Undead Origins

The Book of the Planes
3.5
Discarded, The Discarded: The discarded are thrown-off shells of emotion and memory that were imprinted onto the mists of the Ethereal Plane by a violent death.
These are the equivalent of an ethereal duplicate created by a living being. The discarded appear only after a violent death, throwing off the shell of the dying body and forming a new shape from ectoplasm.
Damned, The Damned, Damned Soul: The other major denizens are the damned, the souls of the evil dead.
‘Damned’ is a template that can be applied to any humanoid or monstrous humanoid.
Shade-Wight: While he waits to dig into the Negative Energy Plane, the King of Dark Places amuses himself by developing new blends of undeath and shadow. The shade-wights, for example, are a product of the King’s terrible necromantic workshop in the depths of the Tenebrous Citadel.
Discarded, Thrown-Off Shells of Emotion and Memory That Were Imprinted Onto the Mists of the Ethereal Plane by a Violent Death, Spectral Entity, Ghost of a Dead Man, Ethereal Creature: ?
Discarded Harper: ?
Discarded Soldier: ?
Damdned, Soul of an Evil Dead: ?
Shade-Wight, Mottled Horror: ?
Undead, Undead Being, Undead Creature: While he waits to dig into the Negative Energy Plane, the King of Dark Places amuses himself by developing new blends of undeath and shadow.
Mindless Undead: ?
Ashbless, Undead Remnant of a Powerful Fire Elemental Lord: As fire elementals normally merge back into the plane when they die and do not have distinct spirits, it is uncertain how Ashbless attained undeath without recourse to a spell of lichdom.
Powerful Undead, Powerful Undead Creature: ?
Sentient Undead Creature: ?
Hostile Undead: ?
Undead God of Surpassing Power: ?
Undead Horror: ?
Material Undead: ?
Incorporeal Undead: ?
Lesser Undead: ?
Slumbering Undead: ?
Potent Spirit of Undeath: ?
Allip: ?
Ghost: ?
Weaker Ghost: ?
Small Ghost: ?
Large Ghost: ?
Ghost, Spectral Entity: ?
Errant Ghost: ?
Dwarven Ghost: Many dwarven ghosts haunt the Vault; these ghosts are the spirits of stone-workers who would prefer to look on such perfect buildings instead of moving on to the Afterworld.
Dwarven Ghost, Spirit of a Stone-Worker: ?
Sagely Ghost: The Halls of Order are haunted by thousands of sagely ghosts, the souls of wizards and philosophers who linger here to study.
Hungry Souls: Not every one of the dead rests peacefully. Some are disturbed by the presence of the living or events occurring in the world they left behind, and so desire a return to the flesh. Swarms of these ghosts sometimes descend upon living travellers.
Hungry Souls, Swarm of Ghosts: ?
Ghost of the Deep Ethereal: ?
Wizard-Lich: ?
Lich: ?
Lich, Powerful Undead, Powerful Undead Creature: ?
Powerful Lich: ?
Reannan Lich, Undead Reannan: ?
Nightcrawler, Nightcrawler Worm: ?
Nightshade: Negative Energy Plane; passing through the shadows serves to bolster both their shapes and strength. These spirits are the nightshades.
Nightshade, Native Inhabitant of the Plane of Shadow: ?
Nightshade, Spirit: ?
Nightwalker: ?
Nightwalker, Ruler: ?
King of Dark Places, Lord of the Tenebrous Citadel, Nightwalker: ?
Nightwing: ?
Nightwing, Terrible Being: ?
Shadow: Endless darkness, endless monochrome blackness… it stains the soul. Stay too long amid the shadows, and sanity itself becomes a shadow. For every day spent on the Plane of Shadow without seeing real light, a character must make a Will save (DC 10 + 1 per day). If the save is failed, the character loses one point of Wisdom until he leaves the Plane of Shadow. A character reduced to zero Wisdom forgets the existence of light and goes utterly mad. When he dies, he becomes a shadow.
Shadow, Minor Undead: ?
Greater Shadow, Major Undead: ?
King of Shadows: ?
Greater Shadow: ?
Evil Shadow: ?
Trapped Shade: Some nights never end. The dawn breaks, yes, but the events of the night endure for centuries as an errant night. These are regions of the Plane of Shadow that are exact copies of a particular region in the Material Plane, where an especially important or sorrowful night is drawn out for hundreds or even thousands of years. The spirits of those who were involved in that night are trapped in the errant night as undead.
Skeletal Farmer: ?
Spectre: The crypts of Dunmorgause went untouched by the Fey, who find human bones in iron caskets deeply distasteful. However, when the castle became disjoined from the Material Plane, the strong atmosphere of death in the crypts transformed all the graves into portals to the Negative Material Plane. The dead of the line of Daen awoke as a host of wraiths and spectres.
Spectral Entities: ?
Lesser Banshee: ?
Vampire: ?
Lyi, Vampire Human Sorcerer 7, Consort, Vampiric Sorceress: ?
Wight: ?
Wraith: Matter cannot endure here [in the Uttermost Abyss], unless it is protected by a death ward. Unprotected characters or objects quickly disintegrate – objects become dust, creatures become wraiths.
The crypts of Dunmorgause went untouched by the Fey, who find human bones in iron caskets deeply distasteful. However, when the castle became disjoined from the Material Plane, the strong atmosphere of death in the crypts transformed all the graves into portals to the Negative Material Plane. The dead of the line of Daen awoke as a host of wraiths and spectres.
Negative Dominant planar trait.
Wraith, Spectral Entity, Ethereal Creature, Greater Undead: ?
Wraith, Denizen of the Negative Energy Plane: ?
Dread Wraith, Dread-Wraith: ?
Dread-Wraith Sorcerer: ?
Zombie: ?
Zombie Slave: ?

