Undead Origins

Lake of Dust (5e)
5e
Ancestor Skull: Although [growl-howl] is not a spellcaster, he learned the secret of animating skulls by torturing a necromancer who was captured from a caravan.
The formula for making ancestor skulls is the only bit of real arcane power [growl-howl] ever mastered. He pried the secret from a captive necromancer through torture.
Ancestor Skull, Undead Creation, Fierce Guardian: ?
Ancestor Skull, Wolf-Like Skull: ?
 

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Mage Forge — Magic Items for 5th Edition
5e
Undead, Undead Creature: Wraith Wrap magic item.
Shambling Undead: ?
Powerful Undead: ?
Evil Undead: ?
Skeleton: Flute of the Danse Macabre magic item.
Wight: Necrodrum magic item.
Wraith: Hoarfrost armor magic item.

Flute of the Danse Macabre
Wondrous item, rare (requires attunement by a spellcaster)
This flute is carved from the hollowed out arm bone of a Large creature, with holes drilled into the top to change the pitch of the sound when wind is blown through. As an action you can play the flute and choose a pile of bones within 30 feet, expending a spell slot to animate a number of skeletons equal to the level of the spell slot you expend. The skeletons animate for one minute and you may only have one set of skeletons active at a time.
On each of your turns, you can use a bonus action to mentally command any skeletons you made if they are within 60 feet of you (if you control multiple skeletons you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeletons will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until the task is complete.

Hoarfrost Armor
Armor (plate), very rare (requires attunement)
This plate armor is constantly cool with a sheen of ice over the metal comprising it. When worn until it is attuned to, it sends a chill to your core. Once attuned to, this chill disappears and the Hoarfrost Armor grants you resistance to cold damage.
You have a +1 bonus to AC while wearing this armor.
Whenever you are hit with a melee attack you can use your reaction to force the attacker to make a DC 13 Constitution saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one as the frost from the armor flashes along the creature’s weapon to nip at their hands and bodies in recompense for daring to strike its master.
While attuned to the armor you are vulnerable to fire. If fire damage reduces you to 0 hit points while wearing the armor you die as your body is incinerated and you rise 24 hours later as a wraith.

Necrodrum
Wondrous item, very rare (requires attunement by a spellcaster)
This drum is imbued with necromantic magic and radiates heavily so under detect magic spells. When you play this drum made of bones covered by stitched and stretched hides with bone drumsticks you can coax dark magic from the rhythm.
While holding the drum you can use your action to choose a Medium or Small humanoid corpse within 60 feet and reanimate it as a wight under your control. (The GM has game statistics for this creature). You can’t use this property again until you finish a long rest. As a bonus action on each of your turns you can mentally command the wight if it is within 60 feet of you. You decide what action the wight takes and where it moves during its next turn, or you can issue a general command. If you issue no commands the wight only defends itself against hostile creatures. Once given an order the wight continues to follow it until its task is complete.
The wight is under your control for 24 hours, after which it stops obeying any command you have given it. Once every 24 hours, you can play the drum to reassert control over the wight you animated with it.
In addition you can play the drum as an action to cast the create undead spell. Once the drum has created an undead creature, it can’t do so again until 7 days have passed.

Wraith Wrap
Wondrous item, rare
While you wear this black and gray tattered scrap of cloth as a mantle about your neck and shoulders your type counts as undead.
You can use your bonus action to become incorporeal for up to 1 minute at a time. Once you use this property it cannot be used again for 10 minutes. While incorporeal you can move through other creatures and objects as if they were difficult terrain. If you are in a solid object when your time runs out you are shunted to the closest unoccupied space regardless of direction and you take 1d6 points of damage for every 5 feet you are forced to travel.
 

Northlands Saga Spears in the Ice 5e
5e
Hunting Ice Zombie: Hunting ice zombies are created by the power of Althunak, either directly or via his cults. They can take many forms — most are made from dogs or wolves — but rumors abound of zombified musk oxen and even mammoths. No matter what the animal was, the process of ice zombification creates the same result.
Hunting Ice Zombie, Some Sort of Prehistoric Beast, Giant Bird With Claw-Tipped Legs and a Sharp Beak All Covered With a Rime of Ice: ?
Ice Zombie Hunting Dog: ?
Ice Zombie Hunting Wolf: ?
Ice Zombie Hunting, Zombified Musk Ox: ?
Ice Zombie Hunting, Zombified Mammoth: ?
Ice Zombie Hunting, Horrid Creature, Freeze-Dried Undead: ?
Ice Zombie Hunting, Guard: ?
Ice Zombie Hunting, Hunting Beast: ?
Ice Zombie Hunting, Symbol of a Cult Leader's Power: ?
Ice Zombie Temple Guard: Those temple guards who please Althunak the most are granted eternal undeath as ice zombies. Their bodies are freeze-dried by the process, and they stand an unceasing vigil over the sacred sites of the Lord of Ice and Cold, as well as protect his most fervent priests.
During the fall of the prince, three thralls and five of the temple’s guards locked themselves in this room, intent that the rebellious slaves, treacherous prince, and especially the hated palace eunuchs would not get their god’s sacred treasures. In time, all eight died but were reanimated by their unholy faith as ice zombies.
During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath.
Ice Zombie Temple Guard, Freeze-Dried Undead: ?
Ice Zombie Temple Guard, Frigid Corpse of a Former Royal Guard: ?
Ice Zombie Thrall: While temple guards are chosen for their valor and faith, ice zombie thralls are merely rounded up and subjected to horrid rituals to turn them into ice zombies. The process is a different one than that used on other ice zombies, as is the purpose.
During the fall of the prince, three thralls and five of the temple’s guards locked themselves in this room, intent that the rebellious slaves, treacherous prince, and especially the hated palace eunuchs would not get their god’s sacred treasures. In time, all eight died but were reanimated by their unholy faith as ice zombies.
During the overthrowal of the prince, these 12 loyalists were lured here and quickly entombed by locking the sturdy storehouse doors (break DC 15, AC 14, 12 hp, can be picked using thieves’ tools with a successful DC 13 Dexterity check). They died after consuming the last of the supplies but were blessed by their demon lord with undeath.
Inside each cage are 10 ice zombie thralls, their corpses freeze-dried by the unnatural cold of their jail cells. When the palace was abandoned, these prisoners were left here. In a few days, they were themselves forced into cannibalism to eke out one more day. This pleased Althunak, and he “blessed” them with undeath and eternal hunger.
Ice Zombie Thrall, Mindless Killer, Freeze-Dried Undead: ?
Uth’ilopiq the Cursed, Prince, Corpse, Former Lord of the Ice Palace, Lord of the Palace: The corpse is not entirely dead, for in his death Uth’ilopiq cursed his demon-god and was in turn cursed to sit on the throne he once held for his divine liege until called upon. Reanimated after death, the lord of the palace has remained here for eons, waiting and plotting.
Zombie: Uth’ilopiq does not move or show any signs of his undead state until the party touches his corpse (see below) or leaves the throne room, at which point he quietly stalks them, looking for a time when their guard is down so that he may strike. Anyone who separates from the group is ambushed and slain, and their body is then reanimated into a zombie to serve the lord of the palace.
 
