Undead Origins

101 Mystical Site Qualities (13th Age Compatible)
13th Age
Ghostly Creature: Creatures who die [at a spirit spring] always return as an undead version of themselves with Ghostly Creature template applied, and cannot leave the site ever after.
Undead, Undead Creature: Wild Magic site mishap 50.
Incorporeal Undead: ?
Undead Headless Hoary Hunter: ?
Legendary Undead Creature: ?
Low Level Undead: ?
Vengeful Ghost: Anger is a powerful emotion; sometimes it is so powerful it can change the supernatural state of a world. Sometimes it creates vengeful ghosts, lingering haunts, or drives entire races into a zealous frenzy, but sometimes it changes a feature of the land so it becomes a Soul of Wrath.
Dread Ghost: ?
Lingering Haunt: Anger is a powerful emotion; sometimes it is so powerful it can change the supernatural state of a world. Sometimes it creates vengeful ghosts, lingering haunts, or drives entire races into a zealous frenzy, but sometimes it changes a feature of the land so it becomes a Soul of Wrath.
Immortal Emperor Korvack Cynmark, Dread Lich: ?
Vampire: ?
Dread Vampire Abjurer, Warlord, Traitorous Warlord: ?
Blood Knight: ?
Blood Knight, Stygian Myrmidon: ?
Gunslinger Wraith: ?

Spirit Spring
Some areas have an affinity for the spirit of a creature the same way some areas have geysers. Scholars say deities of the dead, the rituals associated with the dead, or the deaths of legendary creatures who later become dread ghosts create these sites.
Effect: Creatures who die here always return as an undead version of themselves with Ghostly Creature template applied, and cannot leave the site ever after.

Wild Magic site mishap 50
If the target is slain within 1 day per level of the spell, the target rises as an undead immediately (undead type is subject to GM adjudication).
 
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101 Not So Simple Monster Templates (13th Age Compatible)
13th Age
Ashen Remains Creature, Animated Ashes After a Cremation: This undead creature is the animated ashes after a cremation.
Banshee Creature: This undead creature is the enraged spirit of a female who either betrayed those she loved or was herself betrayed.
Carcass Creature: These undead creatures are the animated remains of a bloated, liquefied corpse.
Crypt Thing Creature: These undead creatures are undead creatures found guarding tombs, graves, and crypts. Necromancers and other spellcasters create them to guard such areas, and the crypt things never leave their appointed lairs, even to pursue enemies.
Frozen Corpse Creature, Animated Remains of a Creature That Has Frozen to Death: These undead creatures are the animated remains of creatures that have frozen to death.
Grim Reaper Creature: Known by many names throughout nearly all cultures, grim reapers are the personifications of death and all the pain and fear associated with that state.
Grim Reaper Creature The Hunter: ?
Grim Reaper Creature The Stalker: ?
Grim Reaper Creature The Master of the Dead: ?
Grim Reaper Creature The Chess Player: ?
Grim Reaper Creature The Valkyrie: ?
Grim Reaper Creature The Princess: ?
Grim Reaper Creature Moira: ?
Grim Reaper Creature Horseman of the Revelation: ?
Grim Reaper Creature Mask of Red Death: ?
Grim Reaper Creature Black Death: ?
Lavawight Creature: ?
Love-Scorned Creature, Remains of the Soul of a Being That Died as the Result of a Tragic Romance: This undead creature is what remains of the soul of a being that died as the result of a tragic romance.
Skinned-Hide Creature, Animated Skin of a Creature Which Has Been Turned Into Nothing But a Trophy: This undead creature is animated skin of a creature which has been turned into nothing but a trophy.
White-Haired Ghoul Creature: An integral part of becoming a white-haired ghoul is the creation of a living phylactery in which the creature stores its soul.
White-haired ghouls usually hide their souls in unwitting, innocent victims using them as living phylacteries. Each white-haired ghoul must create its own living phylactery by performing a ceremony for 8 hours each night between full moon till the next cycle of the full moon, during which time the intended living victim must be bound and helpless on the ceremonial altar.
Winterwight Creature: ?
Banshee Creature, Enraged Spirit of a Female Who Betrayed Those She Loved: ?
Banshee Creature, Enraged Spirit of a Female Who Was Herself Betrayed: ?
Banshee Serpentfolk: ?
Carcass Creature, Animated Remains of a Bloated Liquefied Corpse: ?
Crypt Thing Human Fighter: ?
Grim Reaper Creature, Personification of Death and All the Pain and Fear Associated With That State, Ghostly Undead: ?
Grim Reaper Creature The Stalker, The One Behind You: ?
Grim Reaper Creature The Chess Player, Master Player: ?
Grim Reaper Creature The Valkyrie, Armored Female Warrior on a Flying Stallion: ?
Grim Reaper Creature The Princess, Little Playful Girl: ?
Grim Reaper Creature The Princess, Sombre Maiden: ?
Grim Reaper Creature Moira, Fate, White-Robed Incarnation of Destiny That Cuts the Thread of Life With Silver Shears: ?
Grim Reaper Creature Horseman of the Revelation, Herald of End Times: ?
Grim Reaper Creature Horseman of the Revelation, Human: ?
Grim Reaper Creature Mask of Red Death, The Reckoning of the Mighty, The Death That Comes After the Powerful and Corrupt: ?
Grim Reaper Creature Black Death, Plague Maiden: ?
Grim Reaper Creature Black Death, Plague Wind: ?
Grim Reaper Creature Black Death, Melancholic Lady in White: ?
Grim Reaper Creature Black Death, Black Wind: ?
Lavawight Creature, Horrifying Blend of Negative and Fire Energies, Elemental Undead: ?
Iron Forgeman, Divine Furnace Lavawight Iron Golem: ?
Undead, Undead Creature: ?
Powerful Lich: ?
 