Negative-Dominant: Each round, those within must make a Fortitude save(DC 25) or gain a negative level. A creature whose Negative levels equal its current levels or Hit Dice is slain, becoming a wraith. The death ward spell protects a traveller from the damage and energy drain of a Negative-dominant plane.
 
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The Book of the Sea
3.5
Shadow Siren: Shadow sirens are fallen and evil seasingers. They have turned from the songs of life and sung the music of death. That is a dry and empty path – soon, the shadow siren loses all inspiration and verve, and must drain the vitality of others in order to continue singing.
Aquatic Vampire: ?
Shadow Siren, Fallen Evil Seasinger: ?
Aquatic Vampire, Greenish Emaciated Corpse, Slavering Unreasoning Horror: ?
Undead, Undead Creature: Deathcalm magical weather.
Lost Magewind magical weather.
Undead Ship: Bone ships are usually made by necromancers, as the hull can be cannibalised for spare parts or even animated as a whole.
Material Undead Creature: ?
Undead Ghost-Ship: Spectres and wraiths dredge up the timbers of their old ships and make undead ghost-ships.
Powerful Undead: ?
Undead Pirate: ?
Undead Horror: The characters find a massive stone chest full of gold – but it is cursed. When they take the gold from the chest, they are transformed into undead horrors.
Undead Horror, Undead Pirate: ?
Undead Servant: ?
Undead Seaweed: ?
Ghast: Deathcalm magical weather.
Ghost: ?
Ghoul: Deathcalm magical weather.
Lich: Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk.
Drowned Skeleton: ?
Skeleton: Animate Crew spell.
Horrorswell spell.
Skeleton, Animated Creature, Undead Crewmember: ?
Coral-Encrusted Skeleton: Seachanger Death-Shape power.
Spectral Inspector: ?
Spectre: ?
Vampire: ?
Vampiric Castaway: ?
Vampire Sorcerer: ?
Vampire Spawn: ?
Pearl, Exceedingly Powerful Vampire-Queen, Overlord of Everdark: ?
Wraith Captain: Animate Crew spell.
Wraith: ?
Zombie: Hails of arrows [from an undead bonecage] are normally followed up with a barrage of necromantic spells, turning any fallen sailors into zombies.
Anyone killed by a bite attack from a godhusk arises as a zombie under the control of the husk. Clerics and other divine spellcasters instead become liches serving the husk.
Deathcalm magical weather.
Animate Crew spell.
Horrorswell spell.
Zombie, Animated Creature, Undead Crewmember: ?
Bloated Waterlogged Zombie: ?
Bloated Zombie: ?