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Northlands Saga: Spring Rites 2023 (5e)
5e
Barrow Skeleton Chieftan: The Andøvan peoples who once inhabited the Northlands left behind great stone circles and sealed burial mounds. These barrows are said to be haunted, and with good cause. While not all barrow mounds are enchanted to animate their occupants, those that contain the remains and burial goods of the Andøvan chieftains certainly are. When disturbed, and this may be as easy to do as walking past one, the chieftains awaken and lead their entourage out to drive off the living or to bring justice to tomb robbers.
Barrow Skeleton Warrior: The Andøvan chieftains were buried alongside their closest retainers. These warriors who guarded their lord in life carry on an endless vigil in death. To be chosen to become an undead warrior was a high honor and one that many retainers fought for fiercely, and sometimes to the death, to be granted.
Warriors are animated by the magic that animates their chieftains.
Bog Hound: For reasons unknown to the current inhabitants of the Northlands, the Andøvan threw living creatures into bogs, enchanting them to rise again to terrorize the night. Many of these haunted bogs are near burial mounds, and some say these beasts are kept for when their Andøvan masters return. Bog hounds are one such, and the most common, bog beast. Their bodies preserved by the bog and the magic that animates them, they appear as leathery, emaciated versions of their living forms, often covered in the muck and mire of their resting place.
Complicating matters is the fact that the bog is home to a bog hound, an undead creature left behind by ancient cults of the Andøvan.
Barrow Skeleton Chieftan, Skeletal Figure, Fearsome Foe: ?
Barrow Skeleton Chieftan, Skeletal Champion: ?
Barrow Skeleton Warrior, Risen Andovan Warrior, Undead Warrior, Steadfast Follower, Loyal Follower: ?
Bog Hound, Beast, Large Dog But Shrunk and Preserved, Bog Beast: ?
Bog Beast: For reasons unknown to the current inhabitants of the Northlands, the Andøvan threw living creatures into bogs, enchanting them to rise again to terrorize the night. Many of these haunted bogs are near burial mounds, and some say these beasts are kept for when their Andøvan masters return.
Undead Creature, The Dead: ?
Undead King: Though Sibbe’s amulet allows her to pass through the Barrow Lands unmolested, the ritual atop the Tor perverted the natural order and sent a shockwave of unrest through the surrounding burial mounds. This ancient Andøvan king has now awakened and is calling forth his equally ancient subjects to put a stop to this desecration.
Undead King, Long-Dead Hero, Ancient Andovan King, Dead Warrior, Barrow King: ?
Skeleton, Decayed Skeleton, Undead Resident, Undead Denizen, Spawn of Hel, Unquiet Dead, Shuffling Undead, Skeletal Remnant of an Ancient Andovan, Undead Warrior: ?
Skeleton: ?
Foul Specter: ?
 
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OS3 The Fate of Chentoufi
5e
Ireshkigal, Mistress of Water, 20th Level Lich Spellcaster, Lich, Once Powerful Ydrissid Wizard, Sea Lich, Ancient Sea Lich, Archlich, Powerful Mighty Foe, Supremely Powerful Wizard, Full Lich, Woman, Antagonist, Extremely Powerful Wizard: However, Ireshkigal’s thirst for power and eternal life separated her from the interests of the group and she instead sought to control the Eye herself. Eventually this corruption led her down a dark path and she turned to dark magic and necromancy in order to extend her life, escaping The Wrath. This transformation into a lich came at a great cost, however, as it required her to sacrifice her physical body and become an undead being bound to the Oculus, forever trapped between life and death.
Undead Being, Undead Creature: ?
Undead Minion: ?
Undead Guard: ?
Tiash'ut, Ancient Dragon Turtle Dracolich, Ancient Dragon Turtle, Servant of Irsehkigal, Dragon Turtle Servant, Ireshkigal's Servant, Undead Dragon Turtle, Massive Undead Dragon Turtle, Dracolich Dragon Turtle: ?
Zombie Shark: ?
Zombie Shark, Undead Fish: ?
 
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Out of the Box: Encounters for 5th Edition
5e
Apophisis, The Devouring Mother, Vampire Spawn, Gray Skinned Woman With a Striking Appearance, Vampiric Creature, Master, Liege, Intelligent Foe, Tragic Figure, Vampire, Complicated Creature: ?
Dark Witness Zombie: ?
Hearth Hope: Characters who succeed on a DC 20 Intelligence (Religion) check recognize a hearth hope as an good aligned undead spirit akin to a ghost, held back from the afterlife by a pressing need in the mortal realm.
Fido, Zombie Tyrannosaurus Rex: ?
Dark Witness Zombie, Humanoid Shape, Strange Inhabitant: ?
Hearth Hope, Good-Aligned Undead Spirit: ?
Schir Gold, Hearth Hope, Small Ghostly Figure With Long Braided Hair, Spectral Figure: While traveling through the wilds in life Schir was killed by a troll, never to see her beloved husband or children again. Schir was a community leader and whenever she left home to visit other halfling communities she carried a magical mirror enchanted to show her children in the reflection. Before Schir’s restless spirit can move on she hopes to see her children one last time.
Undead Menace: ?
Undead, Undead Creature: ?
Ghost: The dead figure rises from the grave to hunt their lost items down.
Ghost, Dead Figure, Restless Creature: ?
Emilia, Amelia, Ghost, Figure: With a successful DC 13 Charisma (Persuasion) check they find out she was once the wife of a noble, whose name is lost to eternity. She fell in love with a rival noble and had an affair with him. Emelia became pregnant with his child. When this fact was discovered, she and her unborn child were murdered and buried in secret.
Small Ghost Resembling a Baby: ?
Lich, Even More Powerful Villain: ?
Lich: ?
Lich, Mean Villain: ?
Ancient Lich, Long-Thought-Lost Ruler: ?
Mummy Lord, Even More Powerful Villain: ?
Mummy, Dead Figure, Restless Creature: ?
Mummy Lord, Long-Thought-Lost Ruler: ?
Skeleton: ?
Skeleton, Lesser Animated Undead: ?
Specter, Dead Figure, Restless Creature: ?
Specter: Harbinger Ring magic item.
Vampire, True Vampire: If so inclined this master could free any of its vampire spawn by sharing its own blood and transforming them from vampire spawn into true vampires.
Vampire Master: ?
Slumbering Vampire, Long-Thought-Lost Ruler: ?
Vampire Spawn: Those who have not escaped by the time they are adults have eventually been transformed into vampire spawn by the master.
Vampire Spawn, Average Spawn of a Vampiric Lord: ?
Vampiric Lord: ?
Apep, Wight, Steersman, Figure, Passenger, Evil Undead Creature, Intelligent Foe: ?
Khagesh, Wight, Watchman, Figure, Passenger, Evil Undead Creature, Intelligent Foe: ?
Wight: ?
Spirit of Agaroz, Wraith: ?
Zombie: If a character is killed on the dance floor [of the dance macabre castle ruin] and left there, they animate as a zombie in 24 hours and continue to dance like the others.
Characters slain by the wights arise as zombies under their control the next day, unless their body is destroyed or is restored to life.
Zombie, Lesser Animated Undead, Common Everyday Monster: ?
Zombie, Zombie Servant, Infected Zombie: ?
Large Zombie, Zombie Servant, Infected Zombie: ?
Zombie Ogre, Zombie Servant, Infected Zombie: ?
Zombie Covered in a Patch of Gray Mold: If a creature drops to 0 hit points as a result of this damage [from gray mold], it dies and animates as a zombie covered in a patch of gray mold after being dead for 24 hours.

