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Undead Origins


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Book of the Righteous
3.0
Undead, Undead Creature: To make matters worse, the mortal races had given rise to fiends who violated the sanctity of death by raising up the spirits of the departed and the bodies of the dead.
Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these [Cult of the Icy Breath] cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. Why Mormekar grants them power is a mystery that none of his followers can comprehend, and most refuse to believe that he does.
Creature of Negative Energy: ?
Ghost of a Sailor: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Vampire: ?
Wight: ?
 
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Dark Sun 3 3.0
3.0
Undead, Undead Creature: ?
Mindless Undead: ?
Free-Willed Undead: ?
Mindless Animated Undead: ?
Undead Body: ?
Intelligent Corporeal Undead: ?
Semi-Corporeal Undead: ?
Incorporeal Undead: ?
Thinking Undead: ?
Good Thinking Undead: ?
Thinking Undead: ?
Good Thinking Undead: ?
Skeleton, Undead Skeleton: Animate Dead spell.
Skeleton, Mindless Animated Undead: ?
Zombie, Undead Zombie: Animate Dead spell.
Open the Gray Portal spell.
Zombie, Mindless Animated Undead: ?
Dwarven Banshee: Dwarves that die while being unable to complete their focus return from the dead as banshees to haunt their unfinished work.
Fael, Intelligent Corporeal Undead: ?
Namech, Intelligent Corporeal Undead: ?
T'liz, Intelligent Corporeal Undead: ?
Thinking Skeleton: Unliving Identity spell.
Thinking Skeleton, Thinking Undead: ?
Thinking Zombie: Unliving Identity spell.
Thinking Zombie, Intelligent Corporeal Undead, Thinking Undead: ?
Gray Zombie: ?
Thinking Exoskeleton: Unliving Identity spell.
Thinking Exoskeleton, Thinking Undead: ?
Exoskeleton, Mindless Animated Undead: ?

Open the Gray Portal
Necromancy
Level: Dead Heart 5, Wiz 7
Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Target: Summoned Gray Zombies or corpses
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell briefly opens a conduit to the Gray, allowing negative energy to slip through. This can either imbue nearby dead bodies with negative energy, making them undead or summon forth denizens of the Gray to serve him for the duration of the spell. If the latter option is chosen, these undead follow the caster’s orders unquestioningly, but demand some payment in return. Generally, this equates to a number of living creatures whose total HD equal the number of zombies summoned. If the caster cannot supply this, the zombies take him into the Gray instead. Bodies animated simply return to corpses when the spell expires. The caster can animate or summon a number of zombies up to his caster level. Summoned zombies become shadowy and melt back into the Gray is destroyed.
Material Components: The material components for this spell are a gray cloth and a piece of bone.

Unliving Identity
Necromancy
Level: Wiz 7, Clr 7, Dead Heart 5
Components: V, S, M, XP
Casting Time: 1 round
Range: Touch
Target: 1 exoskeleton, skeleton, or zombie
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell affects mindless animated undead, namely exoskeletons, skeletons, and zombies. Unliving identity restores personality, consciousness, alignment, memory, identity, skills, class, levels ... everything except free will or life. The creature is still undead, and if he was previously controlled, he continues to be controlled and bound to the tasks that his master assigns. The result is what Terrors of the Dead Lands describes as a thinking zombie, skeleton, or exoskeleton.
Note that spirits of the land and the elements (earth, air, fire and water) do not give their powers to the undead, so a thinking zombie who had been an elemental cleric in life does not regain his spells or his ability to affect undead. The paraelements and the gray are not as choosy, though; a thinking skeleton that had been a cleric of silt could continue to operate as a silt cleric.
Note that many creatures prefer not to return from the Gray to inhabit an undead body—if the creature is unwilling to return, it gets a Will saving throw to avoid this. If the thinking zombie is too powerful to be normally controlled by his master, he gets a Will saving throw every week to break free of his master’s control. What the thinking undead does then is anyone’s guess. Good thinking undead, once free, tend to put a quick end to their unnatural existence.
Material Components: Any article significant to the undead creature’s former life, such as an article of clothing or equipment, a favorite item, etc.
Focus: XP cost is 20 XP per level of the creature while it was alive.
 
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Denizens of Freeport
3.0
Powerful Undead Servant: Bonewrack is completely mad from centuries of living in shadow. He believes his sister is sleeping, and that he is obligated to find her a husband. He has created powerful undead servants to search for him.
Vampire: If the heroes get too close to the vampire, it will try to create a new vampire for the party to find and slay, and then disappear for a time.
Zombie, Belligerent Undead, Totally Silent Zombie: ?
Armored Zombie: ?
Foraging Zombie: ?
 