Animate Crew
Necromancy [Evil]
Level: Clr 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Creates an undead crew for a ship
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Animate crew creates up to three skeletons or zombies per level of the caster, which serve as the crew for a ship. These animated creatures are bound to the ship they serve and cannot go further than one mile from the vessel (and then only by express command of the caster). If corpses are unavailable when the spell is cast, they crawl out of the sea as soon as they can (although if the spell is cast far away from the site of a shipwreck or naval battle, it may take the undead crew weeks to reach the ship).
The undead all have a Seamanship score of +5. The spell creates a wraith captain to command the ship, and the crew serve the captain. Only the captain’s Hit Dice counts towards the caster’s control limit.
Material Component: The captain must be gifted with an item worth at least 100 gp per level of the caster, while the crew demand at least two gold pieces each.

Horrorswell
Necromancy [Aquatic]
Level: Drd 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Area: One-mile/level emanation from the caster
Duration: One hour/level
Saving Throw: None
Spell Resistance: Yes
It begins with a sudden rush of dark water, as if dam holding back a stagnant mire had sudden broken. The sea becomes cold and dark; clouds choke the sky. For a moment, all is dark.
Then everything that has ever drowned begins to crawl.
Horrorswell is a despicable incantation that has numerous effects. When cast at sea, it taints the waters around the caster. If land is within range of the spell, it causes trickles of black slime to rise out of the ground and flow into any streams or waterways. This tainting has the following effects;
• Any drinking water within the area of effect is fouled.
• Any food touched by the tainted water is also befouled.
• Any wounds inflicted within the area of effect become infected, and do not heal naturally.
Furthermore, the foul water is evil (and can be perceived as such by detect evil). If the water touches a corpse, the corpse is animated as a zombie or skeleton. These undead are not under the control of the caster; they roam randomly and attack the living, although they may fall under the control of other necromancers or powerful undead.
The entire area of effect is also to be unhallowed for the duration of the spell. The spell also attracts and awakens creatures of evil, and promotes malicious acts – all evil creatures gain a +1 luck bonus to all rolls while touched by the fouled water.
All of horrorswell’s effects are tied to the foul water created by it, so watertight structures, damming portals, sandbags and so on can be used to ameliorate the spell’s malice.
Material Component: A black pearl worth 500 gp, a black onyx worth 500 gp, and a handful of mud from a seabed at least 5000 feet deep.

Death-Shape: The seachanger can now turn himself into the form of a coral-encrusted skeleton. This form is considered to be Undead, and has Damage Reduction 10/blundgeoning and Energy Resistance 10 against all forms of energy. The DC for this transformation is 18.

Deathcalm: The feared Deathcalm only occurs when there is no wind. The water suddenly becomes perfectly smooth, like a dark mirror. The reflections in the water are twisted – ships appear to be rotting death hulks, sailors are undead parodies of themselves, and even birds appear to be decaying horrors. The Deathcalm drains the life energy of all those caught within it – every day, anyone in the area of effect must make a Fortitude check (DC10) or gain 1 negative level. These negative levels are lost immediately when the character leaves the Deathcalm, but if he gains negative levels equal to his character level or Hit Dice, the character dies and becomes an undead creature (usually a zombie, but characters can become ghouls, ghasts, or worse…) A Deathcalm is 1d4x5 miles in radius. (Challenge Rating 7).

Lost Magewind: The magewind spell summons up and binds a wind to serve a wizard. Should that wizard die violently, his spirit can sometimes be caught in the wind, which then roams randomly looking for release. Sometimes, a magewind can fixate on a ship, blowing it around for 1d6 weeks. The magewind can be turned as a 6 HD undead creature. (Challenge Rating 3).
 