Harbinger Ring
Ring, rare (requires attunement)
When you finish a long rest while wearing this obsidian ring inscribed with the name Agaroz, roll 2d20 and record the number rolled. You can replace any attack roll, saving throw or ability check made by you or a creature that you can see with one of one of these rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
When you finish a long rest, you lose any unused rolls.
Curse. If you are reduced to 0 hit points you must succeed on a DC 13 Constitution saving throw or you die and your spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.
 
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Rat King's Sewer (5e)
5e
Undead Creature: ?
Swarm of Undead Lost Limbs: ?
Ghast, Hungry Dead: ?
Tamara Lane, Ghost: This long length of sewer collapsed long ago when a sinkhole opened and claimed half a block of the city. The ground above was shored up and new buildings were constructed, leaving only the forgotten debris clogging the sewer. There are hints that there might be something of value buried here, such as some bits of metal sticking out, a few rotted ends of lumber, and here and there a glint of broken porcelain. The ghost of Tamara Lane, a halfling who lived above and died in the collapse, haunts the rubble.
Ghost: ?
Ghoul, Hungry Dead: ?
Zombie: The walls of this length of tunnel are covered with a virulent purple fungus. The fungus reacts to light by emitting spores that invade the host’s body and turn it into an undead creature. A creature who ends their turn exposed to the spores (i.e. anyone in the area with a light source) must succeed at a DC 11 Constitution saving throw or suffer 4 (1d8) poison damage. A creature who dies from this damage rises as a zombie in 2d4 rounds.
Zombie, Victim of the Spores: ?
 


