Undead Origins

FRC2 Curse of the Azure Bonds (1e/2e)
2e
Crimdrach, Dracandros of the Crimson, Dracolich, Undead Dragon, Great Gray-Red Dragon His Scales Translucent and Stretched Tight Over the Dragon’s Skeleton, Master, Lying Thieving Sort, Faithful Ally, Liar, First Ally: Crimdrac was created by the Cult of the Dragon, and seeks to aid Dracandros in his pursuit of a new flight of dragons.
Dracolich, Night Dragon: Dracoliches are the reported creation of the Cult of the Dragon, a mysterious evil organization that believes the Realms are fated to fall under the control of such creatures, with the Cult controlling the night dragons.
Undead, Undead Creature: ?
Banshee, Groaning Spirit: ?
Thanatos, Banshee: Thanatos died under evil circumstances, apparently, and her spirit has returned as a banshee (also called a groaning spirit).
King of the Sewers, Ghast-Lord, Powerful Ghast-Lord: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Human Lich: ?
Zrie Prakis, Lich, Great Magic-Wielder, Ally, Former Lover, Slave: ?
Remarkus, Lich, Ancient Undead Figure, Dotty Lich, Higher Undead: ?
Penanggalan: ?
Shadow: ?
Skeleton, Low-Level Undead: ?
Giant Skeleton, Low-Level Undead: ?
Spectre: ?
Wight: ?
Wraith: ?
Zombie, Low-Level Undead: ?
Monster Zombie, Bugbear Zombie, Low-Level Undead: ?
 

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FRM1: The Jungles of Chult (2e)
2e
Undead: ?
Undead Minion: ?
Chultan Undead: ?
Ghast: ?
Ghost: When a worshiper of Ubtao dies, he is called before his maker and told to draw the maze that represents his own life. If he is successful in doing this, he is invited into Ubtao's home. If he fails, he comes back to the world as a ghost or ghoul to wander the night.
Ghoul: When a worshiper of Ubtao dies, he is called before his maker and told to draw the maze that represents his own life. If he is successful in doing this, he is invited into Ubtao's home. If he fails, he comes back to the world as a ghost or ghoul to wander the night.
Skeleton: The first barae were all granted mighty powers, and Nsi's proved to be the mightiest—the ability to muster the dead. Nsi can, at will, raise the corpse of any human or demihuman in Chult, He can also re-animate the corpses of dinosaurs.
Skeletal Dinosaur: The first barae were all granted mighty powers, and Nsi's proved to be the mightiest—the ability to muster the dead. Nsi can, at will, raise the corpse of any human or demihuman in Chult, He can also re-animate the corpses of dinosaurs.
Monstrously Huge Long-Dead Tortoise, Unfortunate Skeletal Creature: ?
Vampire, Blood-Drinking Undead: ?
Zombie: The first barae were all granted mighty powers, and Nsi's proved to be the mightiest—the ability to muster the dead. Nsi can, at will, raise the corpse of any human or demihuman in Chult, He can also re-animate the corpses of dinosaurs.
Zombie, Undead Slave, Walking Corpse: ?
Tabaxi Zombie: The first barae were all granted mighty powers, and Nsi's proved to be the mightiest—the ability to muster the dead. Nsi can, at will, raise the corpse of any human or demihuman in Chult, He can also re-animate the corpses of dinosaurs.
Goblin Zombie, Batiri Zombie: The first barae were all granted mighty powers, and Nsi's proved to be the mightiest—the ability to muster the dead. Nsi can, at will, raise the corpse of any human or demihuman in Chult, He can also re-animate the corpses of dinosaurs.
Dwarf Zombie: The first barae were all granted mighty powers, and Nsi's proved to be the mightiest—the ability to muster the dead. Nsi can, at will, raise the corpse of any human or demihuman in Chult, He can also re-animate the corpses of dinosaurs.
Ptera-Man Zombie: The first barae were all granted mighty powers, and Nsi's proved to be the mightiest—the ability to muster the dead. Nsi can, at will, raise the corpse of any human or demihuman in Chult, He can also re-animate the corpses of dinosaurs.
 