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BESM d20 Revised Edition
BESM d20
Undead, Undead Monster, Undead Creature: ?
Undead Villain: ?
Ghost, Terror, Supernatural Spirit, Scary Entity: ?
Ghost Servant: ?
Japanese Ghost, Yurei: ?
Traditional Japanese Ghost: ?
Vampire: It might be similar to myths behind the vampire legend — the character’s blood carries a “plague” that, when ingested, mutates the person over a matter of hours or days.
Vampire, Terror, Creature With Hypnotic Powers: ?
Anime Vampire: ?
Wraith: ?
Zombie: ?
 

H.P. Lovecraft's Arkham
Call of Cthulhu d20
Undead, Undead Thing: ?
Goody Fowler, Ghost, Long-Dead Witch, Ghostly Hag, Murderous Wraith: ?
Old Keziah, Ghost: ?
Ghost, Apparition: ?
Vampire: ?
Adam Checkley, Zombie, Horrible Undead Cannibal Child, Undead Child, Shambling Vacant-Eyed Thing, Child-Thing, Corpse-Child, Child-Monster, Zombie-Child: Jason Checkley lost his three children in the span of four short days when the terrible cholera epidemic struck Arkham. Already a widower, he was the last to carry the once-influential family name. The loss of his offspring left him devastated.
In desperation he contacted Marsella, the aged housekeeper of a friend, who reputedly could work magic. Marsella was originally from Haiti, and she promised bring his children back from the dead . . . for a fee.
Paying the money, Checkley borrowed the domestic from his friend and, after dismissing his own staff, had Marsella perform the terrible rites.
As promised, the children again lived — Rosemary, 15 and already womanly; Adam, a robust boy nearly 13; and blonde Jessica, 9.
Rosemary Checkley, Zombie, Horrible Undead Cannibal Child, Undead Child, Shambling Vacant-Eyed Thing, Child-Thing, Corpse-Child, Child-Monster, Zombie-Child: Jason Checkley lost his three children in the span of four short days when the terrible cholera epidemic struck Arkham. Already a widower, he was the last to carry the once-influential family name. The loss of his offspring left him devastated.
In desperation he contacted Marsella, the aged housekeeper of a friend, who reputedly could work magic. Marsella was originally from Haiti, and she promised bring his children back from the dead . . . for a fee.
Paying the money, Checkley borrowed the domestic from his friend and, after dismissing his own staff, had Marsella perform the terrible rites.
As promised, the children again lived — Rosemary, 15 and already womanly; Adam, a robust boy nearly 13; and blonde Jessica, 9.
Jessica Checkley, Zombie, Horrible Undead Cannibal Child, Undead Child, Shambling Vacant-Eyed Thing, Child-Thing, Corpse-Child, Child-Monster, Zombie-Child: Jason Checkley lost his three children in the span of four short days when the terrible cholera epidemic struck Arkham. Already a widower, he was the last to carry the once-influential family name. The loss of his offspring left him devastated.
In desperation he contacted Marsella, the aged housekeeper of a friend, who reputedly could work magic. Marsella was originally from Haiti, and she promised bring his children back from the dead . . . for a fee.
Paying the money, Checkley borrowed the domestic from his friend and, after dismissing his own staff, had Marsella perform the terrible rites.
As promised, the children again lived — Rosemary, 15 and already womanly; Adam, a robust boy nearly 13; and blonde Jessica, 9.
Zombie: Summon/Bind Veerla spell.
Zombie, Corporeal Undead: ?

Summon/Bind Veerla
Components: V, S, F
Cost: 4Wisdom damage, and 1D3 Sanity
Casting Time: 1 full round
Range: Close (25 ft +5 ft./ 2 levels)
Target: One summoned Veerla (spirit)
Duration: Special
Saving Throw:Will negates
The Summoning and Binding spells to compel Veerla are based on the rules for Summon/Bind Creature in the Call of Cthulhu core book. Use that spell except as noted below.
The veerla (or v'lera) are thought of as spirits or as creatures from somewhere outside. They are nearly immaterial and immune to all weapons and most magic.
As servants, they are mainly used to retrieve objects or to attack enemies. The spell causes a single veeria to come before the caster and perform a particular task.
To Summon/Bind a veerla, the caster must inscribe a complex symbol in white on a dark surface, and then crouch upon it. One or more assistants may hand the caster small animals to be sacrificed and rattles to be shaken; this is a ritual difficult to perform alone. The climax of the ceremony comes when two human hands, severed from a corpse less than a week old, must held aloft by the caster: when the veerla appears, it takes hold of the left hand and pulls it out of the caster's grip, as though the severed hand could float in air.
The caster must be able to physically see or correctly visualize his target, and then make his or her command mentally. A veerla may be held in readiness by the caster for up to 24 hours before the summoned veerla is lost.
A veerla attacks by attempting to possess its enemy, forcing its intended victim to make a will save, DC 18, to resist the assault of the alien spirit. If the veerla wins the struggle, its target loses 1D8 San. The entity continues to attack until the victim goes temporarily or permanently insane. The veerla takes possession of its body, usually remaining there until the victim's body is somehow destroyed.
A corpse can be automatically possessed and animated by a veerla if directed to do so by the one who summoned it. Possession and animation may last for decades or centuries, until the possessed physical body loses all hit points, freeing the veerla.
A possessed victim behaves like a zombie, foraging afield and lacking any rational intelligence.
Seeing a summoned veerla (which is formless and barely visible) costs the viewer 0/1D4 San.
Summon/Bind Veerla is one of several ways to create zombies.