Eldest Sons: the Essential Guide to Elves
3.0
Vengeance: The Vengeance were first created when the elven vampires (see eternal) first overwhelmed their foes with positive energy. Since then priests of Avahor have learned the technique for creating them directly. The Vengeance are typically created from the corpses of enemies in war and therefore often are the animated corpses of monstrous humanoids and of the green races. An elf would be aghast on discovering a Vengeance made from elven dead.
The Vengeance is nothing more than the shell of being that contains too much life force to die. The power that fills the undead animates it. The muscles of the creature it once was have withered away under the constant bath of positive energy.
If a creature affected by [an eternal's] Uncontrolled Growth gains enough temporary hit points so that his current hit point total plus temporary hit points equal twice his normal maximum hit points, he dies and becomes a Vengeance (pg ??) under the control of the eternal who last granted him temporary hit points via Uncontrolled Growth.
Create Vengeance spell.
Eternal, Elven Vampire: The elves loathe the undead. The foul creatures are an example of everything they stand against – decay, evil. The negative energy that fuels them is the antithesis of the elven dedication to life and growth. The undead’s eternal existence is a mockery of the natural longevity that the elves enjoy. For the undead, the feeling is mutual.
But in desperation, people will try anything to save themselves. Millennia ago the elves were being overwhelmed by dark hordes of undead. The abominations knew no rest. As each elf fell, he stood and picked up arms against his own people, often with hideous powers in addition to his elven talents. During one of the darkest days, the priests of Avahor the Inferno prayed for a blessing to combat the throngs of the dead. They asked for assistance, and said they would pay any price. Avahor heard their prayer and they paid the ultimate price becoming the first eternals – also known as the elven vampire.
Avahor refused to traffic with the powers of negative energy so he instilled his followers with positive energy until their fragile bodies were overwhelmed and they died. Their life departed, the conduit to the Positive Energy Plane was left open through their corpses and was directed by a memory of their mind. They became in effect a member of the undead themselves.
The priesthood expanded their number, asking the greatest warriors left to their people to make the sacrifice and transform themselves.
Though the first were elves, eternals of other races have been turned. The undead are not immune to the temptations of loneliness, and seek comfort in those races who do not find their existence so unnatural.
The eternal template can be applied to any humanoid, monstrous humanoid, or fey creature.
The eternal may, through continued use of his Steal Vitality attack, transform his partner into another eternal. When Steal Vitality reduces the target’ Constitution to 0 or below, she dies, becoming a new conduit for positive energy and gaining the eternal template.
Create Eternal spell.
Eternal Elf Warder 5: ?
Legionnaire of the Lost Plexan Armada, Legionnaire Ghoul: Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming.
As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light.
"Duuty…and Honooor…." gurgled an unearthly voice.
"DUUUTYY… AND HOONOOOR!!" thousands replied.
An army of ghouls in rotted Coryani battle dress clambered from the sunken invasion fleet to fulfill their original mission.
Centurion of the Lost Plexan Armada: Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming.
As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light.
"Duuty…and Honooor…." gurgled an unearthly voice.
"DUUUTYY… AND HOONOOOR!!" thousands replied.
An army of ghouls in rotted Coryani battle dress clambered from the sunken invasion fleet to fulfill their original mission.
Auxilia of the Lost Armada Human: The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.
Auxilia of the Lost Armada Hobgoblin: The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.
Auxilia of the Lost Armada Elorii: The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.
Elomedius val’Ossan, Lich Cleric 17, Skeletal Liche: Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming.
As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light.
Vengeance, Shell of a Being That Contains Too Much Life Force to Die, Mindless Undead, Positive Energy Undead: ?
Vengeance, Undead Woman: ?
Vengeance, Animated Corpse of a Monstrous Humanoid: ?
Vengeance, Animated Corpse of a Green Race: ?
Vengeance, Guard: ?
Eternal, Thing That Burns Too Bright, Positive Energy Undead: ?
Auxilia of the Lost Armada Dark Kin: The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.
Auxilia of the Lost Armada Dwarf: The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.
Auxilia of the Lost Armada Gnome: The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.
Auxilia of the Lost Armada Orc: The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.
Auxilia of the Lost Armada Val: The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.
Undead, Undead Creature: ?
More Baleful Undead: ?
Conventional Negative Energy Undead, Undead Powered By Negative Energy: ?
Foul Creature: ?
Ghast: ?
Ghastly Soldier: ?
Ghost: In the beginning of my compilation, I must confess I was misled as to the origins of the Gray Elves. I thought them ghosts, the souls of those failed immortals who, in having passed on, gained even greater knowledge.
Ghoul: In most cases, the legionaries of the Lost Plexan Armada devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. Elorii are not immune to this effect.
In most cases, centurions of the Lost Plexan Armada devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. Elorii are not immune to this effect.
In most cases, auxilia devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation.
Lacedon, Sea-Ghoul, Sea Ghoul: Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming.
As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light.
"Duuty…and Honooor…." gurgled an unearthly voice.
"DUUUTYY… AND HOONOOOR!!" thousands replied.
An army of ghouls in rotted Coryani battle dress clambered from the sunken invasion fleet to fulfill their original mission.
Zombie: Spawning magic weapon quality.

