Undead Origins

Book of Exalted Deeds (3.5)
3.5
Deathless: Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual life. They are similar in many ways to both living creatures and undead. However, while undead represent a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the inevitability of death for a short time in order to accomplish a righteous purpose. While undead draw their power from the Negative Energy plane, the deathless are strongly tied to the Positive Energy plane, the birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state.
Crypt Warden: Unlike animated undead that stand eternal guard over their haunts, crypt wardens lie inanimate until their tombs are disturbed. When intruders enter, the crypt warden’s spirit returns from its enjoyment of the Seven Mounting Heavens of Celestia, animating its corpse in deathless form to protect the holy ground it guards. When the threat is over, its soul returns to its rest.
Sacred Watcher, Sacred Guardian: When a character of great virtue dies while another person is in her care, she sometimes clings to a form of life as a sacred watcher. Not undead but deathless, a sacred watcher is very similar to a ghost. Rather than haunting the place of her death or otherwise harassing the living, however, a sacred guardian continues to watch over her ward until someone else can assume that responsibility.
“Sacred watcher” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant of good alignment.
Sacred Watcher Human Fighter 5: ?
Risen Martyr: Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. By contrast, a risen martyr is an exalted character who continues in his earthly existence after his martyrdom, rather than entering the ranks of the petitioners on the celestial planes, in order to finish some unfulfilled task. Within a short time of his martyrdom (usually 1d4+1 days), a risen martyr returns in a spiritual body to complete the holy task that led to his martyrdom.
In general, a character who is actively involved in an adventure that involves an exalted goal, and who is martyred for the sake of that purpose, has a sufficient holy purpose to return as a risen martyr. Appropriate holy purposes for a risen martyr might include aiding in the downfall of an evil tyrant or villain, locating a relic or holy artifact in order to stave off a great evil, or defending a city from a plague of ghosts. The goal need not be extremely short-term, and might even be the focus of a whole campaign. However, a risen martyr’s time on the Material Plane is limited.
Risen martyrs are very rare, and they actually appear as player characters more often than as NPCs, simply because player characters are generally the ones who pursue the most important and holy quests that can lead to a risen martyr’s existence.
To qualify to become a risen martyr, a character must fulfill all the following criteria.
Alignment: Any good.
Base Save Bonuses: Fort +2, Ref +2, Will +2.
Skills: Any one skill 9 ranks, Speak Language (Celestial).
Feats: Nimbus of Light, any one other exalted feat.
Special: The character must have suffered martyrdom and must not have been returned to life. As a special feature of this prestige class, the character rises with the abilities of a 0-level risen martyr added to the character’s previous abilities. When the character earns enough experience points to advance another level, he must become a 1st-level risen martyr.
Deathless Guardian: Death from Constitution drain from the Cup of Al'Akbar major artifact.
Death from Constitution drain from the Talisman of Al'Akbar major artifact.
Deathless, Creature That Has Died But Returned to a Kind of Spiritual Life: ?
Crypt Warden, Protector of the Resting Place of a Saint: ?
Crypt Warden, Protector of the Resting Place of a Hero: ?
Undead, Undead Creature: Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead.
Undead Possessor: ?
Evil Undead: ?
Animated Undead: ?
Ghost: Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead.
Ghost Capable of Possession: ?
Ghost Human Fighter 5: ?
Revenant: Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead.
Skeleton, Mindless Skeleton: ?
Vampire, Vamiric Nemesis: ?
Vampire, Creature That is Harmed by Sunlight: ?
Zombie: ?

Cup and Talisman of Al’Akbar: This pair of holy artifacts first appeared in the desert city of Khaibar shortly after a great devastation. Sultan Amhara of Khaibar sent agents to retrieve the cup and talisman after they were stolen from a local temple by bandits. Fearing a great invasion, the sultan concealed the artifacts in two different areas of his palace, but they were found and stolen yet again. Their current whereabouts are unknown.
The Cup of Al’Akbar: This chalice is made of hammered gold, chased with silver filigree and set with twelve great gems (apparent value 75,000 gp). It does not radiate magic, although it glows with a warm golden light. Seven times per day, the cup can turn ordinary water into a potion of cure light wounds (1d8+1). The potion must be imbibed directly from the cup; it reverts to ordinary water if poured into another vessel. The holder of the cup can also use a bless spell once per day (cast at 20th level).
A non-good keeper of the cup takes 1 point of permanent Constitution drain each day the cup remains in his custody. This drain cannot be restored by any means except a wish or miracle spell. If the keeper’s Constitution drops to 0, he dies and turns into a deathless guardian (see the deathless creature type in Chapter 8: Monsters) bound to the cup. This ability score drain is cumulative with the drain from the Talisman of Al’Akbar (see below).
The Talisman of Al’Akbar: The talisman is made of hammered platinum in the shape of an eight-pointed star, chased with gold inlays, and with a small gem tipping each point. The star depends from a chain of gold set with silver beading (apparent value 25,000 gp). Like the cup, the talisman does not radiate magic. However, the wearer can use the following spells: At will—remove disease; 1/day—remove curse.
A non-good keeper of the talisman takes 1 point of permanent Constitution drain each day the cup remains in his custody. This drain cannot be restored by any means except a wish or miracle spell. If the keeper’s Constitution drops to 0, he dies and turns into a deathless guardian (see the deathless creature type in Chapter 8: Monsters) bound to the cup. This ability score drain is cumulative with the drain from the Cup of Al’Akbar (see above).
Resonating Effect (Cup and Talisman): A creature wearing the talisman and holding the cup can cast resurrection three times per week. Casting the spell requires a 10-minute ritual during which a vial of holy water must be poured into the cup and poured over the remains of the creature to be resurrected. The spell works only on non-evil creatures and ignores the usual material component cost.
 