Splinters of Faith 2022
5e
Akruel Rathamon, The Evil One, Vampire Lord, Most Ancient of Undead, Death-Priest, Lover, Bloodthirsty Warlord, Warlord, Tyrant, Vampiric Priest-King, Evil Death-Priest, Death-Cult Leader, Risen Death-Priest, Vampire, Desiccated Corpse, Priest-King, Master, Vampire Death-Priest, Dangerous Death-Priest, Relic of Man's Ancient Past Undead Warlord: –582 I.R. Akruel’s soul is placed within the Frore Heart, and he rises as a vampire lord.
The tide of war ebbed and flowed, as it does, and Akruel’s fanatical forces in –583 I.R. couldn’t stem the good-aligned people rising against the death-cult leader. As his enemies rallied and marched by the thousands against Al-Sifon, the death-priest retreated to the place where his conquest began. He knew that death finally stood upon his doorstep. Not willing to give up — despite Aurikus whispering promises of the pleasures of death in his ear — Akruel devised one final plan to stave off the inevitable and to regain his master’s trust: He’d take his own life on his own terms before his enemies could do it.
Akruel brought together his remaining priests and together they crafted a heart composed of lifeless flesh and enchanted with the powers of hell. In the darkest hour of the coldest night under a lunar eclipse in –582 I.R., the priests raised their voices in a ritual chant and drew Akruel’s tainted soul into the abhorrent flesh. For a brief moment, the forces of good got their wish: The death-priest died. But as the moon slid from the grasp of penumbral shadows, the Frore Heart pulsed with a hellish might as immortal blood and Aurikus’ evil flowed anew through Akruel’s veins. Akruel’s body convulsed as the Frore Heart forever after claimed his soul.
Aurikus’ dark blessing transformed Akruel into the most ancient of undead: a vampire lord.
Aliak Tal Ashon, Ghost Cleric, Master of Necromancy: To lay her soul to rest, Aliak Tal Ashon’s body must be properly cremated and her remains interred. Characters could accomplish this by placing her ashes in an urn and placing the urn in an empty niche within the crypt.
Aliak Tal Ashon was a promising young Brood member. Her stance and beauty guaranteed her a quick rise in power. Jealous and fearful of her potential, the other members of the Brood of Hecate at the time sacrificed Aliak and left her body unburied in one of the many hidden crypt rooms below Abhor Brazier. The chamber was sealed to further the humiliation. Aliak returned a week later to slay the Brood member who drove the dagger into her body.
Ancient Specter: Specters who remain in the living world for long periods evolve into more powerful and bitterly angry beings who vent their rage and frustration on the living.
Bhuta: The spirit of a murdered person often possesses its original body to exact revenge on its killers.
Bleeding Horror Minotaur: ?
Blood Wight: ?
Bloody Bones: The skeletal remains of one of Lady Averlyne’s lovers rests at the bottom of the tub. She butchered the man while he bathed. Powerful negative energies changed the slain lover into a bloody bones A1 that oozes in the rotten sewage it now lies within.
Bloody Skeletal Dire Tiger: ?
Bodak: ?
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial.
Cha Ookna, Vampiric Oni, Ogre Mage Vampire, New Recruit: ?
Crawling Hand: Crawling hands are horrid necromantic creations that wander darkened areas, often crypts, in search of living prey to choke the life out of them.
Crimthann the Putrid, Ghast Lord High Priest, Leader: ?
Crypt Thing: Through dark rituals, Set’s priests imbued the crypt thing with sentience.
Dread Wraith: Dread wraiths result when ordinary wraiths have spent decades or even centuries in the material plane, gaining strength and power as their hatred for the living grows ever stronger.
Exigua, Duergar Skeletal Warrior: ?
Fire Giant Skeleton Champion: ?
Fulcyst, Ghoul: Fulcyst, an entombed subpriest, was an appallingly evil man. He was among the longest-living survivors buried in the tomb and existed by devouring the other priests’ flesh. Finally, as he inhaled his last breath of stagnant air, Fulcyst pleaded with his dark lord for eternal life. Aurikus granted the wish, and Fulcyst’s body wasted away in death, withering into a ghoul.
Giant Squid Zombie: Even the relatively benign squid can be subject to the curse of undeath through necromancy or profane clerical spells.
A massive free-willed giant squid zombie lies in this chamber and attacks any who enter besides other undead and the two necromancers Occan and Kavali, who first animated it and still exercise some control over it.
Gunnvor, Fire Giant Skeletal Champion: ?
Haunt: The haunt is the spirit of a person who died before completing some vital task.
Huecuva, Undead Spirit of a Good Cleric Who Was Unfaithful to Their God and Turned to the Path of Evil Before Death: Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. They are condemned to roam the earth as robed undead.
These warriors are actually 3 huecuvas, undead priests who turned their back on their good-aligned deity of Iseleine. Their mission to destroy the temple of Orcus ended when the city was buried in the tsunami during the cataclysm (which might have even been caused by Iseleine to punish her wayward priests). As they slowly died of starvation within the wholly evil environment of the temple, the bronze darkskull of Orcus swayed them to reject the goddess who had abandoned them and left them to die.
Kamarupa, Distorted Soul of an Evil Priest Betrayed and Sacrificed to Their Deity: Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity.
Lavina Du Vaine, Ghost, Little Daughter, Adopted Daughter, Girl, Daughter, Little Ghost, Little Ghost Girl: Lavina Du Vaine was 11 years old when she died in 3487 I.R.
Her father, Lord Arnsworth Du Vaine, was a wealthy aristocrat, religious scholar, and wizard of some repute who proffered from the booming logging business in the hamlet of Carson’s Mill. In fact, Lord Arnsworth founded and owned the entire town, until he sold the land and split the business up and sold it for more than it was worth. His riches and status stretched the imaginations of even the greediest thieves. His wealth and leisure allowed him to research legends and myths — one of them being the fabled scepter of faiths lost during the War of Divine Discord in –579 I.R.
His only relative at that time was his much-younger half-sister, Averlyne, a reclusive spinster whose good looks were soured by her ill temper. Lord Arnsworth and Averlyne shared a father, but that was their only bond. In fact, she awaited the day when Arnsworth would shuffle off the mortal coil so she could take the family’s money to pay off the significant debts she had accumulated and owed to the Alantyr family in Bargarsport. Lord Arnsworth Du Vaine’s fortune was her key to buying a new life — or at least paying off the one she now found herself mired in.
But then fate threw her plans into chaos when an orphaned child appeared on Lord Arnsworth’s doorstep. Lord Arnsworth had spent his entire life alone, buried in books and commerce, withering away into an old man — but this unexpected child gave him a new perspective and filled his forlorn life with a joy he’d never known. He adopted the girl and named her Lavina after his beloved mother and showered her with whatever trinkets his money could buy. Her laughter filled his heart with joy and brought youthfulness back to his soul.
Lady Averlyne seethed at the thought of her money going to an outsider who had shown up out of the blue. The spinster hated Lavina with barely restrained rage, and she schemed from the start to get rid of this usurper. Averlyne was smart enough to know she couldn’t openly oppose her brother’s decision without being cut off by her doting half-sibling, however. Realizing his hold over the fortune, Averlyne resentfully accepted Lavina and called her “family” through gritted teeth. She called the girl much worse when Lord Arnsworth wasn’t around.
Lady Averlyne played the part of the aloof aunt for 10 years before her greed and desire — and mounting debts — finally overcame her. The fact that Lord Arnsworth — a man who had hovered near death’s door before the girl’s mysterious arrival — was now capering and laughing like a man half his age pushed Averlyne over the edge. With her debts threatening to overwhelm her, Averlyne had to act. Recent threats by the Alantyrs of Bargarsport fed her fears.