The Cavalier's Handbook
3.5
Lich Steed: A lich steed is a powerful undead horse created by foul necromantic magic to serve as a mount for an undead rider.
Any horse slain by a lich steed rises as a lich steed in 1d4 rounds.
A 12th-level evil spellcaster can create a lich steed with the create undead spell, with the newly created creature retaining the ability to be ridden if it had that training in life (though the lich steed loses all other abilities it might have had, including tricks and special purposes).
Lich Steed, Undead Horror, Powerful Undead Horse, Horror: ?
Undead: ?
Undead Rider: ?
Lich: ?
Skeletal Horse: ?
Vampire: ?
Powerful Wight: ?
 


The Deep
3.5
Udral, Unliving, Intelligent Undead Udral: Udrachalc transforms creatures into powerful and intelligent aquatic undead.
If any living or dead intelligent creature is immersed in udrachalc, it becmes an undead creature, called an udral in Aquan. In this terrifying process, the creature is stripped of all memory of its life and identity.
Deep beneath the surface of the sea, where the light of the sun dwindles to nothing, there are secrets that would send terror into the hearts of the complacent powers of the land. On the ocean floor, cold seeps release streams of toxic chemicals-including the horrific udrachalc-which can alter a creature beyond all recognition.
At some of these seeps, when the udrachalc is at its thickest, small rifts open to the Shadow Plane, creating deep lakes filled with water so laden with brine and chemicals that it is thicker than the surrounding sea. These underwater brine lakes leech soul and memory from unfortunates immersed in them. With the dread power of udrachalc-a magical chemical whose very composition drains life-creatures immersed for a certain time rise again, as fearsome and intelligent corporeal undead called udral, which in Aquan means "unliving."
They capture by force powerful intelligent creatures, who they subject to immersion in udrachalc brine pools and an unlife of slavery to their new masters.
"Udral" is a template that can be applied to any intelligent corporeal creature.
A creature slain by an udral's energy drain attack may rise again as an udral under the proper conditions.
Within one day of its death, if the udral immerses its target's body in a brine lake of sufficient udrachalc concentration, its victim rises again as an udral if it had 5 or more HD.
Situated near a cold seep in a deep brine lake, is a small rift to the Plane of Shadow, and the brine lake spawns scores of udral.
Any living or dead intelligent creature immersed in the Deadspawn Seep for more than one hour becomes permanently transformed into an udral.
Udral: a type of intelligent aquatic undead, created at cold seeps and brine lakes.
Udral, Powerful Intelligent Aquatic Undead, Fearsome Intelligent Corporeal Undead, intelligent Aquatic Undead: ?
Udral Monk: ?
Shirothal Nak, Thanatar of the Life-Stealers, Udral Human Monk 14: ?
Thrakandul Nak, Thanatar of the Void-Reapers, Udral Sel'varahn Cleric 6/Assassin 7: ?
Maldraste Nakn, Thanatar of the Soul-Binders, Udral Merfolk Wizard 15: ?
Undead, Undead Creature, Deathless One: ?
Frighteningly Powerful Undead: ?
Lawful Evil Undead Monk: ?
Corporeal Undead: ?
Mindless Undead Creature: ?
Undead Aquatic Animal: ?
Intelligent Undead, Evil Being: ?
Powerful Undead: ?
Undead Reef: Around the craggy and twisted seamount of Udral'Nak a deep reef has grown and been shaped by its residents. This deep reef is like no other in the Sea, for its contained reef-mind has been tainted by udrachalc exposure, and is to all intents and purposes an undead reef.
Undead Monk: ?
Lesser Undead: ?
Undead Minion: ?
Ghost: ?
Ghostmaw, Cachalot Ghost, Monstrous Ghost Ceti, Evil Incorporeal Ceti, Leader, Mysterious Undeniably Intelligent Ghost Ceti: ?
Cachalot Ghost, Horrific Creature: ?
Ghoul, Corporeal Undead: ?
Ghoul Lacedon: ?
Zyl'Drakorran, Sephoran Lich Psionicist 13, Powerful Undead Sephoran: The Twisted Reef is the giant phylactery of a powerful undead sephoran, who grew the coral from a living seed and has twisted the reef-mind to his own fell purposes.
Skeleton, Corporeal Undead: ?
Zombie, Corporeal Undead: ?
 
