Undead Origins

RQ3 From the Shadows (2e)
2e
Strahd Von Zarovich, Vampire, First Lord of Ravenloft: ?
King Azalin, Firan Zal'honan, Azal Lan, King of Darkon, Lich 18, Nemesis, Archlich, Ruler, Slave, Dark Lord, Walking Dead, Master, Powerful Wizard, Lord, Evil Archlich: Legend has it that a shadow lord of darkness came to Firan on the night of Irik's funeral. It offered him a secret held by few mortals: the secret of the lich. If this tale were true, two years would be required to complete the necromantic rituals, a task Firan gladly accepted.
Headless Horseman, Ghostly Rider, Ghostrider, Black Rider, Large Man: "So, what do I need you for, you ask? I know some things about this ghostrider that the townsmen don't. For instance, 1 know that he will appear tonight. I also know that in life, he led a mercenary regiment that plundered the city of (fill in a name of a nearby city) many, many years ago. He killed his loyal sergeants so he could steal their shares. The last to die cursed him to guard the plunder forever.”
The First to Follow, Head: These are [the Headless Horseman's] previous victims, called The First to Follow.
The Last to Follow, Maedar Head: ?
The Last to Follow, Medusa Head: ?
Strahd Von Zarovich, Normal Vampire: ?
Undead, Undead Creature: ?
Hyskosa, Ghostly Spirit, Transparent Ghostly Figure, Spirit, Phantom Spirit: If the characters do not enter the dungeons and meet Hyskosa, he senses their passage and their failure to follow the "proper" course of the future. The seer wills himself to die, knowing that he will become a ghostly spirit with an unfinished task to perform.
Axrock, Dwarven Vampire, Normal Dwarf, Dwarven Smith: ?
Axrock, Standard Vampire, Normal Dwarf, Dwarven Smith: ?
Willow, Groaning Spirit, Banshee, Undead Spirit, Beautiful Young Elf Maid, Ghostly Transparent Figure, Guardian: This tower is haunted by a groaning spirit. In life, Willow was a strong-minded elf maiden. She entered the service of Azalin, drawn to the power that he could give her. She proved to be ruthless and bloodthirsty, rare traits for any elf. Unfortunately, she was also ambitious. Willow betrayed Azalin and he hung her on the hook to die (see room 57). He then raised her spirit as a banshee and forced her to inhabit his tower.
Giant Skeleton, Giant Skeleton Guardian, Monster Skeleton: ?
Wraith: ?
Ju-Ju Zombie, Guard: ?
Zombie, Normal Zombie: This is home to Azalin's zombie army, which numbers more than 500 zombies. While he can call upon the dead of Darkon regardless of where they are buried, the archlich has found it useful to have an army present at his castle. None of these bodies will move or respond to the characters in any way. They are simply corpses until Azalin animates them.
Vampire Slave, Artist, Vampire: ?
Elzarath, 1st-Magnitude Semicorporeal Humanoid Spirit, Ghostly Librarian, Phantom Librarian: ?
Zombie, Guard: ?
Skeleton, Guard: ?
Cranbell Tallow, First-Magnitude Semicorporeal Humanoid Spirit, Unusual Ghost, Weak Ghost, Parent: Their origins are rooted in dedication to their tasks and to each other.
Ariane Tallow, First-Magnitude Semicorporeal Humanoid Spirit, Unusual Ghost, Weak Ghost, Parent: Their origins are rooted in dedication to their tasks and to each other.
Thomas Tallow, First-Magnitude Semicorporeal Humanoid Spirit, Unusual Ghost, Weak Ghost, Small Child: Their origins are rooted in dedication to their tasks and to each other.
Frinella Tallow, First-Magnitude Semicorporeal Humanoid Spirit, Unusual Ghost, Weak Ghost, Small Child: Their origins are rooted in dedication to their tasks and to each other.
Irabell, First-Magnitude Semicorporeal Humanoid Spirit, Unusual Ghost, Weak Ghost, Matriarchal Grandmother: Their origins are rooted in dedication to their tasks and to each other.
First-Magnitude Semicorporeal Humanoid Spirit, Unusual Ghost, Weak Ghost, Aunt: Their origins are rooted in dedication to their tasks and to each other.