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Drow of the Underdark (3.5)
3.5
Husk Vermin: Husk vermin are undead creatures formed from the carapaces of monstrous vermin, animated by evil spirits.
“Husk vermin” is an acquired template that can be added to any vermin.
A living vermin of any size slain by a husk vermin gains the husk vermin template in 1d4 hours.
Husk vermin are exclusively made from vermin creatures.
Priestesses of Lolth often create husk vermin as favored companions or mounts.
Many husk vermin haunt their former territory, transforming their living fellows into husk vermin, until they establish an entire colony of undead.
When given the opportunity, a husk vermin preys on its own kind to create more undead, and some regions of the Underdark are infested by entire colonies of these abominations.
A character can create a husk vermin by casting a create greater undead spell.
Husk vermin are almost exclusively found in the jungles of Xen’drik, where the drow transform monstrous scorpions in profane rituals celebrating Vulkoor.
Husk vermin, specifi cally husk spiders, are animated by evil spirits conjured from the realm of Kiaransalee.
A living vermin of any size slain by a Huge husk scorpion gains the husk vermin template in 1d4 hours.
A living vermin of any size slain by a Medium husk spider gains the husk vermin template in 1d4 hours.
A living vermin of any size slain by a husk widowmaker gains the husk vermin template in 1d4 hours.
Huge Husk Scorpion: ?
Medium Husk Spider: Drow priestesses sometimes create husk spiders from particularly beloved pets to ensure they are never without their favored companion. Also, the drow are quick to turn slain spiders into undead to prove their devotion to the Spider Queen.
Husk Widowmaker: Drow necromancers raise widowmakers specifically to transform into husk vermin.
Husk Vermin, Foul Undead Horror: ?
Husk Vermin, Soldier: ?
Husk Vermin, Favored Companion: ?
Husk Vermin, Mount: ?
Husk Vermin, Guardian: ?
Husk Vermin, Companion: ?
Husk Widowmaker, Massive Spider, Ideal Mount, Violent Destructive Monster: ?
Husk Widowmaker, : ?
Huge Husk Scorpion, Massive Scorpion, Relentless Hunter: ?
Huge Husk Scorpion, Largest Husk Scorpion, Massive War Platform: ?
Medium Husk Spider, Big Spider, Undead Vermin, Undead Mockery: ?
Husk Spider, Guardian: ?
Husk Spider, Mount: ?
Husk Spider, Companion: ?
Undead, Undead Creature: Undead can arise under other circumstances as well: Slain enemies are animated as guardians of their killers, and victims of strife and predators rise as slavering ghouls that wander the streets.
Residents of the neighborhood give the place a wide berth, out of fear of contagious guild members and their leader, said to be a victim of the [suppurating pox] disease who perished and was raised as an undead creature.
Mindless Undead, Dangerous Distasteful Resource: ?
Free-Willed Undead: ?
Undead Servant: ?
Undead Labourer: ?
Guardian: ?
Undead Soldier: ?
Undead Vermin, Guardian: ?
Undead Vermin, Mount: ?
Undead Vermin, Companion: ?
Foul Being: ?
Undead Minion: ?
Autonomous Undead: ?
Undead Troll Bodyguard: ?
Self-Willed Undead: ?
Undead Lover: ?
Ghast: An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Ghostly Spider: ?
Duergar Ghost: ?
Maeletaurus, Ghost of an Ancient Drow Warrior: ?
Abyssal Ghoul: ?
Ghoul: An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves. Undead can arise under other circumstances as well: Slain enemies are animated as guardians of their killers, and victims of strife and predators rise as slavering ghouls that wander the streets.
Slavering Ghoul: ?
Ghoul, Hungry Undead, Rotting Creature, Shambling Creature: ?
Hungry Ghoul: ?
Lich: In rare instances, the gift has endured beyond death when contingencies were in place to facilitate a quick transition to an undead state (such as when a drow dies and becomes a lich).
Lich, Undying Spellcaster, Self-Willed Undead: ?
Vecna, Lich-God: ?
Moressus, Lich Wizard 16, Drow Lich: ?
Shadow Companion: ?
Shadow: However, anyone who is slain by exposure to the life-draining blackness [of utter darkness] rises as a shadow 1d4 rounds later.
Skeleton: The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves.
Medium Skeleton: ?
Elf Skeleton: ?
Drider Vampire: ?
Vampire: ?
Vampire Lord: ?
Vampire, Unofficial Ruler: ?
Khovad, Vampire Half-Drow Fighter 13, Occupant, Former Minion: ?
Telagos, Vampire Warlord, Master, Older Creature, Older Master: ?
Vampire, Self-Willed Undead: ?
Nyvaela, Vampire Drow Cleric 10, Former Drow Priestess, Leading Member: ?
Zombie: The drow create nearly endless ranks of skeletons and zombies to perform tasks that are beneath even the lowly goblin slaves.
The funerary tradition of House Xaniqos is to summon a fiendish monstrous spider to enshroud the dead in webbing, which preserves the bodies until they can be transported back to the caverns beneath the Xaniqos estate. There, spiders drain the corpses of fluids at their leisure, and the husks are animated to serve the house as zombie slaves.
Elixir of the Unfailing Servant magic item.
Small Zombie: ?
Kobold Zombie: ?
Zombie, Zombie Slave: ?
Death Knight: drow blackguard seeks to become a death knight and must sacrifice two heroes to complete the process.
Walking Dead: ?

Ghoul Fever (Su) Disease—bite, Fort DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

ELIXIR OF THE UNFAILING SERVANT
Price (Item Level): 750 gp (3rd)
Body Slot: — (held)
Caster Level: 8th
Aura: Moderate; (DC 19) necromancy
Activation: Standard (manipulation)
Weight: —
Inside this bone flask is a noxious black fluid that stinks of rot. The flask itself resembles a screaming face, with a fat stopper in its mouth.
An elixir of the unfailing servant ensures that minions keep fighting, even in death. If you consume this vile concoction, any time within the next 8 hours that your hit points are reduced to 0 or lower, you are instantly slain. On the following round, you rise as a zombie (MM 265) with the instructions to attack any non-drow you encounter.
Prerequisite: Craft Wondrous Item, animate dead, death knell, evil.
Cost to Create: 375 gp, 30 XP, 1 day.
 
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Eberron City of Stormreach (3.5)
3.5
Undead: House Jorasco believes that something within Delera Omaren’s tomb is preventing the dead from resting in peace.
The Shrouds are run by an unusually tall elf woman who calls herself Whisper. Nearly seven feet in height and incredibly long-limbed, Whisper is an imposing figure draped in perfumed shrouds. She is a priest of the Keeper, and her talents at intimidation are nearly as impressive as her deadly touch and ability to animate the dead.
The hunter became obsessed with necromantic arts after discovering an old tome devoted to blood rites during an excursion in Xen’drik, and now he enjoys animating his dead enemies to serve him.
Jolan’s notes fetch a pretty penny from experimenters in the necromantic arts, divine or arcane, though their sale opens a Pandora’s box. Jolan’s experiments were devoted to finding ways of raising more intelligent and more self-sustaining undead than prior methods allowed.
Jolan, Necromancer 7: Killing Jolan is not as complete an end to things as some might have hoped. After his death, either in Stormreach or after he is executed in Khorvaire, he rises again as one of the undead.
Rashade, Bodak, Brother: ?
Ghost: ?
Elf Ghost: ?
Ancient Ghost: ?
Drifter, Human Ghost Rogue 4, Old Spirit, Skilled Thief: Drifter does not discuss his history or reveal his true name, but most believe he was pushed into the harbor by a member of the Stormreach Guard and that his bones are still drifting in the water.
Ghoul: ?
Vol, Lich Queen of the Dead, Lich Queen, Mighty Spellweaver, Mistress:
Ancient Lich:
?
Mummy: ?
Jolan, Mummy Necromancer 7: Jolan has made himself undead.
Most Powerful Mummy: ?
Skeleton, Undead Skeleton: ?
Giant Skeleton: The attacks are the work of a necromantic cult—perhaps a more radical wing of the Blood of Vol. This cult dug deep into the ancient chambers beneath the city and found the burial site of some long-dead giants. When these titanic bones were raised as undead skeletons, they retained the strength to shake the pillars and foundations of the city, breach its underground dungeons, and cause massive collapses in the city above.
Vampire: ?
Vampire Lord: ?
Ancient Vampire: ?
Wraith: Wraiths kill mortally wounded Shrouds to turn them into new wraiths.
Wraith, Incorporeal Killer: ?
Dread Wraith: ?
Unliving Force, Avatar of Despair and Self-Destruction, Spirit: ?
Zombie, True Zombie: Wraiths kill mortally wounded Shrouds to turn them into new wraiths; if this fails, the gang’s leader raises the dead Shroud as a zombie.
Elf Zombie: ?
Intelligent Zombie: Jolan’s experiments with the undead sometimes went awry and these intelligent zombies (use mummies with full human intelligence) have enough intelligence and capability to seek revenge themselves.
Infectious Zombie: Jolan’s crowning achievement is a spell that enables the creation of an infectious zombie: a creature that can spread a disease to those it harms. He has succeeded, and the PCs’ sponsors want him found and brought to their custody to so they can use this weapon of war for themselves. He has already created a number of host zombies and, if he is threatened, he releases them.
Animate Infectious Zombie spell.
Zombie Plague disease.
Infectious Zombie, Creature That Can Spread a Disease to Those it Harms, Host Zombie, Zombie That Carries a Disease in its Natural Weapons: ?

ANIMATE INFECTIOUS ZOMBIE
Necromancy [Evil]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell functions as animate dead except as noted here. It raises a zombie (not a skeleton) that carries a disease in its natural weapons. Apart from the carried infection, infectious zombies are no different from their normal counterparts.
Anyone damaged by an infectious zombie’s natural weapon must make a successful DC 16 Fortitude saving throw to avoid contracting the disease, known as zombie plague (see below).
Only the initially created infectious zombie is under the caster’s control. Other infectious zombies that are created by succumbing to the disease of the first zombie are uncontrolled unless other spells are put in place to control them.