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The Faithful and the Forsaken
3.5
Undead: ?
Powerful Undead: ?
Undead Auxiliary: ?
Mindless Undead: ?
Undead Miner: ?
Undead Soldier: ?
Mindless Arrow Fodder: ?
Ghast: ?
Ghoul: ?
Mummy: ?
Shambling Skeleton: ?
Ordinary Skeleton: Charduni military formations are often reinforced by large numbers of undead, ranging from ordinary skeletons and zombies raised by charduni necromancers to elite Chardun-slain, mummies, ghouls and similar creatures.
Shambling Zombie: ?
Ordinary Zombie: Charduni military formations are often reinforced by large numbers of undead, ranging from ordinary skeletons and zombies raised by charduni necromancers to elite Chardun-slain, mummies, ghouls and similar creatures.
Chardun Slain, Chrdun-Slain Undead: Painless execution (and possible resurrection as Chardun-slain) is also granted to [Charduni] warriors who are too badly injured to continue to fight.
Relatively Well-Disciplined and Dangerous Chardun-Slain: ?
 

The Fate of Inglemia
3.5
Undead, Undead Creature: ?
Greater Undead: The rituals that Oregono uses to create Greater Undead work for the Node or without the Node, depending on how much someone is willing to pay.
Thinking Undead: ?
Undead Slave: ?
Lich: ?
Mummy: ?
Vampire: ?
Vampire Magi: ?
Zombie: ?
 


The Lazy GM: Book of Brutes
3.5
Athach Vampire: ?
Athach Vampire 26 HD: ?
Athach Vampire Sorcerer 6: ?
Athach Vampire Sorcerer 12: ?
Ettin Ghost: ?
Ettin Ghost Sorcerer 10: ?
Ettin Vampire: ?
Ettin Vampire Rogue 6, Dangerous Stalker of the Night: ?
Ettin Paladin of Slaughter 10, Champion of Evil: ?
Minotaur Vampire: ?
Minotaur Vampire Fighter 3: ?
Minotaur Vampire Rogue 5: ?
Minotaur Assassin, Minotaur Vampire Rogue 5/Assassin 5, Deadly Killer: ?
Ogre Ghost, Fairly Standard Ogre Ghost: ?
Ogre Vandal Priest Ghost, Ogre Ghost Cleric 1: It may the leader of a cult, or perhaps after the player characters have slain a vandal priest it rises again to wreak revenge upon them.
Vampire Ogre Bushwacker, Vampire Ogre Fighter 1: ?
Vampire Ogre Bushwacker, Vampire Ogre Fighter 1, Leader: ?
Vampire Ogre Bushwacker, Vampire Ogre Fighter 5: ?
Vampire Ogre Bushwacker, Vampire Ogre Fighter 5, Leader: ?
Vampire Ogre Bushwacker, Vampire Ogre Fighter 10: ?
Vampire Ogre Bushwacker, Vampire Ogre Fighter 10, Leader: ?
Vampire Ogre Wizard, Vampire Ogre Wizard 10: ?
Vampire Ogre Wizard, Vampire Ogre Wizard 10, Leader: ?
Vampire Ogre Wizard, Vampire Ogre Wizard 15: ?
Vampire Ogre Wizard, Vampire Ogre Wizard 15, Leader: ?
Troll Ghost: ?
Troll Ghost, Spirit Troll: ?
Troll Ghost 14 HD: ?
Troll Ghost 14 HD, Spirit Troll: ?
Troll Ghost 22 HD: ?
Troll Ghost 22 HD, Spirit Troll: ?
Troll Ghost Archpriest, Troll Ghost Cleric 10: ?
Troll Ghost Archpriest, Troll Ghost Cleric 10, Evil Forest Spirit: ?
Skeleton: ?
Skeleton, Mindless Servant: ?
Athach Skeleton: ?
Black Bear Skeleton: ?
Brown Bear Skeleton: ?
Polar Bear Skeleton: ?
Dire Bear Skeleton: ?
Dire Bear Skeleton 18 HD: ?
Ettin Skeleton: ?
Minotaur Skeleton: ?
Ogre Skeleton: ?
Troll Skeleton: ?
Zombie: ?
Zombie, Servant: ?
Zombie, Giant Creature, Zombie Servitor: ?
Black Bear Zombie: ?
Brown Bear Zombie: ?
Ettin Zombie: ?
Polar Bear Zombie: ?
Minotaur Zombie: ?
Ogre Zombie: ?
Troll Zombie: ?
Undead: ?
Vampire Spawn: Creatures drained to 0 Con [by a vampire] become spawn (=<4HD) or vampire (5HD+) under control of vampire.
Vampire: Creatures drained to 0 Con [by a vampire] become spawn (=<4HD) or vampire (5HD+) under control of vampire.
 