First-Magnitude Semicorporeal Humanoid Spirit, Unusual Ghost, Weak Ghost, Uncle: Their origins are rooted in dedication to their tasks and to each other.
Ghost: A wrongly accused man, hung on the hook decades ago by Azalin, rose as an undead creature: a valpurgeist (alternate: ghost). It haunts Hangman's Walk, particularly around the arch.
Zombie, Giant, Giant Figure: ?
Spectre: ?
Aquinus, Vampire, Vampire Servant, Reluctant Guest, Executioner: ?
Valpurgeist: A wrongly accused man, hung on the hook decades ago by Azalin, rose as an undead creature: a valpurgeist (alternate: ghost). It haunts Hangman's Walk, particularly around the arch.
Ghost, Executioner, Undead Wretch: ?
Valpurgeist, Executioner, Undead Wretch: ?
Irik Zalhonen, Ghost, Shade, Full Ghost: ?
Groaning Spirit, Ghostly Transparent Figure: ?
Erasmus, Spirit Butler, Ghostly Spirit, Butler, Manservant, Slave, Stereotypical Butler, Elderly Man With Gray Hair: ?
Kargat Vampire: ?
 

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RR3 Van Richten's Guide to Vampires (2e)
2e
Vampire, Vampyr, Typical Vampire, Common Vampire, King of the Undead, Lord of the Undead, Blood-Sucking Fiend, Vaporous Vampire, Mundane Vampire, Immortal Vampire: I have recorded tales of a place called Krynn, and a race of sea elves who claim that if one of their race is buried on land, it will rise from the dead to seek vengeance on its brothers by drinking their blood.
From still another place, called Oerth, a man has told me of a family curse that causes the first-born male in every twelfth generation to rise after death to drink the blood of the family unless the body is burned at burial.
How did vampirism get its start? If new vampires are spawned by other vampires, as virtually all tales would have us believe, how then was the first vampire created?
According to most related tales, a vampire can create another simply by killing a mortal either with its life-energy draining power (draining all the character's experience levels) or by exhausting the mortal of his or her blood supply. If the victim's body is not properly destroyed, it arises as a vampire, under the control of the creature who killed it, on the second night following the burial.
There are several nontraditional processes of creating new vampires as well, but these are much less widely known. One is in the taking of a "bride" or a " groom."
This method is, thankfully, exceptionally rare. The saliva of certain vampires contains various necrological substances. First among these is a slow-acting but highly lethal poison. A single bite from a vampire can inject enough toxin to kill a robust warrior. Unlike most poisons, however, this toxin does not kill the subject for several days. Few people make the connection between the vampire bite and the victim's collapse, hence the body is quite likely to be buried improperly. Meanwhile, within the dead body of the victim, other necrological agents from the vampire's saliva are having their effect. Several nights after the victim's death, he or she comes to consciousness as a vampire.
Some of the monsters also have the dread ability to impart vampirism via a curse. With their voice and their gaze they are able to afflict a victim with a terrible wasting disease that drains body strength. After a number of days, the victim dies and then rises as a vampire the night after burial. The only means of saving the victim known to me is to destroy the cursing vampire before the victim finally succumbs. Of course, the body can be destroyed to prevent it from rising, but this is obviously too late to help the victim.
In general, any victim brought to death by any draining effects of a vampire, but not by normal combat or spell damage, is a candidate to become undead.
Vampiric Curses
Some vampires have the ability to cast a special version of the unique priest spell, divine curse, once per day or even less frequently (DM's choice). The effects of this curse are always the same. Should the victim fail a saving throw vs. spells, every time the sun rises thereafter he or she loses 1 point of Str. When the victim reaches 0 Str, he or she dies and will rise the next night as a vampire under the control of the monster who cast the curse. If the vampire that inflicted the curse is destroyed, the curse comes to an end and the character regains 1 point of Str per day.
Of course, the easiest way to destroy a vampire is to be sure that it never rises at all. When a person is killed by a vampire, as I have postulated, it is almost certain that that person will become a vampire as well. The best way to prevent a victim from rising as a vampire is to completely destroy the body rather than bury it. If the body must be buried for religious or other reasons, there are other ways that it can be prevented from becoming a vampire. The way most certain is to drive a stake through the heart of the body, fill its mouth with a consecrated substance, and cut off its head.
