath are the descendants of the First Vampire, also known as the Founder. They are the proud citizens of Kanrath, ruling and preying on mortal citizens to feed on their precious blood. Such a vampire took a shine to you in their own horrific way and decided to make you their vampire child, their apprentice. Said vampire bit you and drained all your blood. You might have been a willing prey, or this fate might have been forced upon you. Once you were exsanguinated, your killer fed your corpse their own blood and you rose as one of them; a vampire.
This template is applied to humanoid creatures that are transformed into vampires.
If you reduce a creature’s hit point maximum to 0 with this [Kanrath vampire] bite attack, you can feed the creature your blood as a reaction. If you do so, your hit point maximum is reduced by 12, the creature’s hit point maximum is increased by 12, and the creature becomes a Kanrath Vampire by acquiring this template. The reduction lasts until you finish a long rest.
Bleeding Specter: When a murder takes place and leaves a blood-curdling scene behind, there is a chance that a bleeding specter might be born out of it.
Cager: Despite the ongoing decades-long research about their true nature, no one knows the exact reason or source of their existence. Many have suggested that they are undead who have come back from the dead through the sheer power of their formidable nature. Once torturers, serial killers, and criminals, they now continue their crimes as cagers.
Cohors Sanguinea: There is only one way of joining Cohors Sanguinea: to perform a sunbath ritual within the Royal Castle courtyard; all vampires can volunteer and only vampires can undergo the sunbath ritual. The volunteer is put into a silver cage, given a silver dagger, and is expected to endure in the sun for 3 full days. After getting into the cage, the only way to end the suffering is to succeed or to find release through the silver dagger.
After a vampire successfully completes the sunbath ritual, they are trained in combat, etiquette, history, arcane, and vampiric powers. After the training, flesh crafters place a special kind of armor on the vampire by inserting some parts of it into their flesh and attaching it to their bones; the armor is not to be taken off ever again. Then, a group of blood priests endows the blessing of the Blood God on the vampire’s left arm; it is to be cherished until the end. Finally, the Crimson King himself places a ring on the vampire’s right hand; a ring that conjures the weapon that symbolizes the Crimson King’s wrath.
Kanrath Vampire: ?
Noble Vampire, Noble Vampire of Kanrath: When a Kanrath vampire serves the city well and its services are noticed by the Royal Family, the Crimson King elevates the position of the vampire in society by offering them a chance to drink a blood of power. A vampire who drinks the blood of power is declared a “noble vampire” and gains an additional vampiric power that is also passed down to future generations in its family.
If you have more than 13 vampire children (transformed into vampires by you) or if you are a member of a noble house, you have the chance of becoming nobility. To seize this opportunity, you must prove your worth to the nobility and the royalty. How you prove your worth is determined at your GM’s discretion.
If you are ennobled by royalty, you undergo a ritual attended by a member of royalty and a member from each noble house. The member of royalty bestows you with a drop of their blood and with it, you taste true power.
Pale One: In Kanrath and Cyherested, there are blood practices that involve draining someone’s blood completely and replacing the blood with a new type of blood. Also, sometimes, capital sentences are executed by draining the criminal’s blood completely. Pale ones are the results of blood practices and executions that went wrong.
If a creature’s blood is drained and it is not given blood to replace its loss, it either dies or lives the rest of its life as a pale one. Tragically enough, some people sell their own blood as they desperately need money, and if a creature excessively loses a great amount of blood by doing so, it can also become a pale one over time.
Parasitus: The result of cruel experiments, the Parasitus lives in the dark shadows of Tolia.
Spinus: Similar to the parasitus, spinuses are also the result of cruel humanoid experiments held in Kanrath for decades. The experiments that resulted in the creation of the spinus aimed to create more efficient soldiers and workers by strengthening the bones and the spines. Researchers believed that with certain procedures and injections, humanoids could grow stronger, more flexible, and rejuvenate faster. However, the results showed that these injections lead to uncontrollable extensions and bends. Spinuses have completely bent spines, extended arms, and over-stretched skin.
Vampire Sentry, Suit: ?
Vampire Sentry Captain: ?