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The Lazy GM: Undead and Other Fell Foes
3.5
Allip, Standard Allip: The allip is an incorporeal undead creature formed from a person who committed suicide due to madness.
Allip, Incorporeal Undead Creature Formed From a Person Who Committed Suicide Due to Madness, Flyer, Relentless Hunter: ?
Allip 8 HD: ?
Allip 12 HD: ?
Fiendish Allip: ?
Fiendish Allip: ?
Fiendish Allip, Madness Demon, Creature From the Lower Planes Who Feeds on Sanity: ?
Fiendish Allip 12 HD: ?
Phrenic Allip: The phrenic allip could represent a “psi fragment”, perhaps a piece of the subconscious mind of a psionic creature that has been ripped away, or all that is left after some strange psychic trauma.
Phrenic Allip, Allip Variant: ?
Phrenic Allip, Psi Fragment: ?
Phrenic Allip 12 HD: ?
Delirium Mote, Allip Variant: ?
Bodak, Normal Bodak: Humanoids who die from this [bodak's death gaze] become bodaks 24 hours later.
Bodak, Creature Infused With Negative Energy, Guardian, Ranged Attacker, Relentless Hunter: ?
Bodak 13 HD: ?
Bodak 17 HD: ?
Bodak 21 HD: ?
Bodak 25 HD: ?
Bodak Vampire: [A]lthough it is unlikely that a normal bodak could be infected with vampirism this could be an entirely different species of creature, or perhaps the result of dark rituals.
Bodak Vampire, Bodak Variant: ?
Bodak Vampire 17 HD: ?
Bodak Sorcerer 1: ?
Bodak Sorcerer 4: ?
Bodak Sorcerer 8: ?
Devourer: ?
Devourer, Giant Undead Creature With the Ability to Absorb a Victim and Feed From Its Soul, Intelligent Foe: ?
Devourer 16 HD: ?
Devourer 20 HD: ?
Devourer 24 HD: ?
Devourer 28 HD: ?
Devourer 32 HD: ?
Devourer 36 HD: ?
Half-Fiend Devourer: ?
Half-Fiend Devourer, Devourer Variant: ?
Devourer Cleric 6, Devourer Variant, Powerful Spellcaster Variant: ?
Devourer Cleric 12, Devourer Variant, Powerful Spellcaster Variant: ?
Devourer Cleric 18, Devourer Variant, Powerful Spellcaster Variant: ?
Devourer Sorcerer 6, Devourer Variant, Powerful Spellcaster Variant: ?
Devourer Sorcerer 12, Devourer Variant, Powerful Spellcaster Variant: ?
Devourer Sorcerer 18, Devourer Variant, Powerful Spellcaster Variant: ?
Ghoul, Ordinary Ghoul: Anyone dying from ghoul fever rises as an ordinary ghoul at next midnight (or as ghast if 4HD or more).
Ghast: Anyone dying from ghoul fever rises as an ordinary ghoul at next midnight (or as ghast if 4HD or more).
Ghoul, Creature That Feasts on the Dead, Cunning Ambusher, Pack Animal, Relentless Hunter: ?
Ghast, Creature That Feasts on the Dead, Cunning Ambusher, Pack Animal, Relentless Hunter: ?
Ghast 8 HD: ?
Ghoul Hunter, Ghoul Ranger 1: ?
Ghoul Stalker, Ghoul Rogue 1: ?