Call of Cthulhu
Undead, Undead Thing: ?
Goody Fowler, Ghost, Long-Dead Witch, Ghostly Hag, Murderous Wraith: ?
Old Keziah, Ghost: ?
Ghost, Apparition: ?
Vampire: ?
Adam Checkley, Zombie, Horrible Undead Cannibal Child, Undead Child, Shambling Vacant-Eyed Thing, Child-Thing, Corpse-Child, Child-Monster, Zombie-Child: Jason Checkley lost his three children in the span of four short days when the terrible cholera epidemic struck Arkham. Already a widower, he was the last to carry the once-influential family name. The loss of his offspring left him devastated.
In desperation he contacted Marsella, the aged housekeeper of a friend, who reputedly could work magic. Marsella was originally from Haiti, and she promised bring his children back from the dead . . . for a fee.
Paying the money, Checkley borrowed the domestic from his friend and, after dismissing his own staff, had Marsella perform the terrible rites.
As promised, the children again lived — Rosemary, 15 and already womanly; Adam, a robust boy nearly 13; and blonde Jessica, 9.
Rosemary Checkley, Zombie, Horrible Undead Cannibal Child, Undead Child, Shambling Vacant-Eyed Thing, Child-Thing, Corpse-Child, Child-Monster, Zombie-Child: Jason Checkley lost his three children in the span of four short days when the terrible cholera epidemic struck Arkham. Already a widower, he was the last to carry the once-influential family name. The loss of his offspring left him devastated.
In desperation he contacted Marsella, the aged housekeeper of a friend, who reputedly could work magic. Marsella was originally from Haiti, and she promised bring his children back from the dead . . . for a fee.
Paying the money, Checkley borrowed the domestic from his friend and, after dismissing his own staff, had Marsella perform the terrible rites.
As promised, the children again lived — Rosemary, 15 and already womanly; Adam, a robust boy nearly 13; and blonde Jessica, 9.
Jessica Checkley, Zombie, Horrible Undead Cannibal Child, Undead Child, Shambling Vacant-Eyed Thing, Child-Thing, Corpse-Child, Child-Monster, Zombie-Child: Jason Checkley lost his three children in the span of four short days when the terrible cholera epidemic struck Arkham. Already a widower, he was the last to carry the once-influential family name. The loss of his offspring left him devastated.
In desperation he contacted Marsella, the aged housekeeper of a friend, who reputedly could work magic. Marsella was originally from Haiti, and she promised bring his children back from the dead . . . for a fee.
Paying the money, Checkley borrowed the domestic from his friend and, after dismissing his own staff, had Marsella perform the terrible rites.
As promised, the children again lived — Rosemary, 15 and already womanly; Adam, a robust boy nearly 13; and blonde Jessica, 9.
Zombie: Summon/Bind Veerla spell.

Summon/Bind Veerla
The veerla are thought of as spirits or creatures from somewhere outside earthly reality. They are immaterial, formless, and nearly invisible. Viewing one costs 0/1D4 Sanity points. A veerla is immune to all physical weapons and most magical effects. As servants, they are mainly used to retrieve objects or to attack enemies.
Learning this spell costs 2 POW, 1D6+2 Sanity points, and two months of concentrated study to understand the extra-dimensional concepts at its heart.
The spell causes a single veerla to come before the caster and agree to perform a particular task. The caster must spend 1D6+3 magic points and lose 1D6 SAN for each veerla summoned during the lengthy ceremony.
To Summon/Bind a veerla, the caster must inscribe a complex symbol in white on a dark surface, then crouch upon the symbol. One or more assistants may hand the caster small animals to be sacrificed and rattles to be shaken—this ritual is difficult to perform alone. The climax of the ceremony comes when two human hands, severed from a corpse less than a week old, must be held aloft by the caster. When the veerla appears, it takes hold of the left hand and pulls it out of the caster’s grip, as though the severed hand could float in air.
The caster must be able to physically see or correctly visualize the target, and then mentally make his or her command. A veerla may be held in readiness by the caster up to 24 hours before the summoned veerla is lost.
A veerla attacks by attempting to possess its enemy, pitting its fixed POW of 22 against the POW of its intended victim. If the veerla wins the struggle, its target loses 1D8 Sanity Points. the entity continues to attack until the victim goes temporarily or permanently insane. The veerla takes possession of the target’s body, usually to remain there until the victim’s body is somehow destroyed. A veerla who loses a POW vs. POW struggle immediately flees and must be re-summoned before it makes another attack.
A corpse can automatically be possessed and animated by a veerla if directed to do so by the summoner.
A possessed victim behaves like a zombie, foraging afield and lacking any rational intelligence. Possession and animation may last for decades or centuries, until the possessed physical body loses all hit points, freeing the veerla.
Summon/Bind Veerla is one of several ways to create zombies.
 

H.P. Lovecraft's Dunwich
Call of Cthulhu d20
Resurrected Dead, Resurrected Undead, Resurrected Corpse: The Gold Ferronniere
Fashioned in ancient Hyperborea, this magical device has the power of resurrecting the dead. The resurrected dead are only partially alive. They do not breathe, need food, or need water. Skeletons regenerate flesh over a period of time, but at best, a resurrected character never looks better than a corpse several days old. The subject’s will is weak, with a POW one-quarter normal, and the resurrected undead usually becomes the servant or slave of whomever first speaks to it upon their return to life. [CofC d20 characters suffer additional ability score penalties; see Appendix 3, Entry #13b.] However, the corpse is allowed a daily POW x1 roll (Wisdom, DC 20). With a successful roll, the resurrected corpse breaks free of its bondage. [The subject also regains its lost Wisdom.] If the ferronniére is ever removed, the corpse quickly crumbles into dust.
Artifact: Hyperborean Ferronniére—Resurrects the dead when screwed into a human subject’s skull. Resurrection inflicts a permanent drain of 1d4 to Strength, Dexterity, and Charisma and reduces Sanity to 0. The resurrected corpse becomes undead; as part of this, it gains undead traits, its Hit Die changes to a d12, and it no longer has a Constitution score.
At first, the weak-willed undead has one-fourth its previous Wisdom (round down). It serves as a slave to the first voice it hears upon resurrection. Once each week, the subject can attempt a Will save (DC 20); if the check succeeds, the undead not only regains its former Wisdom, but also gains a +2 bonus to Wisdom from the artifact. The corpse slowly regenerates flesh over time, but if the artifact is removed, the body crumbles to dust.
Noah Whately, Old Wizard Whately, Resurrected Intelligent Undead, Corpse, Animated Corpse, Undead Wizard: Little is left of the old man’s carcass,mostly bones tied together by dried stringy flesh. Wizard Whateley’s oddly carved staff is placed across its lap, and a gold ferronniére graces its brow, held in place by several wood screws.
However, the Son of Yog-Sothoth senses the intrusion of investigators and animates the corpse, causing it to stagger to its feet, ready to attack with a deadly spell.
Callech, Resurrected Intelligent Undead Druid, Long-Dead Druid: ?
Zadagrool, Resurrected Undead Hyperborean Wizard, Ancient Wizard: The remains of this man, a Hyperborean wizard, might be returned to some semblance of life by using the ancient ferronniére, a resurrection spell or other distasteful means. The remains are not complete, but given time, the powers of the resurrection device will regrow what is missing.
Zadagrool, if resurrected by the ancient device, will cooperate with investigators, but he has his own agenda.
Ghost: The big mill up the river is haunted by the ghosts of the six boys murdered there in 1806.
The houses near Wizard’s Hill are abandoned and haunted by the ghosts of Jacob Whateley’s victims.
Recently,a ghost has been seen haunting Cold Spring Glen. It is believed to be one of the policemen killed by lightning last fall.
Jacob Whateley, Ghost: ?
Jed Whitney, Ghost: ?