While Arnsworth traveled to the Island City of Jah Sezar to research details about the scepter of faiths and a lost temple known alternately as “Zendeth-Jan” or “Seraph,” Lady Averlyne devised a plan to kidnap Lavina and hold her for ransom. One night, Averlyne drugged the few members of the household staff with wine she had delivered via a courier who never knew her name. When the staff members were asleep in drugged blissfulness, Averlyne donned a demon-like boar’s mask and broke into the manor house. Her plan was to grab the girl out of her bedchamber and flee into the night with none the wiser. She would hand the girl over to brigands waiting to spirit her away — and who would kill her once Lord Arnsworth paid the ransom they demanded.
But Lavina awoke as the aging spinster crept into her bedroom. The demonic boar’s head was a nightmare made real to the little girl, who fled before the horrible visage, clutching her teddy bear to her in her panic.
Lady Averlyne couldn’t resist further tormenting the poor girl and pursued the terrified Lavina through the halls, screaming like a banshee behind her. Lavina shouted for help that never came as the servants slept unaware. Averlyne finally cornered the girl in the manor’s little-used subterranean cistern. While trying to hide from the demonic boar, Lavina slipped and fell to her death in the well beneath the house. Lady Averlyne was the only person there to watch the girl tumble and fall into the inky blackness.
Lich Shade: Lich shades are evil creatures who attempted to achieve lichdom but failed. The creature is not destroyed, nor does it become a lich, it becomes something in between.
Lord Arnsworth Du Vaine, Ghost, Father, Tortured Spirit, Troubled Spirit, Image, Apparition, Dead Religious Scholar: 3487 I.R. Lord Arnsworth’s adopted daughter Lavina vanishes while he is on a trip; Lord Arnsworth despairs after not uncovering her fate and hangs himself.
Devastated by this unexpected news, Lord Arnsworth returned immediately. But even with his magical powers and wealth, he never uncovered Lavina’s whereabouts or identified her kidnappers. Something blocked his magic, but he never suspected the answer was the lead cap right below his feet in the basement. Emotionally drained, Lord Arnsworth’s health crumbled as his age caught up with him at last. Leaving everything to his half-sister, Lord Arnsworth hung himself from the inner balcony of the manor’s tower in 3487 I.R.
His ghost can be put to rest by presenting proof that his daughter has been found and then exacting revenge on her killer.
If characters present the ghost with the stone of promises, Lavina’s stuffed bear, or her remains, the madness clouding Lord Arnsworth’s mind clears and he realizes his fate for the first time and finds peace. With this evidence, he gains his freedom from the necromantic ties binding him to the third floor.
It has been months since word came of my beloved daughter’s abduction. I’ve returned a broken man to a broken home. The joy she brought these halls is stilled now, her laughter gone. I hear her giggles in the halls still, but when I turn, my heart filling with joy, she is nowhere to be found.
My spirit is crushed; my heart is broken.
Deep in my soul, I fear she no longer lives, but even fickle death keeps her spirit hidden from me. I hope she awaits me when soon I cross the shrouded veil. That is the reunion I so desire.
My sister, dear Averlyne, I leave my wealth and home to you to care for until — and how I wish this as well! — Lavina should somehow return.
My life is lost, and I cannot bear to linger.
— Lord Arnsworth Du Vaine
Mohrg: They are the undead remnants of mortals who reveled in slaughter and slew innocents in life.
Mr. Giggles, Ghost Cat Familiar, Yellow-Striped Cat, Feline Guardian: ?
Nightwalker: ?
Skeleton Knight, Skeletal Knight: A skeletal knight returns from beyond when called to defend its master once again.
Spirit Naga Lich: ?
Swarm of Undead Bats: A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Swarm of Undead Rats: A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Zombie Shadow Hunter: On Day 3 of the Convocation of Radiance, the dark gods resurrect the spirit of Master Zillious’ serpent companion to destroy the characters. The snake returns as a zombie shadow hunter as various bones and the destroyed flesh of the wall of eyes (Area 5-1 in the evil version of the temple) reconstitute themselves into the 30-foot-long serpent.
Anc-Salmara, Ancient Specter, Former Priest of Set, Spirit: ?
Dromgool, The Motleys, Bhuta, Slain Human Fighter, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: This slain human fighter harbors a burning hatred of Lady Averlyne — and is one of the reasons why the woman doesn’t visit the manor these days. Lady Averlyne poisoned the burly man, then tried to drown him in a soup bowl when he collapsed unconscious at the table. She finally sliced his body apart out of spite when he didn’t die fast enough to suit her. Dromgool haunts the manor grounds as a bhuta A1 that rises from the compost heap whenever he feels Lady Averlyne’s presence.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Bleeding Horror Minotaur, Undead Hunter, Beast, Undead Monstrosity: ?
Vinclaira the Loyal, Blood Wight, Undead Hunter: ?
Bloody Bones, Six-Foot-Tall Evil Undead Spirit: ?
Bloody Skeletal Dire Tiger, Large Tiger Skeleton: ?
Cadaver, Angry Undead: ?
Cadaver, Undead Skeletal Remains of a Person Who Has Been Buried Alive: ?
Cadaver, Undead Skeletal Remains of a Person Who Has Been Given an Improper Burial: ?
Crawling Hand, Horrid Necromantic Creation, Severed Servant, Severed Hand, Crawling Claw: ?
Crypt Thing, Cursed Individual Guardian: ?
Fire Giant Skeletal Champion, Truly Terrifying Presence: ?
Giant Squid Zombie, Massive Free-Willed Giant Squid Zombie: ?
Gorgi, The Motleys, Haunt, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: This wily thief felt it was his “mission” to recover the stone of promises A2 — and then make off with the treasure for himself. Lady Averlyne killed him with his own lockpicks, piercing his organs with the slivers of metal. The young thief now wanders the manor as a haunt that still seeks the stone of promises. Gorgi’s spirit can be put to rest by showing him the stone.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Huecuva, Robed Undead: ?
Huecuva, Elvish Warrior, Undead Priest, Evil Undead, Protector, Guardian: ?
Kamarupa, Undead Creature Whose Gaze Strikes Fear in the Hearts of Even the Bravest, Spirit: ?
Kirolansh, Kamarupa, Dangerous Kamarupa: Naleshwar and his followers sacrificed Kirolansh, a high priest of Set, to the god of darkness. The angry Kirolansh’s enraged sprit soon returned as a kamarupa A1 but was unable to cross the seals Naleshwar used to protect the room.
Livonia Tols, Lich Shade: Livonia Tols (NE female lich shade) failed to become a lich but her newfound powers allowed her to rise up through the ranks of the Dogs of Orcus.
Lich Shade, Evil Creature Who Attempted to Achieve Lichdom But Failed: ?
Mohrg, Animated Skeleton With Living Writhing Entrails: ?
Leonidas, Large Mohrg: The hollow tower is the home of two of Akruel’s most feared assassins. Leonidas and Creighton once were ogre mages who assassinated local rulers and squelched uprisings of villagers who rejected Akruel’s reign. As Al-Sifon fell, Shah Rasalt cornered the murderers in their tower home. Several weeks after Leonidas and Creighton were slain, they reappeared as 2 large mohrgs (use mohrg A1 statblock with 204 [24d10 + 72] hit points, slam +8 attack, 30 [8d6 + 4] bludgeoning damage, DC 16 Constitution save against tongue attack) to haunt and terrorize looters.
Creighton, Large Mohrg: The hollow tower is the home of two of Akruel’s most feared assassins. Leonidas and Creighton once were ogre mages who assassinated local rulers and squelched uprisings of villagers who rejected Akruel’s reign. As Al-Sifon fell, Shah Rasalt cornered the murderers in their tower home. Several weeks after Leonidas and Creighton were slain, they reappeared as 2 large mohrgs (use mohrg A1 statblock with 204 [24d10 + 72] hit points, slam +8 attack, 30 [8d6 + 4] bludgeoning damage, DC 16 Constitution save against tongue attack) to haunt and terrorize looters.
Benjaldu, Nightwalker, Al-Sifon's Most Imposing Inhabitant, Collective Being of Pure Evil and Negative Energy Formed From the Undying Will of the Undead: ?
Nightwalker, Extraplanar Undead Creature: ?
Avnahei, Spirit Naga Lich, Horror, Ancient Naga, Master Tactician, General: ?
Spirit Naga Lich, Undead Naga, Powerful Spellcaster: ?
Swarm of Undead Bats, Zombie Bats, Undead Bats, Unfortunate Undead Animals, Poor Things: ?
Swarm of Undead Rats, Zombie Rats, Desiccated Rats, Unfortunate Undead Animals, Poor Things: ?