Zombie Plague: The disease carried by an infectious zombie has an incubation period of 24 hours. After that time, a victim who failed its Fortitude save loses 1d6 points of Constitution. An additional save must be attempted every day thereafter until the victim either succeeds, negating the plague, or dies, rising as an infectious zombie.
 

Eberron Dragons of Eberron (3.5)
3.5
Undead Spirit: ?
Undead, Undead Creature: ?
Draconic Undead: ?
Undead Guardian, Foul Creature, Undead Minion of an Argonnesan Necromancer, Powerful Undead, Ancient Guardian: ?
Undead Guardian: ?
Undead Sand Giant: ?
Undying Soldier: ?
Deathless Elf: ?
Dracolich: Chronepsis looks harshly on any magic that allows a dragon to escape his judgment, from raise dead to the undead existence of the dracolich.
Epic-Level Dracolich: ?
Azalakardon, Epic-Level Dracolich: ?
Devourer: Undead sand giants—some vampires, some mummified, others cursed to exist as devourers—rise from the dunes to prey on travelers.
Devourer, Undead Sand Giant: ?
Ghost of a Fallen Dragon: Ancient battlefields are haunted by the ghosts of fallen dragons.
Dragon Ghost, Spirit: ?
Ghost: ?
Memory of the Prophecy, Iluvira, Ghostly Mature Red Dragon, Ghostly Spirit: When a young Chamber agent uncovered four stone tablets etched with cryptic Prophecy fragments, he sent them directly to Iluvira. For almost two years, the mature adult red dragon studied the tablets, each day coming a fraction closer to comprehension. One day she excitedly announced that she was on the verge of a breakthrough; the next day, she was dead, and the tablets missing.
Iluvira’s murder was never solved, but the dragon herself is not gone. Her ghostly spirit lingers, distressed over the loss of the tablets and desperately trying to recall what fragmented information she had learned.
Ghost Fighter 5: ?
Ghost Necromancer 13: ?
Cloud Giant Ghost: ?
Mummified Sand Giant, Undead Sand Giant: ?
Nightwalker, Nightwalker Nightshade: ?
Greater Shadow, Chaotic and Dim Undead: ?
Dragon Skeleton: ?
Skeletal Dragon: Such creatures are commonly created by the powerful necromancers of the secret Shadowcasters cabal as personal bodyguards and the defenders of their secret lairs.
Zombie dragons and skeletal dragons are sometimes found at ancient sites in Argonnessen, animated by the old magic lingering in such places.
Skeletal Dragon, Personal Bodyguard: ?
Skeletal Dragon, Defender of a Secret Lair: ?
Skeletal Black Dragon, Skeletal Mature Adult Black Dragon: ?
Red Dragon Skeleton: ?
Cloud Giant Skeleton: ?
Frost-Laden Skeleton: ?
Arstyvrax, Vampiric Old Black Dragon Necromancer 14, Undead Minion of the Blood of Vol, Vampiric Dragon Necromancer, Canny Foe, Vampiric Dragon, Bitter Foe: Arstyvrax joined the ranks of the undead some two hundred years past. Already an initiate into the necromantic arts, he was doing fieldwork in Xen’drik when he fell to a vampiric wyrm’s assault.
Vampiric Wyrm, Foul Undead: ?
Vampire Spawn: Humanoids or monstrous humanoids slain by Arstyvrax’s energy drain rise as vampire spawn 1d4 days after death. Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD).
Vampire, Typical Vampire: Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons. Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD).
Vampire, Undead Sand Giant: ?
Dekaraz, Ancient Elf Vampire, Vampire Elf Necromancer 14, Minion, Forgotten Horror of Qabalrin, Qabralin Exile: ?
Wind-Borne Wraith: ?
Zombie Dragon: Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons.
Such creatures are commonly created by the powerful necromancers of the secret Shadowcasters cabal as personal bodyguards and the defenders of their secret lairs.
Zombie dragons and skeletal dragons are sometimes found at ancient sites in Argonnessen, animated by the old magic lingering in such places.
Wyvern Zombie: However, the frequency with which undead creatures appear in Argonnessen hints that not all dragons are as intolerant of the necromantic traditions as the Conclave would have it. A reluctance to practice the dark art on true dragons makes wyvern zombies common creations of low-level necromancers.
Tyrannosaurus Zombie: A past or present master of the Frostbreath Caverns cast animate dead on this fossil to create a zombie.
Tyrannosaurus Zombie, Undead Horror: ?
Gray Render Zombie: ?
Zombie Young-Adult White Dragon: ?
Zombie Purple Worm: ?
Crisply Frozen Zombie: ?
Boneclaw: ?
Angel of Decay: ?
Blood Amniote: ?
Boneyard: ?
 
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EBERRON Explorer's Handbook (3.5)
3.5
Undead Tomb Guardian: ?
Undead: ?
Undead Experiment: ?
Undead Horror: ?
Undead Remnants: ?
Greater Undead: While he [Jeeryth Ritaal] prefers to watch intruders driven insane by a combination of his tricks and the Madwood’s natural properties, he will settle for simply killing them outright and animating their bodies as greater undead.
Negative-Energy Charged Undead: ?
Psionic Undead: The power of the [quori] monolith attracts psionic creatures from miles around. As well, normal animals and monsters living within a mile of a monolith often give birth to phrenic specimens, and even creatures that die too close to an active monolith are likely to rise as psionic undead
Aal'drash, Devourer, Ancient Evil: Aal’drash was a hobgoblin prince who ruled the fertile plains of what is now northern Breland during the Age of Monsters. Not content with his kingdom of wheat, Aal’drash betrayed the Dhakaani to side with the daelkyr invaders, who promised him an empire of lamentation. He rode with his honor guard of five tentacled monstrosities, the Hand of Corruption, and slaughtered many orcs and goblins before the Gatekeepers sealed the six here in Aal’drash’s former stronghold.
Aside from the cultists, each of the leaking cysts contains a trapped creature that will spring forth if the seal is broken, including Aal’drash himself, now transformed into a devourer.
Ghoul: ?
Ghost: Although most of Ashtakala’s buildings have collapsed into ruin, many tall towers and indomitable fortresses remain, inhabited by demons and haunted by the ghosts of everything that has perished here since the dawn of civilization.
Jeeryth Ritaal, Ghost Necromancer 13, Elf Necromancer, Builder of the Madwood Citadel, Greatest Danger: The ghost of Jeeryth Ritaal still haunts these rooms, insane and prone to fits of rage. Ironically, the unfinished business that ties the elf necromancer to this plane is his burning desire to become a lich, and he spends all his time half-coherently researching a magical process that can never succeed because he is already dead.
Ghost of a Storm Giant: Every night at the same time, the ghost of a female storm giant who died in the cataclysm that broke Xen’drik walks silently along the northeastern walkway, floating over those portions that have collapsed. Why she haunts the walkway is unknown, but she could likely reveal much about the ancient city to one who could successfully communicate with her.
Lich: ?
Greater Shadow: ?
Phrenic Shadow: ?
Human Commoner Skeleton: ?
Karrnathi Skeleton: ?
Cloud Giant Skeleton: ?
Storm Giant Skeleton: Whether these skeletons were used as undead sentries during the Age of Giants or were cursed with undeath as a result of the cataclysm that broke the fortress is unclear.
Storm Giant Skeleton, Ancient Giant Skeleton, Armored Storm Giant Skeleton, Giant Skeleton, Guardian Skeleton, Undead Ally, Undead Giant, Undead Guardian, Undead Sentry: ?
Vampire Human Fighter 5: ?
Phrenic Wight: ?
Dread Wraith: ?
Phrenic Wraith: ?
Zombie: ?
Zombie Giant: Even some witnesses of the long-lost Age of Giants survive after a fashion. Giants cursed with undeath after the fall of their civilization can be found in the hidden corners of the ruins.
Deathless: ?
Deathless Elf: ?
Undying Elf: ?
Undying Ancestor: ?
Undying Soldier: ?
Undying Councilor: ?
Undying Wizard, Undead Elf: ?
 