Call of Cthulhu
Resurrected Dead, Resurrected Undead, Resurrected Corpse: The Gold Ferronniere
Fashioned in ancient Hyperborea, this magical device has the power of resurrecting the dead. The resurrected dead are only partially alive. They do not breathe, need food, or need water. Skeletons regenerate flesh over a period of time, but at best, a resurrected character never looks better than a corpse several days old. The subject’s will is weak, with a POW one-quarter normal, and the resurrected undead usually becomes the servant or slave of whomever first speaks to it upon their return to life. [CofC d20 characters suffer additional ability score penalties; see Appendix 3, Entry #13b.] However, the corpse is allowed a daily POW x1 roll (Wisdom, DC 20). With a successful roll, the resurrected corpse breaks free of its bondage. [The subject also regains its lost Wisdom.] If the ferronniére is ever removed, the corpse quickly crumbles into dust.
Artifact: Hyperborean Ferronniére—Resurrects the dead when screwed into a human subject’s skull. Resurrection inflicts a permanent drain of 1d4 to Strength, Dexterity, and Charisma and reduces Sanity to 0. The resurrected corpse becomes undead; as part of this, it gains undead traits, its Hit Die changes to a d12, and it no longer has a Constitution score.
At first, the weak-willed undead has one-fourth its previous Wisdom (round down). It serves as a slave to the first voice it hears upon resurrection. Once each week, the subject can attempt a Will save (DC 20); if the check succeeds, the undead not only regains its former Wisdom, but also gains a +2 bonus to Wisdom from the artifact. The corpse slowly regenerates flesh over time, but if the artifact is removed, the body crumbles to dust.
Noah Whately, Old Wizard Whately, Resurrected Intelligent Undead, Corpse, Animated Corpse, Undead Wizard: Little is left of the old man’s carcass,mostly bones tied together by dried stringy flesh. Wizard Whateley’s oddly carved staff is placed across its lap, and a gold ferronniére graces its brow, held in place by several wood screws.
However, the Son of Yog-Sothoth senses the intrusion of investigators and animates the corpse, causing it to stagger to its feet, ready to attack with a deadly spell.
Callech, Resurrected Intelligent Undead Druid, Long-Dead Druid: ?
Zadagrool, Resurrected Undead Hyperborean Wizard, Ancient Wizard: The remains of this man, a Hyperborean wizard, might be returned to some semblance of life by using the ancient ferronniére, a resurrection spell or other distasteful means. The remains are not complete, but given time, the powers of the resurrection device will regrow what is missing.
Zadagrool, if resurrected by the ancient device, will cooperate with investigators, but he has his own agenda.
Ghost: The big mill up the river is haunted by the ghosts of the six boys murdered there in 1806.
The houses near Wizard’s Hill are abandoned and haunted by the ghosts of Jacob Whateley’s victims.
Recently,a ghost has been seen haunting Cold Spring Glen. It is believed to be one of the policemen killed by lightning last fall.
Jacob Whateley, Ghost: ?
Jed Whitney, Ghost: ?
 