This belief system carries with it the implication that vampires feed upon the living in both a spiritual and metaphorical sense. It would be appropriate, then, that vampires should also feed on the living in a physical sense as well.
Where does this symbolic equivalency arise from? Some sages believe that it is a jest of the ancient and evil deities who originally set vampires loose upon the worlds of the universe. Others hold that a parallel arises from the very nature of reality; in other words, we know that evil preys upon good, and vampires vindicate this axiom on the supernatural level.
Before discussing the psychology of immortality in more detail, it is necessary to distinguish between the three " classifications" of vampires. based on their origins. The first classification includes those who became vampires because of " deadly desire," like Strahd Von Zarovich. The second comprises those who became vampires as the result of a curse, whether laid by a mortal or by an evil deity. The third and final category is the most numerous: those unfortunates who became vampires as a result of the attack of another vampire.
An intrepid vampire hunter was slain by one of the creatures she so tenaciously hunted; the monster that killed her was immediately destroyed by her colleagues. For whatever reason, these colleagues neglected to take the precautions to prevent the woman from rising as a vampire.
A man of good alignment was killed by a vampire, and became a vampire himself under the control of his dark master.
Nonetheless, it is better to face an armed vampire than an unarmed one because the creature can drain life energy only when it strikes a foe with a bare hand. Thus, while a two-handed sword in the hands of a vampire can cause hideous damage, there is not the associated risk that anyone killed by the attack will rise later as a vampire.
A young, naive man, raised in a sheltered and privileged family, was slain by a vampire passing through the neighborhood. At first, he was unaware of his true nature (or unwilling to accept it), believing that his "death" had been only profound sickness and that his "premature" burial had been a mistake by his overzealous family. Evidence of his vampiric nature soon became apparent. however, but the poor wretch was unable to fully renounce the life he left behind. He took to "haunting" his old home, watching from the darkness and trying to pretend he was at least peripherally part of mortal life. He would seem a totally pathetic figure had it not been for his vicious attacks against anyone who tried to take away from him the semblance of his former life.
A man of good alignment was killed by a vampire, and became a vampire himself under the control of his dark master. When the master vampire was destroyed, the "minion" vampire became free-willed. Even though undead, he still held the beliefs and attitudes that, while alive, had categorized him as Good. Now, in secret, he decided to use his powers to at least partially set right the damage that he and his master had done. In fact, for some decades he was a secret benefactor to his home town.
Vampire, Supernatural Creature That Drink the Blood of the Living, Undisputed Master of the Undead, Dark Creature, Lord of Darkness, Gaseous Creature, Fiend, Ultra-Powerful Monster, Blood-Sucking Fiend, Creature of Darkness, Foul Creature, Evil Creature, Undead Master, Cursed Monster, Ultimate Undead: ?
Baron Metus, Vampire: ?
Erasmus Van Richten, Vampire, Vampire Groom: The Baron was a vampire, and he had passed on that dark gift to my only son!
Undead, Living Dead, Undead Creature, The Dead: ?
Undead Beast That Used to be a Man: ?
Once-Living Man: ?
Undead Lord: ?
Count Strahd Von Zharovich, Lord of Barovia, Vampire, Once-Living Creature That Now Feeds on the Blood of the Living, Mighty Vampire Lord: How did vampirism get its start? If new vampires are spawned by other vampires, as virtually all tales would have us believe, how then was the first vampire created? These questions have plagued sages as long as the undead monsters themselves have plagued mankind. Perhaps the answer lies in Barovia.
The gift-or curse-of immortality was not thrust upon Strahd Von Zarovich, Lord of Barovia, by another vampire; rather, he stole it from the lips of death.
By Strahds account, the battle was fierce and will make for a great song, should I live to compose it. Both men were excellent swordsmen-Strahd from his years as a general and the officer from his constant training. Yet Strahd's madness gave him the edge. and he finally struck down the officer .. . but not before he himself had taken a wound that would have slain a lesser man instantly.
Strahd Von Zarovich was as good as dead. In hts mind he knew that, but his hatred and rage would not allow his failing body peace. As the lifeblood poured from his body, Strahd made a pact with Death. He reached over. grabbed the dead guardsman, and drank the blood from the corpse.