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Eberron Magic of Eberron (3.5)
3.5
Urdark: Urdarks are named for their first victim, a halfling sociopath named Arven Urdark. Captured by agents of the Karrn necromancer Count Vedim ir’Omik, this dangerous criminal was quietly transferred to Vedim’s laboratory for experimentation. On questioning the notorious murderer, Vedim came to the conclusion that the halfling was utterly insane. When Urdark died in custody, Vedim was intrigued by the possibility of creating some new type of undead from his corpse, and began a series of sinister experiments that eventually resulted in the creation of the first urdark.
Spawned from the bodies of the utterly insane, urdarks are incorporeal undead that take on the form of the child within. Unfortunately, the child within most insane creatures is also utterly insane, and despite their intelligence, urdarks cannot be reasoned with. They seem to take great pleasure in creating more of their kind or simply driving rational minds to the brink of insanity (or beyond it).
Any humanoid or monstrous humanoid reduced to Wisdom 0 by an urdark becomes an urdark within 2d4 rounds. Its body remains intact and inanimate, but its spirit is torn free of its corpse and transformed.
Count Vedim ir’Omik has plans of his own. While still ostensibly loyal to King Kaius III, he misses the glory days of the Last War, when he could stride openly through court, enjoying the nervous glances of fear and respect (or loathing) from his noble peers. Relegated now to underground, underfunded laboratories, he has begun to seek ways to hurry the onset of the next chapter in the war that he never believes ended. Rather than create simply more Karrnathi zombies and skeletons, as per his orders from his liege, he has recently turned his research in new directions. The results have been more than he dreamed, and now, while seeking to create still more powerful, potent undead, he also looks for ways to use his new creations to seed the start of a new war.
So far, the creatures created by Vedim’s necrogenesis program are few. The count is far from stupid, and he knows that should the king discover his program, he might be the next victim on the altar of the Blood of Vol. The fashioned undead (urdarks and vours) are carefully controlled by Vedim, answering only to him or those he provides with specific arcane pass phrases.
Vour, Face Eater: Vours are terrible undead spawned from the laboratories of Karrnath’s chief necromancer, Count Vedim ir’Omik. One of his earliest experiments, the research that led to the first vour was intended to produce a creature that could create spawn quickly, was amenable to command (but intelligent enough to follow complex orders), and had greater mobility than Karrnathi zombies or skeletons. The first experiments were failures until Vedim tried duplicating the flotation magic of the beholders. The tentacles—a completely unexpected side effect—seemed similar enough to eyestalks that Vedim quietly surmised that perhaps the beholder’s flotation and tentacles were physiologically connected in some way.
Relatively few vours have been encountered in Karrnath as yet, let alone the rest of Khorvaire. However, the creatures breed quickly, and a few of Vedim’s field tests have resulted in unrecovered corpses that later spawned more of the creatures.
The first vours were created from the terribly twisted bodies of captured wights. Vedim appreciated the wights’ energy drain ability, as well as their ability to quickly reproduce. Vours live to feed on the fl esh of the living, but some perverse accident of their creation makes them desire to eat only the faces of their fallen foes. Once a victim has succumbed to their physical attacks or energy drain, a vour carefully, almost lovingly, peels the flesh and skin from the victim’s face and devours it ravenously. In fact, newly spawned vours always tear their own faces off and devour them shortly after their creation. For this reason, the creatures are also sometimes called “face eaters.”
They are perfectly aware of their ability to create new spawn, so fresh additions to the pack are never hard to come by should a member fall in battle.
Any humanoid slain by a vour’s energy drain attack becomes a vour in 1d4 hours. Spawn are under the command of the vour that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. The transformation from corpse to vour is sudden. The victim’s arms and legs are shed from its body as writhing tentacles sprout from the gaping wounds left behind (which quickly close due to the creature’s fast healing ability). Its jaw grows and distends as extra teeth sprout from it, and if it still has a face, it quickly tears it off and devours it in a single gulp.
Count Vedim ir’Omik has plans of his own. While still ostensibly loyal to King Kaius III, he misses the glory days of the Last War, when he could stride openly through court, enjoying the nervous glances of fear and respect (or loathing) from his noble peers. Relegated now to underground, underfunded laboratories, he has begun to seek ways to hurry the onset of the next chapter in the war that he never believes ended. Rather than create simply more Karrnathi zombies and skeletons, as per his orders from his liege, he has recently turned his research in new directions. The results have been more than he dreamed, and now, while seeking to create still more powerful, potent undead, he also looks for ways to use his new creations to seed the start of a new war.
So far, the creatures created by Vedim’s necrogenesis program are few. The count is far from stupid, and he knows that should the king discover his program, he might be the next victim on the altar of the Blood of Vol. The fashioned undead (urdarks and vours) are carefully controlled by Vedim, answering only to him or those he provides with specific arcane pass phrases.
Arven Urdark, First Urdark, Spirit: ?
Urdark, Fashioned Undead, Karrnathi-Created Undead, Incorporeal Undead: ?
Vour, Torso of Some Humanoid Creature, Terrible Undead, Fashioned Undead, Karrnathi-Created Undead: ?
Vaguely Humanoid Form: ?
Renegade Vour: ?
Newly Spawned Vour: ?
Undead, Undead Creature: Karrnath’s lead necromancer, Count Vedim ir’Omik, still maintains secret laboratories throughout the country side for the express purpose of creating new types of undead to protect the borders of Karrnath—or perhaps to expand those borders should the opportunity arise.
The Blood of Vol has established quite a foothold in the lands of Karrnath. Its leaders continue to seek new ways to expand their power base at the behest of their organization’s powerful lich leader. The cult continually recruits new undead, as well as exploring the creation of new types of undead, much as Count Vedim ir’Omik does.
Dark Creature: ?
More Powerful Potent Undead: ?
Karrnathi-Created Undead: ?
Undead Variant: Further investigation leads the PCs into the depths of the city to a research laboratory operated by a wicked gnome wizard named Yeksir Unday Dark, a lackey and lead researcher into new types of undead for Count Vedim ir’Omik. He is currently working on developing several new undead variants, making this a great time to use supplements such as Libris Mortis to spring new undead on your PCs that they have not already encountered.
Undead Prey: ?
Mindless Creature: ?
Undead Minion: ?
Lesser Undead: ?
Undead Foe: ?
Undead Inhabitant: ?
Undead Specimen: ?
Intelligent Undead: ?
Willing Undead: ?
Nonintelligent Undead: ?
Undead Manifestation: ?
Undead Spawned in the Laboratories of Karrnath: ?
Incorporeal Undead: ?
Disturbing Undead: ?
Terrible Undead: ?
Walking Dead: ?
Vol, Queen of the Dead, Powerful Lich Leader, Powerful Lich: ?
Lich, Truly Dangerous Undead: ?
Powerful Lich: ?
Mummy: ?
Karrnathi Skeleton: ?
Vampire, Truly Dangerous Undead: ?
Wight: ?
Dread Wraith: ?
Wraith: ?
Karrnathi Zombie: ?
Zombie: ?
 
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Eberron Races of Eberron (3.5)
3.5
Undead, Undead Creature: ?
Immensely Powerful Undead Creature: ?
Creature Immune to Mind-Affecting Spells and Abilities: ?
Thinking Undead: ?
Ghost: ?
Ghost, Mysterious Figure: ?
Shadow: ?
Undying: ?
Undying Soldier: ?
Undying Councilor: ?
Undying Warrior: ?
Undying, Ancient Creature, Undead-Like Creature Filled With Positive Energy From the Plane of Irian the Eternal Day: ?
Undying, Spirit of a Great Hero: ?
Undying, Spirit of a Wise Loremaster: ?
Undying Ancestor: ?
Undying Guardian: ?
Vampire Wizard, Immensely Powerful Undead Creature: ?
Dust Wight: ?
 