Vampiric Chimera: The first vampiric chimera came to be when a mortal, who was fed potent vampire blood, lost themselves to hunger for blood after the procedure and swallowed a handful of leeches that were used in blood therapy. The subject died after two painful months. During those months, the subject’s skin became transparent and slimy, the subject developed a taste for blood, and they regularly vomited a mixture of blood and an acidic substance. After that incident, some vampires worked on the subject more methodically and created more chimeras by feeding vampire blood to mortals and grafting creature parts on them. At some point, they started to remove limbs and organs from mortals and grafted them on other mortals. Over time, the process became more and more disturbing and inhumane.
The bodies of the creatures killed by the [monstrosity sacrifice blood] rain explode. The pieces slowly move together and form the stuff of nightmares. The corpses of 5 creatures with a challenge rating of 1/2 or higher merge to form a vampiric chimera
The Fourth Child, Highness, Princess, Lady, Vampire, Old Vampire With the Looks of a Youthful Halfling Girl, Most Loyal Daughter of the Founder: She was turned into a vampire almost 200 years ago by the Founder and she has retained her looks since the transformation.
The Founder took a halfling infant from a mortal family to raise as his daughter. He was not able to make a child of his own, so he chose this way instead. He was surrounded by people who trusted him and obeyed him, but they did not love him; not even his wife. He wanted to get that love that he lacked and longed for from a daughter.
He raised the Fourth Child in his Royal Castle, only leaving her side for urgent matters. He truly cared for her and eventually, started to love her as a daughter and she in turn loved him as a father. The Founder tended to her education and upbringing personally and attended to her needs. When she turned 19, he turned her into a vampire to immortalize their relationship as father and daughter.
358 NE. The Founder adopted a halfling girl, raised her to her adulthood, and turned her into a vampire.
Bleeding Specter, Humanoid Figure Mostly Transparent Bleeding out of All Orifices: ?
Cager, Dangerous Creature, Silent Creature, Stealthy Creature, Highly Wild and Dangerous Hunter: ?
Cohors Sanguinea, Most Faithful of the Soldiers: ?
Pale One, Unfortunate Creature, Terminally Ill Humanoid Creature With Pale Excessively Rotten Skin With a Sickly Appearance: ?
Pale One, Butler: ?
Vampire Sentry, Elite Guard: ?
First Vampiric Chimera, Subject: The first vampiric chimera came to be when a mortal, who was fed potent vampire blood, lost themselves to hunger for blood after the procedure and swallowed a handful of leeches that were used in blood therapy. The subject died after two painful months. During those months, the subject’s skin became transparent and slimy, the subject developed a taste for blood, and they regularly vomited a mixture of blood and an acidic substance. After that incident, some vampires worked on the subject more methodically and created more chimeras by feeding vampire blood to mortals and grafting creature parts on them. At some point, they started to remove limbs and organs from mortals and grafted them on other mortals. Over time, the process became more and more disturbing and inhumane.
Well-Equipped and Highly Trained Vampire Sentry: ?
Undead, Undead Creature: ?
Undead Horse: ?
Intelligent Undead: ?
Mindless Undead: ?
Mindless Undead Servant: ?
Creature That Has No Blood: ?
Obedient Soldier: While both prisons are called “Correctional Facilities”, the prison for mortals is quite different from the one for vampires. Imprisoned mortals are expected to do hard labor and are served large meals, heavy on the meat side. After they get strong enough, they are executed by exsanguination. Then, the corpses are reanimated by angst-sustained necromancy and made into obedient soldiers.
Ghost: ?
Ghoul: Sphere of Death spell.
Lich: ?
Shadow: ?
Vampire, Regular Vampire, Average Vampire: ?
Vampire, Master of Kanrath, Creature of the Night, Creature of Blood, Creature Who Follows the Path of Blood: ?
The Founder, First Vampire: ?
Vampire Child: ?
Elder Vampire: ?
Vampire Master: ?
Hungry Vampiric Wolf: ?
Tyrannical Vampire, Greedy Folk: ?
Vampire Patron: ?
High-Authority Vampire: ?
Old Vampire: ?
The First Child, The Second Ruler, The Crimson King, Vampire: 272 NE. The Founder turned a companion of his into a vampire, and he became the First Child.
Maria, The Second Child, Vampire: 338 NE. The Founder turned Maria into a vampire and she became the Second Child.
The Third Child, Vampire: 342 NE. The Founder turned a very talented gnome tailor into a vampire and loved him as a brother. He became the Third Child.