FRS1 The Dalelands (2e)
2e
Restless Dead, Dead: ?
Restless Spirit of a Fallen Warrior: ?
Ghost: There is a local legend that tells of the one night each year that the dead of the Cold Field walk. It comes in the deepest, darkest night of winter. The farmers and shepherds whisper of ghostly legions massing to fight again the great battles that ravaged this land hundreds of years ago. It is said that during this night the dead claim any living soul unfortunate enough to be out on the Field when they rise.
Aencar, Ghost: ?
Ghost of an Evil Sorcerer: ?
Halvan the Dark, Ghost: ?
Galath, Ghost: ?
The Gray Lady, Ghost: ?
Dracolich: ?
Ashazstamn, Dracolich: ?
Wight: ?
 

Glantri: Kingdom of Magic (2e)
2e
Haunt: A haunt is an undead spirit still tied to the world of the living for some reason.
The haunt's only motivation is to complete some task left undone in its life.
Haunt, Undead Spirit, Restless Undead Spirit, Spectral Image, Tiny Hovering Ball of Light: ?
Thanrae Sycloe, Haunt, Spirit, Haunting Spirit: The amulet flares with a golden light. Within its almost burning illumination, you see the sorceress Yriss stabbing a frail figure in the back with a knife. Her smile drips with venom enough to haunt one 's dreams. Another evil figure accompanies her; his features, though muted and unrecognizable, seem familiar.
The victim, whose face you recognize as that of the undead spirit now before you, and his assailants are in your room at the Red Drake. After knifing the hapless wizard, Yriss searches the body apparently finding nothing. Startled by some noise, she and her companion suddenly dart to the window and escape through it into the darkness.
Undead, Undead Monster, Actual Undead, Undead Creature: Generally, Necromancy is not practiced by either lawful or good creatures, as creating undead is both an evil and chaotic act.
Disciples of Necromancy learn to protect themselves from the undead, as well as to control and create them.
Create Minor Undead Necromancer third circle power.
Create Major Undead Necromancer fourth circle power.
Undead Servant: ?
Undead Spirit: ?
Undead Prince: ?
Intelligent Being: ?
Undead Liege: ?
Pawn, Lesser Undead Creature, Lesser Undead Being: ?
Powerful Undead Liege: ?
Very Minor Undead Servant: Partial Animation Necromancer second circle power.
Very Minor Undead Servant, Minor Undead Beast: ?
Unique Undead: ?
Rare Undead: ?
Corporeal Undead: ?
Noncorporeal Undead: ?
Created Undead: Creatures powered by or subsisting upon magic-such as elementals, golems, created undead, etc.-gain 1 hp per Hit Die while in the area of effect.
Crawling Claw: Partial Animation Necromancer second circle power.
Crawling Claw, Very Minor Undead Servant: ?
Death Knight: Create Major Undead Necromancer fourth circle power.
Death Knight, Rare Undead: ?
Ghost: Create Major Undead Necromancer fourth circle power.
Lady Myra McDuff, Ghost: Long ago, another Crownguard friend, Lady Myra McDuff, became a prisoner of a band of orcs, who eventually slew her. Her ghost still resides in her tower at Uigmuir, but no one realizes her undead state. Her spirit must remain trapped in the world of mortals until someone avenges her death.
Ghast: Create Minor Undead Necromancer third circle power.
Ghoul: Create Minor Undead Necromancer third circle power.
Lacedon Ghoul: ?
Lich: Disciples of Necromancy learn to protect themselves from the undead, as well as to control and create them. High Masters learn the secret of immortality itself-although a ghastly version of immortality-by attaining lichdom.