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Elder Evils (3.5)
3.5
Atropus, The World Born Dead, Undead World, Moonlike Orb, Small Moonlet: [A]n undead world “born” at the moment of creation.
This moonlike orb is the stillborn afterbirth of the world’s creation, an undead entity that desires nothing less than the end of the entire multiverse.
Every sentient mortal race and culture has some explanation for its existence, some story or myth to describe the creation of the world and the birth of the ancestors. Since it is a rare case when two myths are identical, scholars of the subject sift through the rhetoric for commonalities believed to be present in all legends. Complications arise due to regional variations, translation errors, and the simple scarcity of reliable sources, all making the process of divining the roots of creation a daunting task.
Certain scholars have made breakthroughs by comparing dwarf creation myths, the oral tradition of the gray elves, and the collected writings of the lich Acererak, recovered from a strange tower deep in the Plane of Shadow. The findings have been disturbing, pointing to some primeval mishap—a horrible divine accident leading to the creation of something called the World Born Dead.
According to the writings, creation was the result of a “prime mover.” This being’s identity varies with the particular story. Most scholars agree this entity must be the force behind the gods springing forth into existence from the primeval void. This force, idea, or being is called Atropus.
Some theologians believe the appearance of these divine agencies came with a dreadful price. In order for them to take shape, there must have been a sacrifice: For life to exist, there must be death. Atropus must have caused its own death and in that sense became the afterbirth of creation, the wasted materials left over from the formation of the gods. Furthermore, since the gods are living beings, and since life relies upon energy gained from the Positive Energy Plane, Atropus must be their inversion: death incarnate, drawing its own power, such as it is, from the Negative Energy Plane.
Little remains of the prime mover that made the supreme sacrifice, nothing more than a decaying, disembodied head, leaving in its wake cast-off necromantic detritus that floats through the void.
Those few sages who even know of Atropus debate the origins of this elder evil. They agree that Atropus was spawned when Ao created the first gods, but where they differ is in how Atropus was formed. Some claim the elder evil gained awareness from the divine amniotic fluid surrounding the first god of death, while others claim Atropus was the last god Ao created, but it was stillborn.
Aspect of Atropus, Extension of Atropus's Will, The Focus, Headless Human-Shaped Creature, Enormous Headless Human-Shaped Monstrosity: The focus is a headless, human-shaped creature with flesh fossilized during Atropus’s endless roaming through the cosmos.
Gorguth, The Bleak General, Bodak Ranger 2/Fighter 1/Blackguard 9: ?
Young Adult Red Dragon Skeleton: A dread boneyard can summon undead creatures from its own body once per day. After 1d10 rounds, 3–6 troll skeletons or 2–4 young adult red dragon skeletons appear and serve for 1 hour before being reabsorbed into the dread boneyard’s body.
Dread Boneyard: ?
Evolved Atropal Scion: ?
Famine Spirit: A humanoid or monstrous humanoid of Medium or smaller size killed by a famine spirit rises after 1d3 days as a famine spirit under the famine spirit’s control.
Angel of Decay: ?
Lucather Majii, Quell Enchanter 8/Loremaster 10, Incorporeal Presence, Incorporeal Pawn, Wispy Gary-Whist Smoke Collected in a Vaguely Humanoid Form, Ghostly Form: Lucather Majii’s greatest desire was to know the truth behind the destruction of his ancestors. He explored ever more ancient and mysterious ruins in search of clues. He used his powers of persuasion to convince or to trick people into divulging secrets he desired. The culmination of that search was discovering the prison of Pandorym’s mind, but the experience stripped him of his life and free will. His mind was overwhelmed by the elder evil’s crushing power, which ripped his very soul from his body.
His encounter with the mind of Pandorym held unforeseen consequences for Lucather. In addition to stripping away his free will and instilling a hatred of divinity, constant contact with the crystalline prison also ripped his soul from his body.
Advanced Deathshrieker: ?
Dread Wraith: Spewing from 6-inch-diameter pits are streams of poisonous air. Characters who require air can breathe here, but each round they do, they must succeed on a DC 25 Fortitude save or take 2d6 points of Constitution damage. One minute later, they must succeed on a second save or take an additional 1d6 points of Constitution damage. Character slain by the poisonous air rise as dread wraiths (MM 258) after 1d6 rounds.
As a standard action, a mind shard of Pandorym can form a siphoning bond with a creature within 90 feet that can cast divine spells or has a divine caster level of at least 1st. The caster must make a DC 48 Will save to resist this ability. If the bond is established, the caster gains 1d4 negative levels per round. For each negative level the caster gains, the mind shard heals 20 hit points. The bond lasts for up to 10 rounds, or until the mind shard breaks it or the caster dies. A caster who receives as many negative levels as Hit Dice dies and rises as a dread wraith in the following round.
Blessed Spawn of Kyuss: ?
Gravecrawler: ?
Scion of Kyuss, Evolved Advanced Ulgustasta: ?
Forest Giant Skeleton: ?
Young Adult Red Dragon Skeleton, Form of a Serpentine Horror Capped With the Skull of a Terrifying Beast: ?
Evolved Atropal Scion, Clot of Rotten Flesh, Rotten Form: ?
Famine Spirit, Corpulent Humanoid: ?
Angel of Decay, Disgusting Figure, Vague Shape of an Angel: ?
Advanced Deathshrieker, Hidden Deathshrieker, Shrieking Apparition: ?
Dread Wraith, Dark Tattered Shade: ?
Blessed Spawn of Kyuss, Hidden Spawn, Massive Undead Horror: ?
Gravecrawler, Bloated Maggot With an Eyeless Humanlike Head: ?
Scion of Kyuss, Tremendous Wormlike Creature: ?
Undead, Undead Creature, Undead Entity, Undead Monster: ?
Mindless Undead: An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Twitching Undead: Atropus saps life from worlds it encounters, draining away energy as it draws ever closer to a planet. Once it comes near enough to a planet’s gravity, the celestial body that is the elder evil enters a descending orbit, sweeping closer and closer and looming larger and larger in the night skies. The effects are terrifying. As the moonlet nears a planet’s surface, the dead rise from their graves and, as Atropus fills the night sky, the twitching undead spread like a stain until nothing living remains.
Horror: ?
Undead Servitor: ?
Horrible Undead: He relentlessly hunts for anyone who has enough mental fortitude to withstand Pandorym’s consciousness long enough to free the entity’s psyche. More than a dozen unfortunate souls met their end in this way, many of them lingering as horrible undead.
Undead Guardian, Maddened Remnant, Defender: Over time, the influence of Pandorym’s mind has created undead guardians, the maddened remnants of those who failed to release it.
Every mortal being that dies in the frightful complex surrounding the crystalline prison later serves in some way as a defender of the site. And every mortal being foolish enough to enter the complex so far has breathed its last within.
An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Intelligent Undead: An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Incorporeal Undead: An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Corporeal Horror: An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Powerful Undead: ?
Grotesque Undead, Servant: ?
Undead Horror: ?
Allip: ?
Bodak: A humanoid who dies from [Gorguth's Death Gaze] attack is transformed into a bodak 24 hours later.
An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Bodak, Corporeal Horror: ?
Ghoul: An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Ghoul, Intelligent Undead: ?
Lich, Acererak: ?
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: ?
Greater Shadow: In this room the ancient wizards first contacted and lured Pandorym to this reality. The chamber barely survived its arrival: The annihilating body of the ultraplanar being instantly blew a 30-foot-wide sphere out of existence, along with several of its summoners. In a last act of freedom as the survivors strove to divert it into its prison, Pandorym lashed out at its betrayers. It utterly destroyed the bodies of a handful of mages and their assistants, leaving their suddenly insatiable souls intact. Panic ensued. A few summoners managed to escape, sealing the chamber against dimensional travel. The ghostly remnants of the rest fed on their former allies and coconspirators, bolstering their numbers. Now a dozen angry greater shadows (MM 221) remain trapped within.
Greater Shadow, Angry Greater Shadow, Ghostly Remnant: ?
Skeleton: Restless Dead
“Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead.”
When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain.
Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while.
Details: Atropus (Chapter 2) is associated with this sign.
SIGN: RESTLESS DEAD
Atropus’s presence in the sky causes the dead to rise from their graves.
Faint: Necromancy spells and spell-like abilities are cast at +2 caster level. Whenever a living creature dies, a 20% chance exists that it will spontaneously rise as a zombie (MM 265) in 1d4 rounds.
Moderate: As faint, but the chance of spontaneous animation increases to 40%. In addition, the entire campaign setting is affected as if by a desecrate spell (PH 218). Casting consecrate removes this effect in the spell’s area until its duration expires.
Strong: As moderate, but the chance of spontaneous animation increases to 80%. Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the campaign setting is affected as if by an unhallow spell (PH 297). Casting hallow removes this effect in the spell’s area.
All conjuration (healing) spells and similar spell-like abilities are impeded, meaning that a caster must succeed on a Spellcraft check (DC 20 + the level of the spell) or lose the spell or spell slot without effect.
Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. All undead creatures gain an extra 2 hit points per Hit Die. In addition, they gain turn resistance equal to one-quarter of their Hit Die total (1–7 HD grants +1 turn resistance, 8–15 HD grants +2, 16–23 HD grants +3, and so on). This bonus stacks with any turn resistance a creature already possesses.
A creature swallowed by the scion of Kyuss takes 1d8 points of Constitution drain each round. Upon death, the victim gains the skeleton template and remains dormant until the scion vomits it up.
Creatures killed by the scion[ of Kyuss]’s breath weapon gain the skeleton template and rise to fight on the following round.
Troll Skeleton: A dread boneyard can summon undead creatures from its own body once per day. After 1d10 rounds, 3–6 troll skeletons or 2–4 young adult red dragon skeletons appear and serve for 1 hour before being reabsorbed into the dread boneyard’s body.
Spectre: Aspect of Atropus Negative Energy Aura power.
Vampire: An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Vampire, Intelligent Undead: ?
Wight: A humanoid that dies from this [evolved atropal scion's death gaze] attack is transformed into a wight 24 hours later.
Scion of Atropus Negative Energy Aura power.
Wraith: An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds.
Wraith, Incorporeal Undead: ?
Zombie: Restless Dead
“Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead.”
When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain.
Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while.
Details: Atropus (Chapter 2) is associated with this sign.
SIGN: RESTLESS DEAD
Atropus’s presence in the sky causes the dead to rise from their graves.
Faint: Necromancy spells and spell-like abilities are cast at +2 caster level. Whenever a living creature dies, a 20% chance exists that it will spontaneously rise as a zombie (MM 265) in 1d4 rounds.
Moderate: As faint, but the chance of spontaneous animation increases to 40%. In addition, the entire campaign setting is affected as if by a desecrate spell (PH 218). Casting consecrate removes this effect in the spell’s area until its duration expires.
Strong: As moderate, but the chance of spontaneous animation increases to 80%. Even creatures that died before this sign manifested begin to rise as skeletons or zombies, depending on the condition of their corpses. In addition, the campaign setting is affected as if by an unhallow spell (PH 297). Casting hallow removes this effect in the spell’s area.
All conjuration (healing) spells and similar spell-like abilities are impeded, meaning that a caster must succeed on a Spellcraft check (DC 20 + the level of the spell) or lose the spell or spell slot without effect.
Overwhelming: As strong, but any creature that dies automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies. All undead creatures gain an extra 2 hit points per Hit Die. In addition, they gain turn resistance equal to one-quarter of their Hit Die total (1–7 HD grants +1 turn resistance, 8–15 HD grants +2, 16–23 HD grants +3, and so on). This bonus stacks with any turn resistance a creature already possesses.
An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Worms: These spaces contain the worms of Kyuss. A character moving through one of these spaces becomes infested with a worm. The worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the end of the character’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0.
A remove curse or remove disease effect destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process.
A Small, Medium, or Large creature slain by the worm rises as a spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, while larger creatures gain the zombie template.
Blessed Spawn of Kyuss Bestow Worm power.
Zombie, Corpse, Shuffling Dead, Mindless Undead: ?
Minotaur Zombie: ?
Zombie Transformed From Blessed Spawn of Kyuss: A remove disease spell (or more powerful spell that achieves the same result) cast on a blessed spawn of Kyuss transforms it into a zombie. Use statistics for a minotaur zombie (MM 267).
Atropal, Stillborn God: Little remains of the prime mover that made the supreme sacrifice, nothing more than a decaying, disembodied head, leaving in its wake cast-off necromantic detritus that floats through the void. Perhaps atropals—the stillborn gods—take their shape from these cast-off bits.
Advanced Deathspeaker: ?
Corpse Gatherer: ?
Ragewind: ?
Angel of Decay: The Ichor Sea is treated as a major negative-dominant environment. Each round, a creature within the sludge must make a DC 25 Fortitude save or gain a negative level. (For the save required 24 hours later, use the same DC.) A creature whose negative levels equal its current levels or Hit Dice is slain, becoming an angel of decay (page 30) after 1d3 rounds.
Ethereal Ooze: ?
Quell: An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Quell, Incorporeal Undead: ?
Forsaken Shell: An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects.
Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit Dice; creatures with an Intelligence score of 6 or higher return as intelligent undead such as vampires or ghouls. There’s a 10% chance that an intelligent being’s mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell (Libris Mortis 116) or wraith, and its body animates as a corporeal horror such as a bodak or a forsaken shell (Libris Mortis 100).
Forsaken Shell, Corporeal Horror: ?
Spawn of Kyuss: If the PCs become involved, they track the missing citizens to a temple buried below the city. There, a mad avolakia (MM2 28) infects the captives with bright green worms to transform them into spawn of Kyuss.
A humanoid or monstrous humanoid of Medium or smaller size killed by the Worm that Walks rises after 1d4 rounds as a spawn of Kyuss (MM2 186) under the Worm’s control.
The marsh is a mess of mud, pools of brown water, and dead reeds. In its center is a still, black pool of stinking water. Just beneath the surface are the rotting remains of the villagers who lived here. The salts of the water preserve their bodies, keeping them ready for animation. As long as no one drinks the water, the pool and its contents are harmless. Consuming or touching the water exposes the characters to the tiny green worms crawling through the muck. The worms function as those bestowed by the blessed spawn of Kyuss’s bestow worm ability (see page 138).
Worms: These spaces contain the worms of Kyuss. A character moving through one of these spaces becomes infested with a worm. The worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the end of the character’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0.
A remove curse or remove disease effect destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process.
A Small, Medium, or Large creature slain by the worm rises as a spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, while larger creatures gain the zombie template.
Blessed Spawn of Kyuss Bestow Worm power.
Spawn of Kyuss, Lesser Creature: ?
Ulgurstasta, Lesser Creature: ?