Create Eternal
Necromancy
Level: Cleric 8
Components: V, S, M, F, DF, XP
Casting Time: 1 hour
Range: Touch
Targets: Any creature eligible for the eternal template
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Through the use of this spell and the expenditure of some of your own vital life force, you can create an eternal, the positive energy undead more commonly known as the elven vampire. The spell requires a complex ritual and must be performed in a ritual space that costs at least 5,000 gp to outfit. The ritual itself requires anointing oils and incense costing an additional 5,000 gp. While the ritual space can be used repeatedly, the oils and incense are consumed in the casting. When complete, you spend 1000 XP and transform the target, which may be you, into an eternal. The target gains the eternal template (described in chap. 6) and has full use of all powers immediately.
The target must be willing and alive during the casting. The spell cannot be cast on a creature who is under mental compulsion or is restrained in any way. If the target leaves during the ritual, or the ritual is interrupted, the oils and incense are wasted, but the caster spends no experience points.
This spell was first used by the priests of Avahor to create new allies for a great war against the undead. The knowledge of its use has spread to the rest of the elven pantheon since then, but those who cast it are still rare. The spell and the origin of the elven vampire are unknown to the priests of human gods.
Material Component:Oils and Incence costing 5000 GP.
Focus: Ritual Space costing 5000 GP to outfit.
XP Cost: 1000 XP

Create Vengeance
Necromancy
Level: Cleric 5
Components: V, S, M, DF, XP
Casting Time: 1 full round
Range: Touch
Targets: Any once living, non-animate creature.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows you to create the positive energy undead known as the Vengeance. Each casting of the spell animates a single vengeance, which follows your spoken commands. The resultant undead may be left in a location as a guard, or may accompany you on adventures, but they follow all normal rules for the command of created undead. You may control a total of 2HD of undead per caster level – whether they are positive or negative energy based. Any Vengeance you create remains under your control until they are destroyed or you release them; released Vengeance act as described in their monster description. If you attempt to create more undead than you are allowed to command, the new undead enter your service as normal, and any excess undead from previous castings become uncontrolled.
Even though they are positive energy based undead, most good societies frown on the animation of the dead. The source of their motive force makes little difference to the naïve. Creators of Vengeance should be wary of being lumped together with the creators of more baleful undead.
Material Component: 500 GP worth of incense sprinkled over the corpse to be animated.
XP Cost: 100 XP

Spawning
One of the most feared of the elves’ innovations is the dreaded spawning weapon. Elves who posses this weapon on the battlefield are soon surrounded by a self-made bodyguard created from the bodies of their foes, and archers who employ weapons with its powers cause havoc in enemy ranks.
Any creature slain by a spawning weapon rises as a zombie of the appropriate size with average hit points. The newly risen dead obey the verbal commands of the wielder for ten minutes or until slain again. Zombies created in this manner can be turned, destroyed, rebuked, or commanded as normal, but commanded undead become corpses again after the ten minute duration ends.
A creature is considered ‘slain’ by the weapon if a successful attack by it was the last external source of hit point damage to that creature. This includes, but is not limited to, the following situations. The weapon’s last hit reduces a creatures hit point total to less than –10. The weapon reduces a creatures hit point total to less than 0 and the creature dies from subsequent blood loss (does not stabilize). The creature’s Con is reduced and its new hit point total is less than –10 or 0 as above (as when a Barbarian’s rage expires) and the spawning weapon was the last thing to deal hit points damage. A spawning weapon will not raise the bodies of foes who are constructs or already undead.
Caster Level: 12; Prerequisites: Craft Magic Arms and Armor, animate dead; Market Price: +3 bonus.
 

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