Contagion Second Edition
Contagion 2e
Undead, Undead Being, Undead Creature, Undead Hellspawn: Demons attempting to grant true immortality conjured different forms of the undead.
Given their control over the energies of death itself, the Chammadi soon discovered that with proper application of their knowledge, they could twist death to their own ends. Though the Chammadi were nearly powerless to extend true life, they were able to forge a new state. Humanity could once again experience eternity, though in a different fashion. This state of being was named undeath.
With Azmodeus gone, the Chammadi pressed forward, creating established undead where and when they could. The lessons of the fall of Azmodeus were well observed by the Chammadi, and none since have sought to overcome the limitations of undeath. New undead creatures rise from time to time as the muse strikes a Chammadi, but all undead now adhere to the same basic rules.
It is also important to note that while some Chammadi can travel to Purgatory, none can forge Hellspawn in Purgatory. The spirits of the dead may be resurrected into undead bodies, but the creation of new incorporeal entities is beyond the ability of the Chammadi.
The Pit of Wasted Years is a place of bittersweet illusions. Souls sent to this Pit find themselves waking up in their beds, as if their death and subsequent damnation was simply a nightmare. As far as these damned souls are concerned they are still alive, waking up the morning after their death. At first, life seems normal. Those who died suddenly return immediately to previous routines. Those who died of sickness or old age find themselves back in the hospital facing a miraculous recovery. In every case, the first few days in the Pit seem to be a blessing.
As soon as the soul relaxed back into a routine, things begin to turn strange. Reality takes a turn for the dark and creepy, with subtle manifestations at first (inexplicable sounds, flittering movement in the corner of one’s eyes) slowly working toward a full blown tortuous hellscape where the soul watches their loved ones tortured and killed, the dead walk and hunt them, monsters attack from the shadows and every horror imaginable takes its turn tormenting the soul, driving the damned one into madness. Those few souls who embrace the madness are elevated to some form of undead Hellspawn and sent back to Earth on behalf of the Chammadi.
Ghost, Spirit Who Refused True Death, Actual Ghost: Ghosts are those spirits who refused true death.
A ghost is created when the deceased has a clear and present agenda that was left unfulfilled.
A corporeal shell does not bind them; they are made up entirely, bound to the earthly plane completely, and animated absolutely by Contagion energy.
Infernalists may not become ghosts. When an Infernalist dies, his soul goes wherever his master says it goes.
Dhampirs who die may become ghosts at Gamemaster discretion.
Drow who die may become ghosts at Gamemaster discretion.
Dwarfs who die may become ghosts at Gamemaster discretion.
In any war there are casualties, but if one is driven, convicted, and possesses a strong will, death does not have to be the end.
Goblins who die may become ghosts at Gamemaster discretion.
Half-elves who die may become ghosts at Gamemaster discretion.
Half-orcs who die may become ghosts at Gamemaster discretion.
Humans who die may become ghosts at Gamemaster discretion.
Immunda who die may become ghosts at Gamemaster discretion, though the vast majority of immunda go directly to Hell when they die.
Morlocks who die may become ghosts at Gamemaster discretion.
Orcs can become ghosts at Gamemaster discretion.
Vampires who die may become ghosts at Gamemaster discretion.
Werewolves who die may become ghosts at Gamemaster’s discretion.
If your body is killed while using [the flatline feat] power, you become a ghost. If your ghostly form is killed while using this feat, you may not become a ghost. You will go to Heaven or Hell as appropriate.
Vampire: It is possible for a dhampir to become a vampire.
Most modern vampires are utterly unaware of their true origins, though many scholars agree that demons had something to do with it.
An appropriate target slain by Blood Drain, then fed at least one of the vampire’s Contagion Points (i.e. blood,) rises as a vampire 1d6 minutes after its death.
Humans (including dwarfs and giants), dhampirs, drow, half-elves, half-orcs and immunda may become vampires. No other race may become a vampire.
If you select any race descended from vampires, your blood has a small chance of creating new vampires. If you donate blood and the recipient dies within 12 hours of receiving the donation, there is a 1 in 20 chance that the unfortunate soul may rise from the dead as a vampire. There is also a 1 in 20 chance that upon death, the curse carrier may rise as a vampire. In either case roll 1d20. On a result of 20, the vampirism manifests as described.
In seeking the perfect undead creature (and aspiring to defeat Yahweh’s empowerment of the Clergy), Archduke Azmodeus created the vampire. Six men were chosen for their cruelty and malice. Each of them was granted immortality, with the price that they must steal the very life and blood of humans. The more blood that these vampires drank, the stronger they became; their feeding even allowed them some relief from the potency of Clergy faith. In retaliation, Yahweh laid more curses upon the vampires. Azmodeus, never willing to back down, fortified the vampires further, allowing the vampires to overcome most curses by gorging on more human blood. This escalation continued back and forth until vampires were no longer even true undead. Azmodeus had created a new breed entirely onto itself.
The realization of his accomplishment filled Azmodeus with pride. He and his vampires became careless and sloppy. Eventually Lucifer declared that the vampires were a threat and needed to be destroyed, or set about on their own. Azmodeus and the vampires rebelled. Lucifer laid a final curse upon vampires, banished Azmodeus to the Pit of Sodomy, and solidified the final breach between vampires and other undead.
Curse Carrier feat.
Arcadian, Death Elf: Any elf that dies finds their soul transported to Arcadia.
Elves who die find their souls immediately taken to Arcadia, where they become Arcadians.
Using Queen Thereza’s knowledge of undeath, the King and Queen reconstructed the elven souls into Arcadians, granting them the ability to leech Contagion from living souls and feed that energy back to the realm.
During this time it also became apparent to King Hektor and Queen Thereza of Arcadia that their realm was dying. Estimating that the realm would crumble to nothingness within three decades without a new and large infusion of Contagion energy, the celestials formed a plan to transform elven souls into a new undead creature that could siphon Contagion from earth and feed it back to their private paradise. As a result the Arcadians were born.
Annubian: Annubians are humans who have been mummified. The Chammadi consumes most of the Annubian’s Contagion Points, using those points to fuel the reanimation of the hapless, bandaged corpse.
The Annubian is a template that can be added to a human, dhampir, sub-elven, or werewolf character. The creature must be killed before this template may be applied.
Carrion Hound: ?
Hybrid Zombie: Hybrid Zombies come in almost infinite varieties. Limited only by the artistic abilities of their creator, a Hybrid Zombie is composed of a wide variety of fused human and animal appendages. Forms vary from the simple human with a jackal’s head used to terrorize archaeologists to truly horrific engines of destruction, such as an elephant body with octopus tentacles jutting out of its sides. Note that there is always one head, leaving the creature vulnerable to decapitation. While the head need not be human, at least one part of the creature must be humanoid.
Hybrid Zombies are often created by bored Chammadi looking to gain prestige and test the boundaries of what they are allowed to create.
All Hybrid Zombies have one, and only one head, which must be the same size category as the main segment.
At least one part (limb, head, or main segment) of a Hybrid Zombie must be humanoid.
Tomb Guardian, 4-Armed Human Hybrid Zombie: ?
Zombie: An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death.
Patchwork Ghoul: Created from stitched together pieces of dozens of corpses, the Patchwork Ghoul is created as a mindless engine of destruction.
Skeletal Plate: Skeletal Plate is created by taking the entire skeleton of a human who reveled in battle during life and forging a suit of unliving armor from the bones.
Skin Feaster: Skin feasters tend to be created from those who were prideful and vain in life. As punishment, they walk the earth hideous and skinless, forced to indulge in cannibalism to try to regain their former beauty.
Soul-Eater: ?
Ghul, Flesh Eating Ghul: If a vampire ever reaches 0 Contagion Points, he is reduced to being a Ghul.
A vampire reaching 0 Contagion Points is reduced to being a flesh eating Ghul.
Intelligent Undead: ?
Unnatural Creature, Hellspawn: ?
Creature Normally Unaffected by Critical Hits: ?
Non-Intelligent Undead: ?
Lesser Undead: ?
Ghost, Incorporeal Entity, Very Tortured and Troubled Creature, Most Focused Creature, Driven Tormented Being, Incorporeal, Restless Dead, Being of Free Will: ?
Ghost, Unwanted Guest, Incorporeal Visitor, Resident Ghost: ?
Ghost, Spy: ?
Ghost, Information Gatherer: ?
Ghost, Unique Soldier: ?
Energized Ghost: ?
Angry Ghost: ?
Ghost Who Seeks Vengeance: ?
Ghost Who Seeks Solitude: ?
Benevolent Ghost: ?
Ghost Who Was Empathetic in Life: ?
Ghost Who Was Social in Life: ?
Ghost Who Was a Bully in Life: ?
Most Determined Ghost: ?
Most Bull-Headed Ghost: ?
Psychopathic Ghost: ?
Sociopathic Ghost: ?
Lingering Ghost: ?
Vampire, Immortal Predator, Excellent Hunter, Immortal Creature, Predator: ?
Vampire, Vampire Parent, Undead Parent, Vampiric Parent: ?
Vampire, Loner: ?
Vampire, Rebel: ?
Vampire Casanova: ?
Roman Vampire: ?
Vampire Boss: ?
Corisande, Vampire: ?
Vampire, Ancient One: ?
Powerful Vampire: ?
Modern Vampire: ?
Antonio Pacifica, Vampire: Azmodeus, Lucifer’s trusted advisor and lover, formulated a plan to create a new breed of Hellspawn, unlike anything seem before. With some reservations, Lucifer granted Azmodeus permission to seek suitable candidates for his experiment.