Strahd would now live free from Death forever, cheating that dark and shadowy figure! But the pact required another act to be complete. He would have to kill his brother Sergei on his wedding day to finally seal the wicked contract.
Strahd hid the guard's body and continued with his day-to-day affairs, awaiting Sergei's wedding day. As the time passed, Strahd found his charade more and more difficult to maintain. The daylight hours were becoming increasingly uncomfortable and the naked rays of the sun physically painful to his skin. He also found it difficult to eat food, which hardly satisfied his hunger. The transformation to whatever creature Death had in mind for him was beginning.
On the day of the wedding Strahd sought out Sergei and instigated a fight, intending in this way to give himself some justification for killing the young man. Strahd expected his young and fit brother to be a challenge to defeat, but quickly found that his physical strength had increased far beyond its previous limit. With but a single, cruel blow Strahd felled his brother and his pact with Death was complete. Strahd Von Zarovich had become a vampire!
No doubt perceptive readers will have noticed the same gaps in this narrative that I spotted when it first came to my attention. For instance, how exactly did Strahd Von Zarovich strike a "pact with Death?" As "Death" is merely a cessation of life, what possible manifestation of this natural condition could propose or accept such a pact?
It is questions such as these that force me to doubt the complete veracity of Gregorri's tale. Perhaps this famous bard could not resist the urge to embellish upon the tale told to him by Von Zarovich (although the diary entry shows little of the internal consistency and stylistic brilliance characteristic of tales known to have been written by Gregorri Kolyan). More likely is the possibility that Von Zarovich lied to the bard for his own reasons. This might explain Kolyan's eventual escape or release: the vampire wished to use him to spread misinformation. Or, in the perhaps most likely interpretation, Von Zarovich lied, but not only to Kolyan. Aging humans often color or alter their memories of events that were less than flattering to them. In humans this tendency appears in just a few years. How great may the tendency to embellish be in a creature that has lived for centuries and can expect to live forever?
The first classification includes those who became vampires because of "deadly desire," like Strahd Von Zarovich.
Apparition: ?
Ghoul: ?
Dwarven Vampire: ?
Fledgling Vampire, Typical Fledgling Vampire, Fledgling: Each vampire age category has a title associated with it. The titles and related ages are:
Fledgling: 0-99 years
Mature: 100-199 years
Old: 200-299 years
Very Old: 300·399 years
Ancient: 400-499 years
Eminent: 500-999 years
Patriarch: 1000 + years
According to most related tales, a vampire can create another simply by killing a mortal either with its life-energy draining power (draining all the character's experience levels) or by exhausting the mortal of his or her blood supply. If the victim's body is not properly destroyed, it arises as a vampire, under the control of the creature who killed it, on the second night following the burial. As an aside. I pose the question: What exactly does it mean when the victim " arises" as a vampire? When the sun sinks fully below the horizon on the second night after the burial, the victim in the grave " awakens." The occupant of the grave is now a Fledgling vampire with all the characteristics, powers, and weaknesses which accompany that condition.
Saliva Poisoning
A character bitten by this type of vampire is entitled to a saving throw vs. poison. It is best if the DM makes this roll secretly. If the save is successful, the victim suffers only 2d4 points of damage; should this be enough to kill the victim on the spot, he or she won't rise as a vampire. If the character fails the save, 2d4 days later he or she will suffer sudden heart failure and drop instantly and painlessly dead. Within 1d4 days of burial the character will rise as a Fledgling vampire, under the control of its killer.
Aged Patriarch: ?
Newly-Created Vampire, Newly-Created Fledgling: ?
One-Day Old Vampire: ?
Millenium-Old Patriarch: ?
Precocious Creature: ?
Patriarch Vampire, Aged Patriarch, Millennium Old Patriarch, Patriarch: Each vampire age category has a title associated with it. The titles and related ages are:
Fledgling: 0-99 years
Mature: 100-199 years
Old: 200-299 years
Very Old: 300·399 years
Ancient: 400-499 years
Eminent: 500-999 years
Patriarch: 1000 + years
Patriarch Vampire, Sunlight-Immune Vampire, Great Vampire, Ancient Creature: ?