The Fifth Child, Vampire, General: 402 NE. The armies of Kanrath were commanded by a tiefling general. The Founder turned her into a vampire to grant her the gift of royalty. She became the Fifth Child.
Vampire Explorer: ?
The Sixth Child, Vampire: 452 NE - 455 NE. Mortal rebels started to attack train stations that were close to Kanrath. The conflict within the city rose rapidly and turned into a war between the Kanrath authorities and the rebels. Eventually, the Founder single-handedly ended the rebellion and turned the rebellion’s half-orc leader into a vampire to make an example out of him.
The leader of the rebellion, the Sixth Child, is still alive and in hiding. He is considered to be a terrorist and hunted like one.
Aristocratic Vampire: ?
Dorian the Drunk, Kanrath Vampire, Tiefling Vampire: ?
Talius Glabrus Flavicus, Famous Vampire Noble, Gambler and Architect: ?
Vampire Soldier: ?
Powerful Vampire: ?
Secret Vampire Master: ?
High-Class Vampire: ?
Alexandria Gloomrack, Famous Kanrath Vampire: ?
Noble Vampire Patron: ?
Vampire Guarantor: ?
Garby the Spawned, Tiefling Vampire Spawn: ?
Vampire Elite: ?
Vampire Researcher: ?
Vampire Parent: ?
Vampire Sibling: ?
Vampire Grandchild: ?
Vampire, Enforcer: ?
Kanrath Vampire, Most Proud Citizen of Tolia: ?
Vampire Ruler: ?
Korkmaz, Very Intelligent Elderly Vampire, Professor: ?
Vampire Spawn: A humanoid slain in this way [by the Fourth Child's bite attack] and then buried in the ground rises the following night as a vampire spawn under the Fourth Child’s control.
Will-o'-Wisp: ?

Sphere of Death
4th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a handful of grave soil)
Duration: Concentration, up to 10 minutes
A dark-red sphere of death and decay fills a 30-foot-radius sphere centered on a point of your choice within range. The sphere spreads around corners and remains for the duration of the spell. Tortured spirits of the dead scream and attack all who are inside the sphere while blood-sucking worms crawl, squirming on the ground. The creatures in the sphere can see each other, but cannot see or be seen through the boundaries of the sphere. Additionally, the area within the sphere counts as difficult terrain.
When the sphere appears, the creatures within must make a Wisdom saving throw or take 2d10 psychic damage. If this damage reduces a creature to 0 hit points, the worms on the ground crawl inside its body, and the creature rises as a ghoul.
Roll initiative for the ghoul, which has its own turns. The ghoul always attacks the nearest creature. It remains for 1 minute or until it is destroyed.
 
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Historica Arcanum City of Crescent
5e
Gulyabani: The ones with unfinished business… These undead creatures are the remains of the people who died with hatred besieging their souls.
Tall Spirit, Aychura: Not all undead are vile creatures. Some are the results of rebound transmutation or alteration magic cast on the corpses of the pure. Aychura is one such undead, filled with the will to punish the sinners who hurt innocent animals and children.
Ya'is: You must have heard those soul crushing screams the mothers let out when their children die. Or the pain that comes out of a man who has lost his beloved. Sometimes, when the pain is too much and the agony is too powerful, the mourner will let loose an ominous energy. From that dark and swirling energy Ya’is are born.
Vlad the Impaler, Vlad Tepes III, The Impaler, The Dracula, The Dark Voivoda, Blackened Mist, Threat, Jailee: The earthquake of the 1700’s changed everything: the priests were all dead and seals weakened, people living close to the church started to see horrible nightmares, and Vlad’s evil aura transformed most of the dead buried in the graveyard into undead. It is about this time that the skull started to not only affect the dead around it, but to resurrect Vlad, inch by inch.
Undead, Undead Creature, Undead Being, Na-Meftun: When some people perish with an unfinished business, when they are in the pursuit of everlasting life and meddle with the dark arcane art of bending time & space, or if someone’s life meets an gruesome end at the behest of magic, they return as undead.
The earthquake of the 1700’s changed everything: the priests were all dead and seals weakened, people living close to the church started to see horrible nightmares, and Vlad’s evil aura transformed most of the dead buried in the graveyard into undead.
Not all undead are vile creatures. Some are the results of rebound transmutation or alteration magic cast on the corpses of the pure.