Bestow Worm (Su) Once per round as a free action, a blessed spawn of Kyuss can bestow a worm onto its opponent. It can do this when it hits with a slam attack or by making a touch or ranged touch attack up to 10 feet away (+16 and +4 attack modifiers, respectively).
A worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. At the start of the spawn’s next turn, the worm burrows into its host’s flesh (a creature with a +5 or greater natural armor bonus is immune to this effect). The worm makes its way to its victim’s brain, dealing 1 point of damage each round for 1d4+1 rounds. At the end of that period, it reaches the brain, where it deals 1d2 points of Intelligence damage each round until it’s killed or it slays its host, which occurs when the victim’s Intelligence is reduced to 0.
A remove curse or remove disease spell destroys the worm while it’s within the host. Dispel evil or neutralize poison delays the worm’s progress for 10d6 minutes. A successful DC 20 Heal check extracts the worm and kills it in the process.
A Small, Medium, or Large creature slain by the worm rises as a new spawn of Kyuss (MM2 186) 1d6+4 rounds later. Smaller creatures rot away, and larger creatures gain the zombie template.

Negative Energy Aura (Su) All undead creatures within 30 feet gain +5 turn resistance and fast healing 5, while all living creatures gain fi ve negative levels for as long as they remain in the area unless they have some protection against negative energy effects. Living creatures that have 5 or fewer Hit Dice are slain and rise as spectres after 1d4 rounds.