Traveling to the farthest reaches of human civilization, Azmodeus found six humans suitable for his experiment. In Iberia, he found a cannibal named Antonio Pacifica. In Greece, he discovered the blasphemer Valentina, descendent of famed philosopher Cassius Longinus. Ireland brought the discovery of Muiris Ó Dálaigh, reputed to be the most merciless warrior to have ever lived. Travel to Persia revealed the seducer Basil Fatin-Diya, rumored to have bedded nobles of both sexes across the globe. The Prussian tundra led Azmodeus to Faddei Ivanovich, who was said to possess a heart as cold as the Siberian night. In China, he located Juan-Li Wangba. Juan-Li was a mass murderer with no respect for moral or spiritual law.
Upon gathering these disparate sinners, Azmodeus began testing their savagery and moral flexibility. The repercussions of these tests were felt across entire cities as Azmodeus ordered his chosen servants to rape, kill, and terrorize entire populations. Satisfied with his choices, Azmodeus named his group “the Six” and offered them a special honor in Hell’s army.
The Six would become immortal. They would be cursed to eternal lives of violence and strife. They would need to drink the blood of humans to keep strong, for in the blood was life. Despite these flaws, they would be the most potent of Hellspawn, essentially becoming Hell’s elite killers. The Six agreed, becoming the first vampires.
Valentina, Vampire: Azmodeus, Lucifer’s trusted advisor and lover, formulated a plan to create a new breed of Hellspawn, unlike anything seem before. With some reservations, Lucifer granted Azmodeus permission to seek suitable candidates for his experiment.
Traveling to the farthest reaches of human civilization, Azmodeus found six humans suitable for his experiment. In Iberia, he found a cannibal named Antonio Pacifica. In Greece, he discovered the blasphemer Valentina, descendent of famed philosopher Cassius Longinus. Ireland brought the discovery of Muiris Ó Dálaigh, reputed to be the most merciless warrior to have ever lived. Travel to Persia revealed the seducer Basil Fatin-Diya, rumored to have bedded nobles of both sexes across the globe. The Prussian tundra led Azmodeus to Faddei Ivanovich, who was said to possess a heart as cold as the Siberian night. In China, he located Juan-Li Wangba. Juan-Li was a mass murderer with no respect for moral or spiritual law.
Upon gathering these disparate sinners, Azmodeus began testing their savagery and moral flexibility. The repercussions of these tests were felt across entire cities as Azmodeus ordered his chosen servants to rape, kill, and terrorize entire populations. Satisfied with his choices, Azmodeus named his group “the Six” and offered them a special honor in Hell’s army.
The Six would become immortal. They would be cursed to eternal lives of violence and strife. They would need to drink the blood of humans to keep strong, for in the blood was life. Despite these flaws, they would be the most potent of Hellspawn, essentially becoming Hell’s elite killers. The Six agreed, becoming the first vampires.
Muiris Ó Dálaigh, Vampire: Azmodeus, Lucifer’s trusted advisor and lover, formulated a plan to create a new breed of Hellspawn, unlike anything seem before. With some reservations, Lucifer granted Azmodeus permission to seek suitable candidates for his experiment.
Traveling to the farthest reaches of human civilization, Azmodeus found six humans suitable for his experiment. In Iberia, he found a cannibal named Antonio Pacifica. In Greece, he discovered the blasphemer Valentina, descendent of famed philosopher Cassius Longinus. Ireland brought the discovery of Muiris Ó Dálaigh, reputed to be the most merciless warrior to have ever lived. Travel to Persia revealed the seducer Basil Fatin-Diya, rumored to have bedded nobles of both sexes across the globe. The Prussian tundra led Azmodeus to Faddei Ivanovich, who was said to possess a heart as cold as the Siberian night. In China, he located Juan-Li Wangba. Juan-Li was a mass murderer with no respect for moral or spiritual law.
Upon gathering these disparate sinners, Azmodeus began testing their savagery and moral flexibility. The repercussions of these tests were felt across entire cities as Azmodeus ordered his chosen servants to rape, kill, and terrorize entire populations. Satisfied with his choices, Azmodeus named his group “the Six” and offered them a special honor in Hell’s army.
The Six would become immortal. They would be cursed to eternal lives of violence and strife. They would need to drink the blood of humans to keep strong, for in the blood was life. Despite these flaws, they would be the most potent of Hellspawn, essentially becoming Hell’s elite killers. The Six agreed, becoming the first vampires.
Basil Fatin-Diya, Vampire: Azmodeus, Lucifer’s trusted advisor and lover, formulated a plan to create a new breed of Hellspawn, unlike anything seem before. With some reservations, Lucifer granted Azmodeus permission to seek suitable candidates for his experiment.
Traveling to the farthest reaches of human civilization, Azmodeus found six humans suitable for his experiment. In Iberia, he found a cannibal named Antonio Pacifica. In Greece, he discovered the blasphemer Valentina, descendent of famed philosopher Cassius Longinus. Ireland brought the discovery of Muiris Ó Dálaigh, reputed to be the most merciless warrior to have ever lived. Travel to Persia revealed the seducer Basil Fatin-Diya, rumored to have bedded nobles of both sexes across the globe. The Prussian tundra led Azmodeus to Faddei Ivanovich, who was said to possess a heart as cold as the Siberian night. In China, he located Juan-Li Wangba. Juan-Li was a mass murderer with no respect for moral or spiritual law.
Upon gathering these disparate sinners, Azmodeus began testing their savagery and moral flexibility. The repercussions of these tests were felt across entire cities as Azmodeus ordered his chosen servants to rape, kill, and terrorize entire populations. Satisfied with his choices, Azmodeus named his group “the Six” and offered them a special honor in Hell’s army.
The Six would become immortal. They would be cursed to eternal lives of violence and strife. They would need to drink the blood of humans to keep strong, for in the blood was life. Despite these flaws, they would be the most potent of Hellspawn, essentially becoming Hell’s elite killers. The Six agreed, becoming the first vampires.
Vampire, Faddei Ivanovich: Azmodeus, Lucifer’s trusted advisor and lover, formulated a plan to create a new breed of Hellspawn, unlike anything seem before. With some reservations, Lucifer granted Azmodeus permission to seek suitable candidates for his experiment.
Traveling to the farthest reaches of human civilization, Azmodeus found six humans suitable for his experiment. In Iberia, he found a cannibal named Antonio Pacifica. In Greece, he discovered the blasphemer Valentina, descendent of famed philosopher Cassius Longinus. Ireland brought the discovery of Muiris Ó Dálaigh, reputed to be the most merciless warrior to have ever lived. Travel to Persia revealed the seducer Basil Fatin-Diya, rumored to have bedded nobles of both sexes across the globe. The Prussian tundra led Azmodeus to Faddei Ivanovich, who was said to possess a heart as cold as the Siberian night. In China, he located Juan-Li Wangba. Juan-Li was a mass murderer with no respect for moral or spiritual law.
Upon gathering these disparate sinners, Azmodeus began testing their savagery and moral flexibility. The repercussions of these tests were felt across entire cities as Azmodeus ordered his chosen servants to rape, kill, and terrorize entire populations. Satisfied with his choices, Azmodeus named his group “the Six” and offered them a special honor in Hell’s army.
The Six would become immortal. They would be cursed to eternal lives of violence and strife. They would need to drink the blood of humans to keep strong, for in the blood was life. Despite these flaws, they would be the most potent of Hellspawn, essentially becoming Hell’s elite killers. The Six agreed, becoming the first vampires.
Juan-Li Wangba, Vampire: Azmodeus, Lucifer’s trusted advisor and lover, formulated a plan to create a new breed of Hellspawn, unlike anything seem before. With some reservations, Lucifer granted Azmodeus permission to seek suitable candidates for his experiment.
Traveling to the farthest reaches of human civilization, Azmodeus found six humans suitable for his experiment. In Iberia, he found a cannibal named Antonio Pacifica. In Greece, he discovered the blasphemer Valentina, descendent of famed philosopher Cassius Longinus. Ireland brought the discovery of Muiris Ó Dálaigh, reputed to be the most merciless warrior to have ever lived. Travel to Persia revealed the seducer Basil Fatin-Diya, rumored to have bedded nobles of both sexes across the globe. The Prussian tundra led Azmodeus to Faddei Ivanovich, who was said to possess a heart as cold as the Siberian night. In China, he located Juan-Li Wangba. Juan-Li was a mass murderer with no respect for moral or spiritual law.
Upon gathering these disparate sinners, Azmodeus began testing their savagery and moral flexibility. The repercussions of these tests were felt across entire cities as Azmodeus ordered his chosen servants to rape, kill, and terrorize entire populations. Satisfied with his choices, Azmodeus named his group “the Six” and offered them a special honor in Hell’s army.
The Six would become immortal. They would be cursed to eternal lives of violence and strife. They would need to drink the blood of humans to keep strong, for in the blood was life. Despite these flaws, they would be the most potent of Hellspawn, essentially becoming Hell’s elite killers. The Six agreed, becoming the first vampires.
Eike, Vampire: ?
Arcadian, Immortal Spirit of a Dead Elf, Undead Abomination: ?
Twisted Arcadian: ?
Most Hermitic Arcadian: ?
Morna, The Fairy of Stonehenge, Arcadian: When Morna learned that her paradise, her Arcadia, was dying, she was among the quickest to volunteer her soul to help find a way to save the land. When Queen Thereza reshaped her soul, transforming her into cold, undead flesh, she rejoiced that she would have a hand in saving her world.
Carrion Hound, Truly Nightmarish Creation, Massive Sick Dog: ?
Hybrid Zombie, Human With a Jackal's Head: ?
Hybrid Zombie, Truly Horrific Engine of Destruction: ?
Hybrid Zombie, Truly Horrific Engine of Destruction, Elephant Body With Octopus Tentacles Jutting Out of its Side: ?
Patchwork Ghoul, Mindless Engine of Destruction: ?
Patchwork Ghoul, Security Guard: ?
Skeletal Plate, Part Hellspawn Part Magical Armor, Testament to Chammadi Ingenuity, Unliving Armor, Armor, Body Shield, Semi-Independent Combatant: ?
Skin Feaster, Repugnant Undead: ?
Ghul, Weak Stupid Creature: ?
Ghoul, Lesser Undead: ?
Zombie, Normal Zombie: ?
Zombie, Lesser Undead: ?

Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 hour, damage 1d3 STA and 1d3 AGI per hour. An afflicted humanoid that dies of fever rises as a Zombie 1d6 rounds after death. A humanoid that becomes a Zombie in this way retains none of the abilities it possessed in life. It hungers for the flesh of the living and behaves like a normal Zombie in all respects.

Curse Carrier
Whether or not you know the truth, one of your ancestors is supernatural. While you may not possess any discernible traits of your mystical heritage, you may inadvertently pass this curse on to your children, or through a transfusion of your accursed blood.
Prerequisite
Human, giant or dwarf
Benefit
You carry a curse in your blood. Select a playable race other than angel, arcadian, demon, goblin or morlock at character creation. If your character has children, the character will breed as a member of that race.
If you select any race descended from werewolves, there is a 1 in 20 chance that you can pass on the curse of lycanthropy. In this case roll 1d20. If the result is a 1, the child will suffer lycanthropy. In the event a human with latent lycanthropy receives a transfusion of your blood, his own genetic predisposition towards lycanthropy may be activated at Gamemaster discretion.
If you select any race descended from vampires, your blood has a small chance of creating new vampires. If you donate blood and the recipient dies within 12 hours of receiving the donation, there is a 1 in 20 chance that the unfortunate soul may rise from the dead as a vampire. There is also a 1 in 20 chance that upon death, the curse carrier may rise as a vampire. In either case roll 1d20. On a result of 20, the vampirism manifests as described. Your unknown kinship with the supernatural does give you a slight advantage with members of your selected race. Add a +1 bonus to all skill checks based on social interaction or research involving your chosen race.
Special
This feat may only be selected at character creation.