Ghoul Stalker, Ghoul Rogue 3: ?
Ghoul Stalker, Ghoul Rogue 6: ?
Ghast Wizard, Ghast Wizard 1: ?
Ghast Wizard, Ghast Wizard 5: ?
Ghast Wizard, Ghast Wizard 10: ?
Mohrg: Mohrgs are undead formed from the corpses of murderers and, although zombie-like in appearance, they are fast and agile, with a disturbing paralyzing tongue.
Mohrg, Undead Formed From the Corpse of a Murderer, Zombie-Like, Cunning Ambusher, Grappler, Intelligent Foe: ?
Mohrg 18 HD: ?
Mohrg 22 HD: ?
Mohrg 26 HD: ?
Mohrg 28 HD: ?
Mohrg Berserker, Mohrg Barbarian 1: ?
Mohrg Berserker, Mohrg Barbarian 4: ?
Mohrg Berserker, Mohrg Barbarian 8: ?
Mohrg Berserker, Mohrg Barbarian 12: ?
Mohrg Soulknife, Mohrg Soulknife 4: ?
Mohrg Soulknife, Mohrg Soulknife 8: ?
Mohrg Soulknife, Mohrg Soulknife 12: ?
Mummy: ?
Mummy, Guardian, Relentless Hunter: ?
Mummy 12 HD: ?
Mummy 16 HD: ?
Mummy 20 HD: ?
Mummy 24 HD: ?
Mummy Fighter, Mummified War Leader: ?
Mummy Fighter, Bodyguard: ?
Mummy Sorcerer, Leader: ?
Mummy Sorcerer, Tyrant of a Desert Realm: ?
Mummy Sorcerer, Vizier: ?
Mummy Fighter, Mummy Fighter 1: ?
Mummy Fighter, Mummy Fighter 4: ?
Mummy Fighter, Mummy Fighter 8: ?
Mummy Sorcerer, Mummy Sorcerer 1: ?
Mummy Sorcerer, Mummy Sorcerer 5: ?
Mummy Sorcerer, Mummy Sorcerer 10: ?
Mummy Sorcerer, Mummy Sorcerer 15: ?
Nightshade Nightcrawler: The nightcrawler is a gigantic wormlike variant of the nightshade class of creatures, powerful beings composed of negative energy and darkness.
Nightshade Nightcrawler, Gigantic Wormlike Variant of the Nightshade, Powerful Being Composed of Negative Energy and Darkness, Burrower, Grappler, Intelligent Foe: ?
Nightcrawler 29 HD: ?
Nightcrawler 33 HD: ?
Nightcrawler 37 HD: ?
Nightcrawler 41 HD: ?
Nightcrawler 50 HD: ?
Nightshade Nightwalker: ?
Nightshade Nightwalker, Humanoid Form of the Powerful Nightshade Class of Creatures, Stalking Beast of Darkness and Negative Energy With the Ability to Crush Items in its Claws, Intelligent Foe, Relentless Hunter: ?
Nightwalker 25 HD: ?
Nightwalker 29 HD: ?
Nightwalker 33 HD: ?
Nightwalker 37 HD: ?
Nightwalker 42 HD: ?
Nightshade Nightwing: ?
Nightshade Nightwing, Flying Variant of the Nightshade Class of Creatures, Giant Bat-Like Creature of Darkness and Negative Energy, Flyer, Intelligent Foe: ?
Nightwing 21 HD: ?
Nightwing 25 HD: ?
Nightwing 29 HD: ?
Nightwing 34 HD: ?
Nightwing 21 HD: ?
Shadow: Shadows are creatures composed of living shadow and negative energy.
Any humanoid reduced to 0 Str by a shadow dies and becomes a shadow under the control of its killer within 1d4 rounds.
Shadow, Creature Composed of Living Shadow and Negative Energy, Cunning Ambusher, Flyer: ?