Negative Energy Aura (Su) All undead in the aura including the atropal scion gain +4 turn resistance and fast healing 5. Living creatures within the aura count as having two negative levels. Living creatures that have 2 Hit Dice or fewer are slain and rise as wights (MM 255) under the atropal scion’s control 1 minute later.
 
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Forgotten Realms Champions of Ruin (3.5)
3.5
Lossarwyn the Ice Lich, Lich Druid 18/Heirophant 1, Druid Lich: ?
Shadow Guardian: ?
Cwuvain, Ghost Elf Fighter 7, Banshee, Undead Spirit: ?
Aumvor the Undying, The Undying One, Lich Human Necromancer 15/Archmage 5/Epic Wizard 7/Netherese Arcanist 5, Perhaps the Most Legendary Lich, Netherese-Lich, Last Surviving Arcanist of Fallen Netheril: Aumvor rose to prominence during the Netherese Age of Discovery, during the heady days of the empire’s expansion across Faerûn. While other Netherese wizards sought out the stars and distant shores, Aumvor turned inward, seeking to understand the mysteries of death and dying. Aumvor earned the moniker of “the Undying” by surviving for centuries in the bowels of his black basalt castle in the heart of the Lonely Moor, attended by generation after generation of descendants, all the while untouched by the ravages of time. Instead of resorting to lichdom, the Netherese necromancer fed off the life force of a long line of “living zombies” he created as servitors, some of them from his own family.
In the Year of Sundered Webs (–339 DR), another Netherese wizard, Karsus, triggered the collapse of the Weave, which tore apart the magical underpinnings of Netheril. The momentary absence of magic decimated Aumvor’s legion of living zombies and triggered his contingency magics, whisking him to the depths of a secret lair in the heart of the High Forest and transforming him into a lich.
Prince-Consort Imbrar Heltharn, Death Knight Human Ex-Paladin 8/Blackguard 10, Fallen King of Impultur, Undying Prince-Consort, Undead Prince Consort, Undead Servant: Although Imbrar and his Royal Guard fought valiantly, they were no match for the Queen of Whispers and her minions on their own turf. One by one they fell, as they fled through the treacherous mountain passes, until only Imbrar remained. Undone by his pride and dreams of valor, Imbrar realized he had squandered Soargar’s Legacy and broken the faith of his subjects. The Queen of Whispers captured him alive, and the brokenhearted king was then subjected to a stream of torments, until finally his will and faith in the Triad broke as he drew his final breath. To Soneillon’s delight, the fallen king of Impiltur then arose as a death knight and servant to her will.
Shadow Guardian, Ultrapowerful Shadow: ?
Undead, Undead Creature, Undead Being: ?
Undead Minion: ?
Uncontrolled Undead: ?
Undead Master: ?
Undead Dragon: ?
Powerful Undead: ?
Intelligent Undead: ?
Ghost: ?
Ghoul: Bonfire of Insanity epic spell.
Lich: ?
Dracolich: Their first goal was the creation of a dracolich, or undead dragon, a task they first accomplished in 902 DR. The rituals and components necessary to create a dracolich were transcribed in the Tome of the Dragon, a holy relic that is now used by the cult’s many cells to raise their own dracolich allies.
Aside from the Well of Dragons, several other powerful cult cells have either created a dracolich already or are well on their way to it.
The rituals and components necessary to create a dracolich were transcribed in the Tome of the Dragon, a holy relic that is now used by the cult’s many cells to raise their own dracolich allies.
Dracolich, Undead Dragon: ?
Torynnar Rhaevaern, Lich Baelnorn Elf Wizard 15/Archmage 4: ?
The Dodkong, Crafty Stone Giant Lich: ?
Szass Tam, Lich, Zulkir of Necromancy: ?
The Everlasting Wyrm, Dracolich: ?
The Legendary Larloch, Netherese Lich of Warlock's Crypt: ?
Mummy: ?
Greater Shadow: Queen No’Ris was a powerful dwarf warrior who ruled with an iron fist long before an earthquake formed the Iceclutch Swamp. A bitter foe of the elf nations, she led a series of brutal wars that reduced both the dwarf and elf populations of the region. The Queen’s spirit has long since fled, but the shadows of her former followers are cursed to guard her tomb.
Bound Greater Shadow: ?
Shadow: Any humanoid reduced to Strength 0 by a shadow guardian becomes a shadow under the control of its killer within 1d4 rounds.
Spectral Mage: On rare occasions the lich has taken a living apprentice, assuming the student shows great promise and is of Netherese heritage, but few survive the apprenticeship. Those who do not are usually transformed into spectral magesMag and forced to serve the Undying One for eternity.
Vampire: ?
Vampire Lord: ?
Orbakh: ?
Vampiric Master: ?
Crown-Wraith: In the Year of Visions (731 DR), the legendary paladin Sarshel entered the Citadel of Conjurers (which lay near the Hill of Tombs) and shattered the fabled Crown of Narfell. In so doing, he broke Orcus’s hold over the artifact and forced the army of demons led by the balor Ndulu to retreat and scatter. Although Sarshel gathered up the physical fragments of the headgear, the souls of the long-dead Nentyarchs trapped within the crown quickly fled their ancient prison in the form of powerful wraiths.
Crown-Wraith, Powerful Wraith: ?
Zombie: ?
Death Knight: In the Year of the Adamantine Spiral (106 DR), crusaders of Myrkul from the Castle of Al’hanar attacked and (temporarily) destroyed the Everlasting Wyrm. While plundering the dracolich’s hoard, the followers of Myrkul discovered the imprisoned demon lord, and, in exchange for ninety-nine years of service to the Church of Myrkul, the crusaders agreed to release the demon lord from his binding. With Eltab’s aid, the followers of Myrkul seized control of the city of Shandaular in the Council Hills and established the theocracy of Eltabranar, encompassing most of the Eastern Shaar. The crusaders of Myrkul might have learned from Eltab the ritual of voluntarily transforming themselves into death knights, a secret the demon had long ago stolen from Demogorgon, although church dogma holds (or at least held) that the Lord of the Dead granted them the “gift” in exchange for their eternal servitude.
Crawling Claw: ?
Huecava, Undead Remnant: ?

Bonfire of Insanity (Ritual)
Necromancy [Chaotic, Evil, Vile]
Spellcraft DC: 217
Components: V, S, M
Casting Time: 10 minutes
Range: 1-mile radius
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Development: 1,953,000 gp, 39 days, 78,120 XP; Seeds: animate dead (DC 23), slay (DC 25); Factors: area effect (+15) to 20-ft. radius (+2) increased 800% (+32), additional 160 HD (+160); Mitigating factors: increase casting time (–20), ghouls (–10), uncontrolled undead (–10)
A bonfire is built of human bones and burned during a rainstorm while this spell is cast. The smoke from the fire rises up and mingles with the rain clouds, filling them with vile power. As the tainted water rains down and soaks the ground, up to sixty corpses within range rise up as ghouls. Even skeletal remains are affected. The corpses receive no saving throw against the spell’s effects, not even if they are buried in consecrated ground.
Humanoids (including the spellcasters) of up to 80 HD that are touched by the vile rain must make a Fortitude saving throw or be afflicted with a magical disease that turns them into flesh-starved ghouls within 24 hours. The disease is resistant to all forms of magical healing less powerful than a heal spell.
The total Hit Dice worth of undead created from this spell, both from corpses and living creatures, is 180.
The spell does not grant the spellcaster any ability to control the undead created by the spell. These undead can be commanded, rebuked, or turned normally.
Material Component: A bonfire, at least 10 feet in diameter, made out of the remains of at least twenty humanoids. These remains are destroyed by the fire and are unaffected by the vile rain.
 