Zombie Shadow Hunter, Massive Rotting Serpent: ?
Zombie Shadow Hunter, 30-Foot-Long Serpent, Monstrous Zombie Shadow Hunter: ?
Undead, Undead Creature, Undead Entity: Those slain by the death-priest rose in death to swell the ranks of his undead army.
A shallow, freshly dug, cone-shaped depression around the monument contains the bodies of jungle villagers and other unfortunates in a grisly mass grave. The bodies are being readied for future animation as undead. Many of the corpses show signs of ritual deaths and even cannibalism.
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Undead Minion: ?
Undead Hunter: ?
Undead Warrior: ?
Reawakened Undead: ?
Free-Willed Undead: Akruel’s tomb is filled with the remnants of unspeakable evil. After being sealed inside the crypt by Shah Rasalt’s men, many of Aurikus’ followers tried to escape but found that Rasalt had further sealed them into the tomb by burying the entire structure under tons of dirt and stone. Eventually, fear, exhaustion, dehydration, and hunger — not to mention vicious infighting that killed many worshippers — took its toll on the buried faithful of Aurikus. Still, some of the more powerful cultists eluded death, and their anger transformed them into free-willed undead who remain trapped within, awaiting release.
Restless Undead: ?
Undead Laborer: ?
Undead Servitor of Set, Evil Undead: ?
Biting Undead Serpent: ?
Undead Attacker: ?
Undead Ant: ?
Undead Inhabitant: ?
Evil Undead Creature: ?
Lesser Undead: ?
Undead Companion: ?
Common Undead: ?
More Sinister Undead: ?
Sentient Undead: ?
Horrible Undead: Stone of Promises magic item.
Corporeal Undead, Corporeal Undead Creature: ?
Undead Soldier: Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Undead General: Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Apparition: These benign spirits are merely manifestations of evil souls who did not have the power to fully return as more sinister undead.
Apparition, Ghost-Like Humanoid, Spirit, Benign Spirit, Manifestation of an Evil Soul: ?
Ghostly Apparition: ?
Banshee: Akruel wed the elven women when he was alive and killed all of them when he became a vampire.
Banshee, Angry Banshee, Former Bride of Akruel Rathamon: ?
Ghast: The Totem of the Unburied Horde — originally a monument designating this as unhallowed ground — now channels negative energy. The pillar also creates undead as the spell four times each night on any corpses brought into the cemetery. Anyone slain within the cemetery faces a worse fate. They immediately rise as a ghoul (if under 4 hit dice) or as a ghast (4 hit dice and over) and retain any class abilities thanks to Orcus’ evil will.
This room’s back wall bears a carved stone humanoid skull with long ram horns curving from its forehead. A long stone tongue extends out of the skull’s toothy maw and points toward the floor. Thick olive ooze drips down the tongue into a five-foot-deep stone basin carved into the floor. The unidentifiable substance bubbles unctuously, and greenish fumes rise from the bowl. The disgusting slime swirls as if disturbed from below.
The sludge is aptly named the Ichors of Orcus. The mucus appears from the statue’s mouth although no discernible font can be found. Destroying the effigy is the only way to stop the sludge from oozing out. It has AC 18, a damage threshold of 10, and 240 hit points.
The slime has several properties while within the transept. Any contact with living flesh immediately inflicts a hideous plague unless the creature makes a DC 17 Constitution saving throw. Any creature that fails the save slowly becomes a ghoul (under 4 hit dice) or a ghast (4 hit dice or above) over four hours. Only a DC 20 Wisdom (Medicine) check followed by a wish can cure the affliction. Consuming the substance immediately inflicts the deadly curse (no save). The victim retains its abilities and switches to a Chaotic Evil alignment. The transformation starts at the point of contact and spreads across the victim’s body. The affliction deals one-quarter of the victim’s total hit points every hour until death. The corpse returns as an undead creature in 1d4 rounds. The high priests say the viscous fluid originates from Orcus’ blood and bile.
Makat, Ghast, Undead Hunter, Evil Creature, Twin Sibling: Akruel created these evil creatures and set them to stop any creatures who might be following him.
Ash, Ghast, Undead Hunter, Evil Creature, Twin Sibling: Akruel created these evil creatures and set them to stop any creatures who might be following him.
Ghast, Lesser Undead: ?
Ghast Soldier: ?
Conjured Ghast: ?
Ghost, Basic Ghost: Ghost Spike
These sharpened 20-foot-tall stone spikes stand randomly about Al-Sifon. Akruel sacrifices villagers to Aurikus on these enchanted spikes by placing their living bodies atop the sharpened points and letting gravity drag the screaming victims toward the ground. Skeletal bodies rest on the ground, spitted by the spike, while fresher bodies lie atop them. Each spike anchors the spirit of the dead sacrificed upon it to create a crowd of ghosts that defend the ground within a 300-foot-radius around the spike. A spike must be destroyed in order for the ghosts to rest. Each spike has 1d6 + 3 ghosts anchored to it.
Evasheen, Splintered Ghost: Evasheen was the necromancer Occan’s devoted wife, but his descent into necromancy and the cult of Orcus forced her to look elsewhere for affection. She carried on an affair for many months as Occan perfected his arts. But when the necromancer eventually discovered her infidelities, he poisoned both his wife and her lover.
Occan could not stand that she had acted against him. Using the necromantic arts, he killed her then animated her body as a zombie, but his tampering awakened Evasheen’s spirit. Her murder and that of her lover angered her even from beyond the grave. With the final insult to her corpse, Evasheen manifested as a splintered ghost eternally tied to her desecrated body (which wears a white silk evening gown).
The Motleys, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Mistress Evlyn Willard, The Motleys, Ghost With Wisdom 16, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Raldrich, The Motleys, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Shenirac, Ghost: If previously slain, [the devil dog] Shenirac’s ghost follows characters, although it cannot attack.
Garby, The Motleys, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne garroted this elven ranger, and his bloody throat gapes open as his ghost moves.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Loretto, The Motleys, Ghost With 16 Strength, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Loretto was the first victim of Lady Averlyne’s rage after he failed to retrieve the stone of promises more than 25 years ago. Once a young and virtuous paladin, he fell for her lusty wiles and deception. Entwined in her schemes, Loretto fell from grace as Averlyne lured her young lover from righteousness. After his failures became apparent, however, Lady Averlyne attempted to poison him. He resisted the worst effects but couldn’t fight off her minions as they hacked him to pieces in the Covet.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Flour Ghost, Puff of White Flour, Vaguely Humanoid Shape, Shifting Form: ?
Ghostly Reveler, Ghostly Diner: ?
Ghostly Hands: ?
Ghostly Adventurer: ?
Shade, Silent Ghostly Image, Slain Servant: ?
Non-Threatening Ghost: ?
Ghostly Figure of a Long Dead Priest, Ghost, Ghostly Presence, Ghostly Priest: ?
Ghostly Hyena: ?
Shah Rasalt, Greatest of Arden's Champions, Victor of the War of Divine Discord, Ghost, Ghostly Form of an Old Man, Ghostly Figure, Imposing Man With a Long Beard, Ghostly Warrior: ?
Ghostly Lion, Spirit, Beast: ?
Ghostly Cat, Ghostly Feline: ?
Ghost Spawn: Ghost Ghost Spawn power.
Ghostly Presence: ?
Ghoul: The Totem of the Unburied Horde — originally a monument designating this as unhallowed ground — now channels negative energy. The pillar also creates undead as the spell four times each night on any corpses brought into the cemetery. Anyone slain within the cemetery faces a worse fate. They immediately rise as a ghoul (if under 4 hit dice) or as a ghast (4 hit dice and over) and retain any class abilities thanks to Orcus’ evil will.
This room’s back wall bears a carved stone humanoid skull with long ram horns curving from its forehead. A long stone tongue extends out of the skull’s toothy maw and points toward the floor. Thick olive ooze drips down the tongue into a five-foot-deep stone basin carved into the floor. The unidentifiable substance bubbles unctuously, and greenish fumes rise from the bowl. The disgusting slime swirls as if disturbed from below.