Hollow Undead: Those puny enough to be engulfed by the spells that they perform become hollow undead, animated with only one basic goal and only possessing small to little personality.
Undeadification Terrestrial Repercussion.
Incorporeal Undead: ?
Progenitus: ?
Potent Dead, Most Dreaded Most Feared Potentially Most Powerful Kind of Undead, Primogenitus, Horror: ?
Lingering Spectral Undead: ?
Vile Creature: ?
Undead Avenger: In real history there are countless soldiers, those who lost their lives in wars, cities raised down to ash and dirt, people who were exiled, tortured, drowned, hanged, electrocuted, impaled, or slain in plenty of other creative ways. They could be used as undead avengers, plot hooks, spirits.
Gulyabani, One With Unfinished Business, Remains of One Who Died With Hatred Beseiging Their Soul, Very Common Threat: ?
Brother Nicolei, Gulyabani: ?
Tall Spirit, Slender Tall Humanoid Undead Creature: ?
Ever-Hungry Ghast, Hollow Undead: ?
Ghost, Incorporeal Undead: ?
Ghost: ?
Porphyros, Ghost, Peaceful Very Much Loved Dweller of the Undercity: ?
Sir Joseph, Ghost: ?
Bartholomew, Ghost: ?
Ghostly Spectator: ?
Radu the Handsome, Ghost, Spirit: ?
Yakup Agha, Ghost: After being defeated, the ghost of Yakup Agha will rise from the residue of the fallen specter and ask what happened to the Janissary Hearth and his daughter after his death.
Ghost Jannisary Fighter, Guardian: ?
Mahmoud II, Regent of the Eye, Unyielding Spirit, Ghost, Spirit: ?
Faceless Ghost: ?
Ghostly Draconic Figure: ?
Ghost of a Historically Important Figure: ?
Emperor Constantine, Ghost: ?
Ever-Hungry Ghoul, Hollow Undead: ?
Ghoul: Undeadification Terrestrial Repercussion.
Ghoul, Hollow Undead: ?
Lich, Most Dreaded Most Feared Potentially Most Powerful Kind of Undead, Primogenitus, Horror: ?
Ancient Lich: ?
Mummy Lord: ?
Hacivat, Shadow: ?
Karagoz, Shadow: ?
Shadow: ?
Mindless Skeleton, Hollow Undead: ?
Skeleton: Undeadification Terrestrial Repercussion.
Skeletal Undead Shaman: ?
Skeletal Undead Warrior: ?
Specter: ?
Yakup Agha, Undead Specter: ?
Abu Ayyub, Specter, Ghost: ?
Spectral Horse, Spectral Undead: ?
Spectral Rider, Spectral Undead: ?
Spectral Librarian: ?
Spirit, Incorporeal Undead: ?
Princess Helena, Spirit, Withered Tired Spirit: Princess Helena was the daughter of Basileos Constantine. She was imprisoned in this tower for ages by an entity she calls “The Serpent,” and the creature’s sick vengeance against Constantine for reasons Helena isn’t privy to.
Spirit: In real history there are countless soldiers, those who lost their lives in wars, cities raised down to ash and dirt, people who were exiled, tortured, drowned, hanged, electrocuted, impaled, or slain in plenty of other creative ways. They could be used as undead avengers, plot hooks, spirits.
Spirit of the Dead, Spectral Form: ?
Restless Spirit: ?
Vampire, Most Dreaded Most Feared Potentially Most Powerful Kind of Undead, Primogenitus, Horror: ?
Elder Vampire: ?
Vampire: ?
Evil Enemy: ?
Will-o'-Wisp: ?
Vicious Zombie, Hollow Undead: ?
Zombie: Undeadification Terrestrial Repercussion.
Njal the Tepegoz, Zombie-Like Undead, Undead Guardian, Varangian Viking Berserker: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Buraq the Jannisary, Zombie-Like Undead, Undead Guardian, Deadeye Sharpshooter: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Donovan the Armorclad, Zombie-Like Undead, Undead Guardian, Mercenary Cataphract: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Homayun the Arsonist, Zombie-Like Undead, Undead Guardian, Pyromaniac Persion Immortal: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.

Terrestrial Repercussion: A grand curse of animating the dead in a 10-mile diameter is cast upon the fallen. All the dead creatures, whether they are humanoids or some other creatures, are animated as hollow undead. The GM can choose any number of skeletons, zombies, and/or ghouls according to the needs of the game being run.