Jarmin, Vampire: ?
Mature Vampire: Each vampire age category has a title associated with it. The titles and related ages are:
Fledgling: 0-99 years
Mature: 100-199 years
Old: 200-299 years
Very Old: 300·399 years
Ancient: 400-499 years
Eminent: 500-999 years
Patriarch: 1000 + years
Old Vampire: Each vampire age category has a title associated with it. The titles and related ages are:
Fledgling: 0-99 years
Mature: 100-199 years
Old: 200-299 years
Very Old: 300·399 years
Ancient: 400-499 years
Eminent: 500-999 years
Patriarch: 1000 + years
Very Old Vampire: Each vampire age category has a title associated with it. The titles and related ages are:
Fledgling: 0-99 years
Mature: 100-199 years
Old: 200-299 years
Very Old: 300·399 years
Ancient: 400-499 years
Eminent: 500-999 years
Patriarch: 1000 + years
Ancient Vampire: Each vampire age category has a title associated with it. The titles and related ages are:
Fledgling: 0-99 years
Mature: 100-199 years
Old: 200-299 years
Very Old: 300·399 years
Ancient: 400-499 years
Eminent: 500-999 years
Patriarch: 1000 + years
Eminent Vampire, Eminent: Each vampire age category has a title associated with it. The titles and related ages are:
Fledgling: 0-99 years
Mature: 100-199 years
Old: 200-299 years
Very Old: 300·399 years
Ancient: 400-499 years
Eminent: 500-999 years
Patriarch: 1000 + years
Cunning Vampire: ?
Great Vampire: ?
Young Vampire: ?
Subterranean Vampire: ?
Zombie, Common Zombie: ?
Ghast: ?
Undead Minion: ?
Animated Skeleton: ?
Walking Undead: ?
Vampire, Cursed Beast, Puissant Creature: ?
Particularly Unpleasant Vampire: ?
Vampire Despicable Monster: ?
Unique Vampire: ?
Lucky Vampire: ?
Vampire Who Has an Unquenchable Thirst for Blood, Monster, Creature, Insatiable Blood Drinker: ?
Especially Cursed Vampire: ?
Unlucky Vampire: ?
Vampire Unique and Powerful Creature: ?
Lesser Undead: ?
Uniquely Powerful Vampire, Uniquely Powerful Creature: ?
Progenitor Vampire: A progenitor is a vampire whose creator has been destroyed, or one who was not created by another vampire, but came into being by some other method.
Masquerading Vampire: ?
Animated Corpse: ?
Vampire, Fiend, Hissing Screaming Monster: ?
Older Vampire: ?
Vampire Innately Immune to Sunlight, Sunlight-Immune Vampire: ?
Highly Magical Creature: ?
Exceptionally Powerful Vampire: ?
Vampire With a Unique Heritage: ?
Spellcasting Vampire: ?
Vampire Who Retains Magical Skills From Their Former Life: ?
Subservient Vampire: ?
Once-Human Vampire: ?
Vampire, Fiend, Dark Figure: ?
Atypical Vampire: ?
Vampire, Creature of Undying Evil: ?
Vampire-Like Creature Who Feeds on Cerebrospinal Fluid: ?
Vampire That Subsists on Lymphatic Fluid: ?
Creature Who Drains the Aqueus and Vitreous Fluids From the Eyes of (Demi)Humans: ?
Vampire That Feeds Upon Life Energy Directly From Their Victims Via Touch: ?
Vampire That Seems to Feed Upon the Magical Power That Flows Through the Body of a Wizard or Even a Priest: ?
Sluggish Vampire: In contrast, when a vampire has gone without feeding for a period of time. the reverse effects occur. Its skin becomes colder and paler, sometimes inhumanly so. The creature also becomes more sluggish. (Do not misunderstand this: the monster is still capable of incredible feats of exertion when necessary The "sluggishness" relates more to its preferred level of activity than to its capabilities. A sluggish vampire is very much like a sluggish shark: to consider either of them to be weak is a dangerous error.)
Vampire Raging Beast: For each day that a vampire does not feed sufficiently it loses 1 HD, with all concomitant losses of THACO, saving throws, etc.
If a vampire is ever reduced to1 HD, the creature becomes a raging beast, incapable of doing anything but attacking any source of blood.