The sludge is aptly named the Ichors of Orcus. The mucus appears from the statue’s mouth although no discernible font can be found. Destroying the effigy is the only way to stop the sludge from oozing out. It has AC 18, a damage threshold of 10, and 240 hit points.
The slime has several properties while within the transept. Any contact with living flesh immediately inflicts a hideous plague unless the creature makes a DC 17 Constitution saving throw. Any creature that fails the save slowly becomes a ghoul (under 4 hit dice) or a ghast (4 hit dice or above) over four hours. Only a DC 20 Wisdom (Medicine) check followed by a wish can cure the affliction. Consuming the substance immediately inflicts the deadly curse (no save). The victim retains its abilities and switches to a Chaotic Evil alignment. The transformation starts at the point of contact and spreads across the victim’s body. The affliction deals one-quarter of the victim’s total hit points every hour until death. The corpse returns as an undead creature in 1d4 rounds. The high priests say the viscous fluid originates from Orcus’ blood and bile.
Ghoul, Worshipper: ?
Gillespy, Ghoul: ?
Lacedon, Aquatic Ghoul: ?
Unfortunate Ghoul: ?
Ghoul Soldier: ?
Ghoul Lord: ?
Haunting, Ghostly Occurence: Various rooms in the chateau are imbued with ghostly energies where unexplained disturbances regularly occur.
Naleshwar, Lich: ?
Lich-Like Undead Figure: ?
Rayne D’Anzeray, Lich, Lich Necromancer 18: The necromancer Rayne D’Anzeray discovered Akruel’s tomb in Lessef and unleashed the evil death-priest upon the world. Akruel granted the spellcaster greater power, and Rayne quickly transformed himself into a lich to better serve his new master.
Lich, Shaenkue the Eternal: ?
Demilich of Horrific Power: ?
Lich: Tomes and notes on the desk describe in detail the rituals and materials needed to achieve lichdom. The research books are worth 50,000 gp, although the subject matter is decidedly evil.
Mummy: ?
Modified Mummy: Set’s power imbues these corpses with his dark energies to grant them unlife to destroy the scepter of faiths.
Modified Mummy, Servitor of Set, Undead Hunter, Undead Gnoll Mummy: ?
Qilakitsoque, Mummy Lord, Angry Mummy: ?
Mummy Lord: ?
Poltergeist: ?
Shadow: ?
Greater Shadow: ?
Skeleton: Rayne animated the skeletons in the niches before leaving the tomb three days ago with Akruel.
Ghost Summon Corpse power.
Skeleton, Undead Hunter, Evil Creature: ?
Floating Skull of a Past Lover: ?
Skeletal Hydra: The necromancer Kavali found the hydra’s skeletal remains while exploring these ruins. She freed the zombie squid under her control (Area U2) and created the skeletal hydra (use hydra statblock with undead fortitude [upon reaching 0 hp, Constitution saving throw with DC 5 + damage taken, then drop to 1 hp], immunity to exhaustion, poisoned, and poison) to serve as a guard.
Skeletal Hydra, Massive Skeletal Beast With Five Heads: ?
Skeleton, Assistant to Set's Priests: ?
Animated Skeletal Fish: ?
Minotaur Skeleton: ?
Dead Mount: Bridle of Bone magic item.
Dead Mount, Animated Creature: ?
Roscella, Specter, Restless Spirit: ?
Specter: Dread Wraith Create Specter power.
Maldito K'iin, Vampire, Human Vampire, Undead Hunter, Creature of the Night: Maldito lived in the village of Ceza’ Atan in the jungle before he was turned into a creature of the night by Akruel’s minions.
Chuglirk, Vampire Spawn: Chuglirk once was a promising dwarven smuggler hired to transport a wooden box into the sewers. His curiosity and greed overtook his better senses, and he opened the crate. The creature within transformed him into his current state.
Vampire Sire: ?
Valmont De Shade, Vampire, Boogeyman, Evil Stranger, Vampire Minstrel: ?
Ruetul Ka’ Mhet, Minotaur Vampire, Vampire: ?
Vampire: ?
Vampire Spawn: The stone basin is where the blood drained from victims to create vampire spawn is held.
A bloated, 16-foot-tall statue of Orcus assembled from various pieces of flesh and animal parts stands on a central dais consisting of three wide steps. Writhing humans engaged in obscene rituals and chants rest on the floor surrounding the figure. A single human female kneels before the statue as she leads the throng. Several cultists are devouring and drinking blood from still-living victims. The group consists of 6 sub-priests (priest), 4 vampire spawn, and Chá Ookna A1, a vampiric oni. Chá Ookna remains in human form and uses her domination ability to enslave the strongest fighters. She is a new recruit to the Nether Sepulcher but remains untested. She flees if the battle goes against her. Surviving amid the mass of bodies are 4 villagers (commoners). Six other villagers rise as vampire spawn in 1d4 days if precautions are not taken.
A humanoid slain in this way [by Akruel's bite attack] and then buried in the ground rises the following night as a vampire spawn under Akruel Rathamon’s control.
A humanoid slain in this way [by Cha Ookna's bite attack] and then buried in the ground rises the following night as a vampire spawn under the oni’s control.
A humanoid slain in this way [by a vampiric gargoyle's bite attack] and then buried in the ground rises the following night as a creature spawn under the vampiric gargoyle’s control.
Thyca Bane, Vampire, Vampire Priestess: ?
Higher Status Vampire: ?
Vampiric Gargoyle: ?
Wight: ?
Polson, Wight, Undead Sailor: Nine sets of rusty manacles hang from the stone walls. One set is missing, with the stone wall broken and pulled outward to expose bare dirt. All the remaining manacles are attached five feet above the low-water mark, but well below the point the water reaches when the tide rolls in. Criminals sentenced to die are chained to the wall during low tide, and their bodies are removed after high tide recedes. A drain in the floor leads to the lower sewers. Harga realizes the well is a cruel way to die, but many of the people she is forced to put into the well truly deserve their fate. She helps others who simply crossed the wrong person escape into the underground.
An innocent sailor named Polson was the well’s latest victim. Accused of vile acts of piracy, Polson drowned as the tide rolled in. But his anger and hatred burned even after his death, turning him into a wight. After his death, the undead sailor yanked his chains from the wall and now wanders the abandoned tunnels.
Will-o'-Wisp: ?
Will-o'-Wisp, Malevolent Creature: ?
Neyshabu, Wraith: After the mage was killed in the cataclysm that sank the city, Neyshabu returned as a wraith to again command the zombie.
Wraith, Ordinary Wraith: Each round a character is on the [negative energy] plane, he or she must make a DC 17 Constitution saving throw or gain a negative level. If a creature’s negative levels equal its current levels or Hit Dice, it dies and becomes a wraith.
Zombie: A priest of Orcus named Daznashal the Vicious created the zombies to help him deliver treasure to a skum city deep under the swamp.
A humanoid slain by this [blood 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.
Mohrg's Create Spawn power.
Ghost Summon Corpse power.
Zombie, Undead Hunter, Evil Creature: ?
Zombie, Zombie Servant, Bloated Undead, Zombie Rower: ?
Zombie, Zombie Minion: ?
Shuffling Zombie: ?
Hill Giant Zombie: ?
Hill Giant Zombie, Massive Zombie, Guardian, Giant Corpse, Giant Zombie: ?
Zombie, Zombie Guard: ?
Evasheen, Zombie, Animated Corpse: Evasheen was the necromancer Occan’s devoted wife, but his descent into necromancy and the cult of Orcus forced her to look elsewhere for affection. She carried on an affair for many months as Occan perfected his arts. But when the necromancer eventually discovered her infidelities, he poisoned both his wife and her lover.
Occan could not stand that she had acted against him. Using the necromantic arts, he killed her then animated her body as a zombie, but his tampering awakened Evasheen’s spirit. Her murder and that of her lover angered her even from beyond the grave. With the final insult to her corpse, Evasheen manifested as a splintered ghost eternally tied to her desecrated body (which wears a white silk evening gown).
Zombie Serpent, Diminutive Zombie, Serpent, Snake, Snake Zombie: ?
Zombie, Mummimfied Zombie: ?
Zombie, Non-Intelligent Guardian: ?
Young White Dragon Zombie, Undead White Dragon, Decaying White Dragon, Beast: ?
Frozen Troll Zombie: ?
Bugbear Zombie: ?
Zombie, Full Skin of a Man: ?
Ogre Zombie: ?
Zombie, Veil-Clad Woman: ?
Zombie, Zombie Servant: ?
Burning Ghat: ?
Cinder Ghoul: ?
Lantern Goat: ?