First, casting a Radiance spell carries with it a 1% chance of corrupting and damaging a random body part, through the incredible energy drawn forth, then released. You, as DM, choose the body part affected or roll on the table below:
Physical Dangers of the Radiance
D10 Body part affected
1 Left hand
2 Right hand
3 Right arm
4 Left arm
5 Left leg
6 Right leg
7 Right foot
8 Left foot
9 Torso
10 Face/head
The affected body parts look obviously withered or misshapen and prove completely useless - except for vital functions in the case of face/head or torso damage. An affected face or head reduces the wizard's Charisma score by 1d6 points, while an affected torso reduces Constitution by 1d6 points. Player characters with all 10 areas affected become a lich, controlled by the DM. (This is exactly what happened to Prince Brannart.)
Attain Lichdom Necromancer fifth circle power.
Lich, Horrid Monster: ?
Prince Bannart MacGregor, Prince of Klantyre, Viscount of Crownguard, Human Lich Wizard 20, Father-In-Law, Grandfather, Ruthless Devil, Powerful Foe, Brother: After killing his father and taking his place as Prince of Klantyre (as well as his staff of the magi), Brannart discovered the secrets of the Radiance. In his lust for Immortality, he overused the Radiance's magic, and his body quickly deteriorated until he was consumed and transformed by the mysterious force. Although old records of Radiance use remain sketchy, Brannart's seems the only known case of lichdom due to the overuse of the secret power.
Note that, unlike most liches, Brannart did not have a preoccupation with death and unlife before assuming his perverse new nature. He was not a Necromancer and actually had no idea that dabbling with the Radiance would change him like it did. He still has no regrets, however, and has accepted his new nature and abilities.
First, casting a Radiance spell carries with it a 1% chance of corrupting and damaging a random body part, through the incredible energy drawn forth, then released. You, as DM, choose the body part affected or roll on the table below:
Physical Dangers of the Radiance
D10 Body part affected
1 Left hand
2 Right hand
3 Right arm
4 Left arm
5 Left leg
6 Right leg
7 Right foot
8 Left foot
9 Torso
10 Face/head
The affected body parts look obviously withered or misshapen and prove completely useless - except for vital functions in the case of face/head or torso damage. An affected face or head reduces the wizard's Charisma score by 1d6 points, while an affected torso reduces Constitution by 1d6 points. Player characters with all 10 areas affected become a lich, controlled by the DM. (This is exactly what happened to Prince Brannart.)
Mummy: Create Major Undead Necromancer fourth circle power.
Revenant: Create Major Undead Necromancer fourth circle power.
Revenant, Rare Undead: ?
Shadow: Create Minor Undead Necromancer third circle power.
Skeleton, Animated Skeleton: The artist here portrays the result of his own power to draw the dead from their graves in the frightful Necromantic ceremony to create skeletons.
Create Minor Undead Necromancer third circle power.
Skeleton Warrior: Create Major Undead Necromancer fourth circle power.
Skeleton Warrior, Rare Undead: ?
Spectre: Create Major Undead Necromancer fourth circle power.
Sir Mikhail, Spectre, Brother: Mikhail, originally a cruel and vicious vampire, eventually came to hate his undead existence and killed himself on a wooden stake. Outraged at this turn of events, Morphail used his Necromancy powers to bring back his brother as a spectre, which now haunts the Tower of Igorov in undead agony.
Vampire: Create Major Undead Necromancer fourth circle power.