Shadow 6 HD: ?
Shadow 9 HD: ?
Shadow Assassin, Incorporeal Creature: ?
Shadow Assassin, Shadow Assassin 1: ?
Shadow Assassin, Shadow Assassin 4: ?
Shadow Assassin, Shadow Assassin 8: ?
Spectre: Any humanoid slain by a spectre rises as a spectre in 1d4 rounds. Spawn are under control of the spectre that created them until it dies.
Spectre, Incorporeal Undead Creature With a Hatred For Living Creatures, Flyer, Guardian, Intelligent Foe, Relentless Hunter: ?
Spectre 11 HD: ?
Spectre 14 HD: ?
Wailing Spectre, Banshee-Like Creature: ?
Wailing Spectre, Spectre Bard 1: ?
Wailing Spectre, Spectre Bard 4: ?
Wailing Spectre, Spectre Bard 1: ?
Spectre Cleric, Spectre Cleric 3: ?
Spectre Cleric, Spectre Cleric 6: ?
Spectre Cleric, Spectre Cleric 9: ?
Wight: Humanoid slain by wight becomes wight under control of its killer in 1d4 rounds.
Wight, Physical Undead Creature, Cunning Ambusher, Guardian, Intelligent Foe: ?
Wight 8 HD: ?
Fiendish Wight: The fiendish wight is a variant that has arisen from a burial ground where the power of evil is particularly strong.
Wight With Fighter Levels, Leader of Lesser Wights: ?
Wight With Fighter Levels, Bodyguard: ?
Wight Lord, Powerful Lord: ?
Fiendish Wight 8 HD: ?
Wight Soldier, Wight Fighter 1: ?
Wight Soldier, Wight Fighter 3: ?
Wight Soldier, Wight Fighter 6: ?
Wight Lord, Wight Fighter 2/Sorcerer 6/Eldritch Knight 1: ?
Wight Lord, Wight Fighter 2/Sorcerer 6/Eldritch Knight 5: ?
Wight Lord, Wight Fighter 2/Sorcerer 6/Eldritch Knight 10: ?
Wraith: Any humanoid slain by wraith becomes wraith in 1d4 rounds, under control of creating wraith.
Wraith, Incorporeal Undead With an Indistinct Form Almost Like a Tattered Cape, Flyer, Guardian, Intelligent Foe, Relentless Hunter: ?
Wraith 9 HD: ?
Dread Wraith: ?
Dread Wraith 20 HD: ?
Dread Wraith 24 HD: ?
Dread Wraith 28 HD: ?
Dread Wraith 32 HD: ?
Woodwraith, Creature From the Darkness of Deep Twisted Forests: ?
Woodwraith, Wraith Druid 1: ?
Woodwraith, Wraith Druid 6: ?
Woodwraith, Wraith Druid 12: ?
Psi-Wraith: It could be a fragment of an evil psionic being, or something torn out of the soul during an evil psionic ritual.
Psi-Wraith, Wraith Psion 1: ?
Psi-Wraith, Wraith Psion 4: ?
Psi-Wraith, Wraith Psion 8: ?
Psi-Wraith, Wraith Psion 12: ?
Undead: ?
Fell Foe: ?
Undead That Causes Energy Drain: ?
Undead That Causes Ability Score Damage: ?
More Powerful Undead Creature: ?
Evil Creature: ?
Greater Shadow: ?
Lesser Wight: ?
Zombie: Creatures slain by mohrg rise as zombies under its control in 1d4 days.
 

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