Vampire Who Truly Sleeps, Vampire Who Falls Into a Deep Sleep, Vampire That Sinks Into Deepest Oblivion at the Moment of Dawn: ?
Vampire Who Merely Becomes Partially Dormant, Vampire Who Only Dozes: ?
Vampire That Seems Not to Need Sleep, Sleepless Vampire: ?
Vampire, Hideously Dangerous Foe: ?
Hibernating Vampire: ?
Vampire, Solitary and Territorial Predator: ?
Younger Vampire: ?
Master Vampire: ?
Offspring Vampire: ?
Vampire Bride, Vampire Groom: Creating a bride or groom, although seemingly a simple process, requires an exhausting exercise of much power by the creating vampire. For this reason, only vampires of advanced age and capability can even assay this procedure. A bride or groom can be created only by a vampire of age category Ancient or greater, and not even all of those are capable of doing so.
The first step requires that the vampire find an appropriate mortal to be the bride. (Note: With apologies to the feminine gender, I shall use the term "bride" and the pronouns "she" and "her" to refer to both brides and grooms. Unless otherwise specified, there are no restrictions or differences in the procedure based on the sex of either vampire or victim.) Usually this problem solves itself Very rare is the vampire who decides in isolation. "I will make a bride,” and then seeks out a mortal to fill the bill. In the vast majority of cases. The process occurs in the reverse order. The vampire IS drawn emotionally to a mortal and decides, because of the strength of this emotion, to make her his bride.
The nature of this emotion can vary widely. It may simply be hormonal lust (after all, the physiological systems related to such effects in mortals are still present, and sometimes still functional, in vampires). It may be an obsession dating from the days before the vampire became what he now is, as is the case with Strahd Yon Zarovich's obsession with women who resemble his lost Tatyana. In these cases, the vampire creates its bride in cold blood, for the sole purpose of satisfying its own desires.
Sometimes, however, the emotion may be close to what mortals classify as love. The happiness of the vampire becomes tied up with the prospective bride, and its well-being depends on hers. In these cases, the vampire might actually believe it is bestowing a gift when it turns the mortal into its bride-the gift of freedom from aging and death.
To actually create the bride, the vampire bestows what is known as the "Dark Kiss." It samples the blood of its mortal paramour-once. twice, thrice-draining her almost to the point of death. This process causes the subject no pain; in fact, it has been described as the most euphoric, ecstatic experience, in comparison to which all other pleasures fade into insignificance. Just as the subject is about to slip into the terminal coma from which there is no awakening, the vampire opens a gash in its own flesh-often in its throat-and holds the subject's mouth to the wound. As the burning draught that is the vampire's blood gushes into the subject's mouth, the primitive feeding instinct is triggered, and she sucks hungrily at the wound, enraptured. With the first taste of the blood, the subject is possessed of great and frenzied strength (Str 18. if the character's Str isn't already higher), and will use it to prevent the vampire from separating her from the fountain of wonder that is its bleeding wound. It is at this point that the creator-vampire's strength is most sorely tested. He is weakened by his own blood loss, and also by his own rapture as the " victim" of a dark kiss. Overcoming the sudden loss of strength and the inclinations of lust, the vampire must pull her away from its own throat, hopefully without harming her. before she has overfed. Should the subject be allowed to feed for too long (more than 2 rounds), she is driven totally and incurably insane, and will die in agony within 24 hours.
Once the subject has stopped feeding, she falls into a coma that lasts minutes or hours (2d 12 turns), at the end of which time she dies. Several (1d3) hours later, she arises as a Fledgling vampire-and her creator's bride.
The actual process of creating a bride inflicts some limited damage on the vampire. Even the small amount of blood the bride drinks weakens it for some time.
Any vampire can have only one bride or groom at a time. A vampire is physically incapable of creating another bride or groom while it has a companion already bound to it in this relationship. If the vampire wishes to create another bride or groom. it must either destroy its current bride or groom or follow the ritual described later to dissolve the bond between them.
Vampire Creator: ?
Vampire, Cruel Creature: ?
Newly Created Bride Vampire: ?
Married Vampire: ?
Offspring Vampire: ?
Secondary Vampire: ?