Vampire Minion: ?
Prince Morphail Gorevich-Woszlany, Prince of Moldavia, Baron of Igorov, Viceroy of Tchernovodsk, High Master of Necromancy, Human Vampire Necromancer 19, Fashionable Trendsetter, Older Brother, Brother, Dark Prince, Trendsetter, Calm Calculatingly Evil Lord, Vampire Prince, Ruler, Evil Prince, Master, Powerful Vampire: Given the curse in the year 720 (through the power of the evil Immortal, Alphaks), he has ruled for almost 300 years.
Lesser Vampire: Morphail has taken great pains to inflict his condition upon all minor nobles with holdings to the north and east, making them lesser vampires subservient to him.
Lord Laszlo Wutyla, Vampire, Noble, Older Brother, Vampiric Brother: ?
Lord Sergei Wutyla, Baron of Mariksen, Human Vampire Wizard 9, Despised Enemy, Successor, Heir, Noble, Likable Man, Noble Good Loving Man, Creature of the Night, Dark-Featured Boldavian, Wizard, Heroic Figure: When Lord Laszlo Wutyla, a noble under Morphail's control, was killed by a group of Ethengarian vampire hunters, Morphail quickly turned Laszlo's successor into a vampire as well. This heir, Sergei, knew full well his older brother's undead nature and had prepared a defense against vampirism with the help of an Ethengarian cleric named Erega (CG hf Cl 1). The defense, an amulet, did not work entirely as planned. Sergei did become a vampire, but one not under Morphail's control. In addition, he has kept his chaotic good alignment.
Sergei hated his vampiric brother Laszlo and the horrific realm he lived in. When he met Erega, an Ethengarian priestess, he not only fell in love, but he realized that forces outside GJantri could help combat the evils in Boldavia. Erega fashioned a magical item to protect Sergei from vampiric attacks. After the death of Sergei's brother at the hands of vampire hunters, Morphail attempted to make Sergei a vampire as well-and the charm didn't work. It did, however, make him immune to the controlling influences of Morphail, so Sergei can use his powers and Ethengarian allies to rebel against the evil prince.
Sir Boris, Human Vampire Wizard 14, Brother: Boris (CE hm W14 vampire Necromancer of the Third Circle) and Mikhail long ago were turned into vampires by their older brother, Morphail.
Sir Mikhail, Human Vampire, Cruel and Vicious Vampire, Brother: Boris (CE hm W14 vampire Necromancer of the Third Circle) and Mikhail long ago were turned into vampires by their older brother, Morphail.
Lady Tatyana, Human Vampire Wizard 8, Sister: Tatyana (CN hf W8 vampire), Morphail's sister and also a vampire of his creation, despises her unlife as Mikhail did.
Sire Claude d'Amberville, Human Vampire Fallen Paladin 10, Spy, Son, Second Son: Tatyana (CN hf W8 vampire ), Morphail's sister and also a vampire of his creation, despises her unlife as Mikhail did. Years ago, she fell in love with Claude d'Ambreville (LG hm F(fallen P)10 vampire) after turning him into a vampire.
Lady Natacha Datchenka, Baroness of Pavlova, Baroness of Vladimirov, Human Vampire Wizard 7, Least Pawn, Ugly Red-Haired Woman: ?
Lord Yuri Ivanov, Baron of Palatinsk, Human Vampire Wizard 9: ?
Rogue Vampire: ?
Lady Szasza Markovitch, Baroness of Vladimirov, Human Vampire Wizard 13, Most Powerful and Favored Pawn: ?
Dravic, Human Vampire Fighter 8, Town Mayor: ?
Uncontrolled Peasant Vampire: ?
Velya, Underwater Form of Vampire: ?
Wight: Create Minor Undead Necromancer third circle power.
Wraith: Create Major Undead Necromancer fourth circle power.
Vengeful Wraith: ?
Zombie: Create Minor Undead Necromancer third circle power.