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Forgotten Realms City of Splendors: Waterdeep (3.5)
3.5
Wraith Sea: Any humanoid reduced to 0 Strength by a sea wraith dies and becomes a sea wraith in 2d4 rounds unless the body is removed from the water or a protection from evil spell is cast upon the body before the transformation occurs.
The upper caverns of Umberlee’s Cache are haunted by sea wraiths, a self-propagating form of aquatic undead that continue to add to their number by transforming most interlopers into undead of a similar nature.
Wraith Sea, Cloaklike Spirit, Servitor of Umberlee, Guardian, Incorporeal Creature, Self-Propogating Form of Aquatic Undead: ?
Undead, True Undead, Undead Creature, Undead Monster: ?
Evil Undead: ?
Jandar Ilbaereth: ?
Undead Plant Monster: ?
Deathshrieker, Undead Horror: ?
Arcturia, Half-Fey Human Worm That Walks Wizard 15, Vile Form of Undead: This level was long the private demesne of Arcturia, one of Halaster’s most ambitious apprentices. After her death during Halaster’s Higharvestide, contingency magics whisked her corpse to her sanctuary, leaving the illusion of a body in their wake. Thanks to careful preparations, Arcturia was reborn as a vile form of undead.
Death Tyrant: ?
Ghast: ?
Ghost: ?
Ghost Beholder: ?
Ghost Medium Animated Object: ?
Ghostly Apparition of a Black Plague-Wagon, Haunting: ?
Ghost of the Bathing Monk, Spirit: ?
Gundwynd Ghost, Long-Dead Ghost of the Gundwynd Family: Long-dead ghosts of the Gundwynd family, who were imprisoned in the dungeon over a century ago, also haunt the Fireplace Level. A member of the Gost clan left the Gundwynds to starve in one of the beast cages so he could seize their possessions.
Lich: ?
Renwick “Snowcloak” Caradoon, Archlich Human Wizard 14/Arcane Devotee 5: Renwick fell in the final battle, but the eldest brother had prepared to transform into an archlich, a process he began as he lay dying. Only Samular knew that Renwick had survived his “death” in battle.
Lady Alathene Moonstar, Archlich Human Wizard 15/Arcane Devotee 5: ?
Faram Khaldan, Banelich: ?
Umbralax, Powerful Shadow Dracolich: ?
20 HD Mohrg: ?
16 HD Mohrg: ?
Mummy: ?
Greater Shadow: Lhestyn led more than four dozen Shadow Thieves into ambushes within this court and she and her hidden allies killed all of them over seven encounters spread across a tenday. While the Shadow Thieves were physically removed from the city after that tenday, the spirits of the slain remained here. They did not manifest fully for more than two decades, but they have been infrequently active since that time as greater shadows.
Greater Shadow, Spirit: ?
Shadow: ?
Shadowy Wraithlike Creature: ?
Vampire: ?
Artor Morlin, Vampire Fighter 13/Blackguard 3/Master Vampire 3, Master Vampire, Vampiric Mercenary Lord, Powerful and Cunning Vampire, Vampire Lord: ?
Servitor Vampire: ?
Fhang, Doppelganger Vampire Rogue 9: ?
Merfolk Vampiric Spawn: At the time the Company of Crazed Venturers explored this place, a trio of banelar inhabited the waters, but Artor has since replaced them with vampiric spawn created from merfolk he kidnapped from the harbor.
Huntmistress Dhusarra, Vampire Fighter 2/Cleric 14: ?
Wight: ?
Wraith: ?
Dread Wraith: ?
Zombie: ?
Crimson Death: ?
Curst: During the Time of Troubles, a contingent of five Cellarers never returned from the sewers. Believed to be lost, they actually were transformed into cursts and continue to patrol the sewers.
Curst Commoner 1: ?
Doomsphere, Normal Doomsphere: ?
Xiilqil, Slayer of Savengriff and Tzarrakyn the Elder, Doomsphere: ?
Dread: ?
Dread Advanced, Skeletal Hands, Frightening Killer: ?
Drowned: ?
Flameskull: They vanish hurriedly, though, when the Circle of Skulls appears. This spellhaunt (as wizards call it) is all that is left of some early priests of Mystra who tried to devise their own means of immortality and achieved only a lichlike state.
As Skullport grew, the Skulls learned to absorb and empower wizards they killed, transforming them into flameskullsLE. Not every arcane spellcaster was susceptible to absorption into the mantle, but enough were to create a great number of vassal skulls.
Huecuva: The undercroft is haunted by a dozen or more huecuvasFF, once monks of Chauntea who hid in the abbey’s crypts rather than battle the trolls.
Lord Haran Ilvastarr, Huecuva Ex-Paladin 9: The late Lord Haran Ilvastarr, granduncle of the current lord, was a noted paladin of Helm and ward civilar (captain) of the city watch in his day. During the Guild Wars, he deliberately withdrew several Watch patrols from one neighborhood, allowing an allied merchant family to attack a rival family and burn their villa to the ground. His perfidy came to light during the reign of the Lords-Magister, and as his crimes were directed at an ally of House Zoar, he was summarily tried and hung. Members of House Ilvastarr took possession of the body and hid it away in this crypt, fearful of what might arise from his remains. A cleric of Tymora cast a hallow spell herein, preventing Lord Haran from rising as an undead creature.
Should any part of Lord Haran’s mortal remains be removed from this chamber for any reason, his spirit will no longer be constrained from rising as an undead monster. Within 24 hours, his remains transform him into a LE male huecuvaFF ex-paladin 9.
Skull of Skullport, Flameskull Advanced: In the Year of Sundered Webs (–339 DR), the temporary collapse of the Weave that destroyed the flying cities of Netheril left the ceiling of the Sargauth Enclave temporarily without magical support. More than two-thirds of the enclave collapsed, leaving the area (the current Level Three of Undermountain) in ruins. The survivors were twisted into magically potent undead that survive to this day as the Skulls of Skullport (see page 109).
The true history of the Skulls is known only to Halaster and a few of his apprentices. At the exact moment that the Weave faltered in the Year of Sundered Webs (–339 DR), the Netherese arcanists of the Sargauth Enclave were experimenting with the great mythal that encompassed their subterranean city. As surges of wild magic wracked the mythal, the arcanists were drawn into the magical mantle that enveloped their city. The thirteen most powerful arcanists were transformed into the Skulls of Skullport and trapped within the ruined city, while their apprentices were trapped within the twisted remnants of the mythal in the form of spellshades (treat each as CN flameskullLE sorcerer 9 with a rainbow-hued, vaguely humanoid-shaped body).
In the centuries that followed, the thirteen Skulls lurked within the ruins of their shattered enclave, unable to move more than 300 feet beyond the cavern that now houses the Port of Shadow. The mythal that held the Skulls in thrall allowed their thoughts to mingle, and over time the thirteen Skulls lost their individual identities and developed a collective consciousness that retained only fragments of its constituent personalities. While each Skull still exhibited odd habits, pet peeves, and even the occasional bit of skill or wisdom reminiscent of its original personality, for all intents and purposes the Skulls became a single entity.
Such ambitions were shattered just a few years later, when a powerful extraplanar entity named Vhostym tapped into Skullport’s mythal with an artifact known as a Weave Tap. The ensuing destruction destroyed four of the Skulls, wreaked havoc in the Port of Shadow, and transformed the remaining Skulls into true undead.
Flameskull Sorcerer 9, Spellshade: The true history of the Skulls is known only to Halaster and a few of his apprentices. At the exact moment that the Weave faltered in the Year of Sundered Webs (–339 DR), the Netherese arcanists of the Sargauth Enclave were experimenting with the great mythal that encompassed their subterranean city. As surges of wild magic wracked the mythal, the arcanists were drawn into the magical mantle that enveloped their city. The thirteen most powerful arcanists were transformed into the Skulls of Skullport and trapped within the ruined city, while their apprentices were trapped within the twisted remnants of the mythal in the form of spellshades (treat each as CN flameskullLE sorcerer 9 with a rainbow-hued, vaguely humanoid-shaped body).
Vassal Flameskull: ?
Plague Spewer: ?
 
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