 
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Historica Arcanum Empires of the Silk Road
5e
Ahengar: In ancient times, a group of bards, minstrels, and singers were banished unjustly by a king and left to wither away in a swamp located in the heart of a silent grove. As they struggled to survive amidst the unspeakable horrors that plagued them at night, their talent for music and singing became their only solace. As the nights grew longer and the horrors of the swamp consumed their minds, their once-beautiful voices turned into something twisted and malevolent.
Over time, they learned to mimic every sound they heard, and this skill soon turned into a curse that transformed them into hideous monsters known as Ahengar.
Atshan, The Drought One: Legend has it that the atshan, a creature of great dread, is born from the souls of those who perish from dehydration in the unforgiving heat of the desert.
Fravashi Ethereal: As the flames of the sacred fire engulf an aging Zoroastrian priest, their mortal body is consumed, and their soul is reborn as a ghostly, ethereal being. Empowered by the ancient flames, they are transformed into protectors of the sacred tomes, tombs, scrolls, and secrets of the Zoroastrian faith.
Their duty is to guard these holy artifacts, even in death, and to ensure that their secrets are not profaned by unworthy hands.
Fravashi Risen: According to ancient beliefs, the souls of unborn children of Zoroastrian followers were spared from the clutches of darkness after their physical demise. To ensure their protection, these souls were infused with the Zoroastrian flame and bound to the bodies of executed prisoners. Their divine purpose was to guard the sanctity of Zoroastrian temples.
Gravekeeper: They are usually the souls that gave up on life when their time has come and embraced death as an old friend.
Revenant Steed: ?
Bitig Kul, The Remain of the Ash, The Remains, The Written Part of the Ash: ?
Ahengar, Hideous Monster: ?
Atshan. Creature of Great Dread, Spectral Being, Malevolent Spirit: ?
Fravashi Ethereal, Ghostly Ethereal Being, Protector of the Tomes Scrolls and Secrets of the Zoroastrian Faith, Deceased Priest: ?
Fravashi Risen, Mystical Guardian: ?
Gravekeeper, Fearsome Entity, Eerie Being: ?
Bitig Kul, Keeper of Knowledge, Ghost, Phantom, Dead Scholar With Unfinished Business, Spirit: ?
Isidorus, Notable Bitig Kul, Last Headmaster of the Library, Old Man: ?
Hypatia, Notable Bitig Kul, Teacher of Mathematics, Expert in Magic, Beautiful Woman: ?
Vitruvia, Notable Bitig Kul, Diviner, Theologian: ?
Gaia, Notable Bitig Kul, Beautiful Woman: ?
Gregorius, Notable Bitig Kul: ?
Varus, Notable Bitig Kul, Linguist: ?
Undead, Undead Creature: Lingering Death disease magical symptom.
March of the Dead destructive spell rebound effect.
Dreaded Undead: ?
Incorporeal Undead: ?
Poltergeist: ?
Ghost: ?
Angry Ghost: ?
Ghoul: ?
Lich: ?
Dreaded Lich: ?
Shadow: If a creature dies by this process [a baku's rotting mind power], it turns into a shadow after 24 hours.
Skeleton: Lingering Death disease magical symptom.
Specter: ?
Ghastly Specter: ?
Wight: ?
Zombie: Lingering Death disease magical symptom.

Lingering Death
Each power level requires another saving throw. When you finish a long rest with this disease and fail the Constitution saving throw, you take 1d6 necrotic damage.
During the course of life, if you ever receive necrotic damage from a source, you are vulnerable to it even if you have resistance from another source.
If you die while having this symptom, you rise during the next midnight as an undead. Either a zombie or a skeleton, depending on the way you die. The GM may also choose another undead.
Treatment Holy Ritual

March of the Dead. A loud heartbeat fills the caster’s mind and creates an aura within 300 ft. of it. Dead creatures within the aura become undead creatures proper to their state and body. The creatures in the aura take 1d6 necrotic damage at the start of each of their turns or when they enter the first time; the undead are immune to this. The undead created by this aura are relentless and attack everyone on sight. If no creature has become undead, a blast within the area deals each creature 2d6 necrotic damage.
A touch of a believer immediately destroys the undead if it is CR ¼ or lower.
 

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