Flatline
Whether through scientific methods, esoteric meditation techniques, or some metaphysical curiosity, you have become so accustomed to being close to death that you are able to unfetter your soul from your body, walking through Purgatory as a ghostly being.
Prerequisite
To take Flatline, a character must have had a near death experience at some point (having been reduced to -1 hit points or lower).
Benefit
You are able to send your consciousness into Purgatory. This requires one minute of concentration and the expenditure of a Contagion Point. While out of your body you are considered a ghost. You do not have access to ghostly powers, but you are incorporeal and invisible. You can also manifest by making a WILL save at DC 20. While you are a ghost, your body enters a deep coma. You cannot be awakened until the ghost returns. Any physical damage dealt to your body is dealt to you, with the wounds appearing on your ghostly form. Likewise, damage dealt to your ghostly form appears on your sleeping body. You must physically travel back to your body to re-enter it, unless you spend 1 Contagion Point to immediately return. This Contagion Point expenditure allows you to return immediately, regardless of the intervening distance between you and your body.
A character with this feat can remain out of body for a number of hours equal to their Awareness score.
If your body is killed while using this power, you become a ghost. If your ghostly form is killed while using this feat, you may not become a ghost. You will go to Heaven or Hell as appropriate.
Normal
Normal people can’t do this.
Special
Arcadians, elves, dhampirs, werewolves, and vampires cannot take this feat.
 


The Darkest Hour
Fantasy Craft
Grave Wurm, The Harbinger of the Dead, Bloated White Worm, Creation of Ancient Evil Forces Made Flesh, Monstrous Thing, Slave, Disgusting and Bloated White Worm the Size of a Horse-Drawn Wagon, Great White Worm, Immense Scavenging Beast: The Grave Wurm exists to serve the Soul Star’s owner. It has no true will of its own, being a creation of ancient evil forces made flesh.
Master and Wiltweevil broke the tomb’s ancient seals and found the Star. They used it to raise the harbinger of the dead, a monstrous thing called the Grave Wurm, and set it about its foul business.
Ravener: Unlike a zombie, a ravener’s condition isn’t spread as an infection, though party members may not realize this when they first encounter the creatures.
When a character dies in the Grave Wurm’s gullet, or the Grave Wurm swallows a corpse, the beast’s vile digestive tract takes over, converting the victim into a ravener; the process takes 5 rounds, after which the new ravener is unceremoniously expelled from the Wurm’s posterior; the Wurm can process up to 6 victims at a time.
Master had no interest in Paschel but rather wanted something buried with the hero — a necromantic artifact called the Soul Star, which has the power to animate and control the dead.
Master and Wiltweevil broke the tomb’s ancient seals and found the Star. They used it to raise the harbinger of the dead, a monstrous thing called the Grave Wurm, and set it about its foul business. The Wurm consumed corpses and expelled a form of walking dead called ‘raveners,’ and through the Star Master controlled them all.
This fist-sized, multi-faceted amethyst is shaped like a four-pointed star and set in a silver medallion. Its [the soul star's] origins have washed out over history but a few know its power. It can be used to summon the Grave Wurm, which animates the dead in service to the artifact’s owner. Unfortunately, it does this by sapping the owner’s strength of will — his Wisdom — which in turn makes it harder to resist the Star’s influence. Eventually the owner becomes the owned, a slave to the Soul Star with no goals of his own except spreading its undeath across the whole of the world.
The Grave Wurm: A disgusting and bloated white worm the size of a horse-drawn wagon. It’s a slave to the Soul Star, compelled to seek out and consume bodies, expelling them as raveners under control of the artifact’s owner.
On the power of the thing Guichard is vague and I suspect he has no real experience with it. Montoni, however, describes plainly an experience with the Soul Star and while his writings smack of tenuous sanity his discussion of a great white worm in service to the Soul Star cannot be entirely discounted. Apparently this worm creates ravening undead fiends of both speed and cunning — not the best news, as this is borne out in the legend from Hondel.
The undead in Andra do not spawn from mere death.
Ravener, Crazed Undead Creature, Walking Dead, Zombie, Deader, Ravening Undead Fiend of Both Speed and Cunning: ?
Ambitious Ravener: ?
Zombie, Typical Zombie: ?
Undead: ?
Ghost: ?
Animated Corpse: ?
Disquiet Corpse: ?
 


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