Partial Animation: (second circle) The Necromancer can perform a dark ceremony to animate a portion of a dead body, creating a very minor undead servant. Such servants could be crawling claws or new minor undead beasts you, the DM, create. Creatures animated by this power automatically serve the Death Master, although the total HD of these undead created in a single ceremony cannot exceed the wizard's experience level. Ceremonies take 3d6 hours.
A success check roll of 00 causes the created undead to attack the disciple. Such creatures are immune to the effects of the Death Master's protection and control powers.

Create Minor Undead: (third circle) Upon completion of studies in the third circle, a Death Master may create undead monsters, including skeletons, zombies, ghouls, shadows, wights, ghasts, or any other undead of 5 Hit Dice or less. The Necromancer first must research the arcane ceremony and components needed to create each desired type of undead and write them down in a personal Book of Necrology. Finding descriptions of these dark ceremonies resembles researching spells; each 2 HD of undead (or portion of 2 HD) equals a spell level for the purposes of determining spell research time. For example, creating zombies (2 HD) requires 1st-level spell research, ghasts (4 HD) require 2nd-level research, etc.
Each undead created remains permanently under the disciple's control, without use of the control undead ability. Death Masters cannot create more HD of undead during any one ceremony than they have levels of experience. Since
each type of undead requires a different ceremony, all the undead created at once must be of a single type. Wizards cannot combine ceremonies and create a mixture of undead types at once. Ceremonies take 4d6 hours to complete. Death Masters must acquire a body for each undead they hope to create. Once created, undead cannot be dispelled.
A roll of 00 on a success check partially drains the Death Master's life force-the attempt at creating minor undead fails lamentably. The wizard suffers ld6 points of damage per HD of the desired undead. Necromancers who die of this damage immediately become an undead of that type.

Create Major Undead: (fourth circle) This ability resembles create minor undead (above), except that Necromancers can use it to create undead such as wraiths, mummies, spectres, vampires, and ghosts-any undead with more than 5 Hit Dice. (Liches, however, can never be created this way.)
First, the Death Master must research the arcane ceremony and components needed to create each type of undead desired and write them down in a personal Book of Necrology. Finding these dark ceremonies, again, is like researching spells; each 2 HD of the desired undead (or fraction of 2 HD) equals a level of spell research. So, creating wraiths (5 HD + 3) requires 3rd-level spell research, and vampires (8 HD + 3) call for 5th-level research. The Necromancer can create even unique and rare undead such as death knights, revenants, and skeleton warriors, though you, the DM, should make the rites quite difficult to locate.
Each created undead remains under the wizard's control permanently without need for the control undead ability. Death Masters cannot create more HD of undead during any one ceremony than they have levels of experience. Since each type of undead requires a different ceremony, all the undead created at once must be of one type-wizards cannot combine ceremonies to create several types at once. Ceremonies take 4d6 hours.
Creating each corporeal undead creature requires a dead body. Noncorporeal undead require only a portion of the remains, although each undead must arise from a different body. Created undead cannot be dispelled.
If a success check yields a 00, the Death Master's life force is threatened; failing a system shock roll means death. Even if the roll succeeds, the Necromancer suffers 1d6 points of damage per HD of undead the character attempted to create. Death Masters who die from either system shock or damage immediately become that type of undead.

Attain Lichdom: (fifth circle) The High Master of Necromancy can become a lich of a level equivalent to the character's own. The ordeal of becoming a lich takes one day per level of experience. Once a lich, the High Master remains one forever. The prime components of this power are a pint of venom from a nightcrawler's tail stinger and the skull of an imp or mephit (described in the MONSTROUS MANUAL and the MYSTARA Appendix to the MONSTROUS COMPENDIUM accessory.)
As DM, pay special attention to any player character liches, if you accept such a thing in your campaigns at all. Such horrid monsters terrify the common folk. If the lair of a lich becomes publicly known, the population may attack the place, seeking to destroy the monster, with the blessing and support of rival mages. Once a PC has become a lich, the character cannot advance to further levels. The wizard still may try to attain true Immortality (as Etienne d'Ambreville did). While the world holds many liches at any given time, only one can be a Death Master lich - the High Master of Necromancy.
Note that the PC does not have to use this ability. Prince Morphail, a vampire and current High Master of Necromancy, certainly has no intention to do so. However, if a living character should defeat Morphail to become High Master, this character may choose to exercise this option.
A success check roll of 00 seals the High Master's doom: The character immediately becomes a screaming fiend under the DM's control. After wrecking tower and dominion, the creature gate to the lower planes.
 

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