Create Spawn. Humanoid creatures killed by a mohrg rise immediately as zombies under the mohrg’s control. The sudden bloom of unlife when a mohrg’s victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per hit die possessed by the slain creature and gains advantage on attack rolls, saving throws and ability checks until the end of its next turn.

Create Specter. The dread wraith targets a humanoid within 10 feet of it that has been dead for no longer than one minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the dread wraith’s control. The dread wraith can have no more than seven specters under its control at one time.

Ghost Spawn. Creatures slain by the ghost return within 2d4 days under the ghost’s control. A ghost with this power can create and control up to five spawn. Spawns have half the original creature’s hit dice. These ghosts cannot rejuvenate. The original ghost can release them at any time. These ghosts do not necessarily have to follow the creator ghost’s alignment.

Summon Corpse. Once per week, the ghost can animate a zombie or skeleton to do its bidding. The corpse has no special abilities but has advantage on Wisdom saving throws. The ghost can freely enter the corpse and even speak through it. Slaying the corpse or turning it has no adverse effect on the ghost.

Bridle of Bone
Wondrous item, rare
You may use an action to place this bridle made of bone and sinew on any dead mount. When you do, it animates for as long as you hold the reins. The animated creature has the stats of a zombie or skeleton (your choice). The bridle has unlimited uses per day but can animate only one mount at a time. The mount unerringly follows the command of the wielder. If for any reason the reins fall from the wielder’s grasp or the creature drops to zero hit points, the mount immediately returns to its dead state. A dead creature can be animated only once by the bridle. The mount can be ridden or used to pull a carriage.

Stone of Promises
Wondrous item, legendary (requires attunement)
The stone of promises is a heart-shaped ruby slightly smaller than a child’s fist. It is set in a platinum frame with a matching intertwining chain. The stone of promises has one power: When you die, the stone grants you a wish that you can use as a reaction. The stone sustains you with just enough energy for one last request as long as its magic is called upon immediately following the fatal blow.
This “last request” comes with a very high price indeed. You instantly perish and cannot be raised from the dead or otherwise be brought back to life short of divine intervention.
The stone of promises may grant a wish no more than once per year. The wish cannot be used to return life to the dying owner, but it can return another person to life. The stone does not grant a wish to those who take their own life, although the owner may not be aware of this clause.
You are encouraged to be creative when granting the wish. Amend and rework the last desire in any way appropriate. For instance, if revenge is requested, the owner’s body may return as a revenant or other horrible undead to exact the foul deed.
 
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