Vampire, Poor Wretch: ?
Minion Vampire: A man of good alignment was killed by a vampire, and became a vampire himself under the control of his dark master.
Free-Willed Vampire, Undead Benefactor, Secret Benefactor: ?
Vampire, Dark Master, Master Vampire: ?
Vampire, Rampaging Fiend: ?
Servitor Vampire: ?
Vampire-King: ?
Particularly Intuitive Vampire: ?
Berron Labras, Jonat Labras, Vampire: ?
The Spider, Vampire, Ancient Assassin: ?
Wealthy Vampire: ?
Countess Abalia, Vampire, Fiend: ?
Vampire-Priest, Vampiric Priest: ?
Vampire-Mage, Undead Wizard: ?
Vampire-Thief: ?
Vampire-Bard: ?
Vampire-Warrior, Abomination: ?
Vampire-Ranger: ?
Jander Sunstar, Vampire: ?
Lord Soth, Mysterious Death Knight: ?
 

RR5 Van Richten's Guide to Ghosts (2e)
2e
Ghost, Spirit, Apparition, Restless Spirit, Phantasm, Typical Ghost, Incorporeal Dead, Ghostly Undead, Ghostly Dead: The instant of a ghost's creation is intense. Just as the shock of birth is overwhelming to a child, so too is this sudden plunge into the frigid, black waters of unlife. The intensity of this shock is based wholly upon the emotional and karmic energies of the transformation. In other words, the stronger the emotional state of those present at the ghost's creation, the more powerful the spirit that arises.
In many cases, persons who die from a ghost's draining energy attack may become ghosts themselves.
Their origins, powers, abilities, and weaknesses are numerous and varied.
Ghost, Ethereal Horror, Incorporeal Creature, Spectral Undead, Incorporeal Being, Incorporeal Spirit, Unliving Creature, Ethereal Creature, Incorporeal Undead: ?
Ghost, Light: ?
Ghost, Image of Light: ?
Undead, The Dead, Undead Creature, The Unliving: In approximately half of all ghostly cases, an apparition has the ability to cause those it kills to rise as some form of undead, not necessarily the form of another ghost.
In general, a ghost is only able to employ this power when it slays someone with its primary special ability. Thus, a ghost capable of draining life energy might have this power in addition to the drain life energy ability. If so, those who died from this ghost's special ability—that is, who died from having their life energy drained away—would rise again as lesser forms of undead.
Baron Metus, Horrible Vampire, Fiend: ?
Vampire, Dread Vampire: ?
Incorporeal Undead: ?
Child Vampire, Dark Beast: ?
Carriage, Eerie Glow, Horrific Conveyance, Macabre Vehicle: ?
Skeletal Steed: ?
Coachman, Gaunt Skeletal Fellow: ?
Ghost, Supernatural Enemy: ?
Most Powerful of Ghosts, Most Powerful of All Ghosts, Most Powerful Apparition: ?
Ghost, Most Powerful of Horrors: ?
Most Unusual Mass Haunting: ?
Ghost First Magnitude, First-Magnitude Ghost: The least powerful of the incorporeal undead, these creatures are created when there is just enough emotional energy available to empower the transformation.
Ghosts of the first magnitude are created the same way as are other ghosts, but they tend to have less dramatic origins.
Ghost First Magnitude, Least Powerful of the Incorporeal Undead, Most Common Type of Spirit: ?
Loud Man of Lamordia, Ghost First Magnitude, Ghostly Fisherman, Specter, Fellow: ?
Ghost Second Magnitude, Second-Magnitude Spirit: In order for a ghost of this type to form, the dying person must be in a state of some emotion. The emotion need not be overly consuming or of great duration, as is necessary for the more powerful spirits to form. For example, someone who dies during a spousal quarrel might have enough emotional energy to attain the second magnitude of unlife, as might an artist who is working on a painting that means a great deal to her. It is sometimes even possible for a man who knows he is going to die—by the hangman's noose, for example—to become a second-magnitude ghost.
Kateri Shadowborn, Ghost Second Magnitude: ?
Ghost Third Magnitude, Third-Magnitude Ghost: In order for a ghost of the third magnitude to form, a person must die while in a highly emotional state. Take, for example, a man who is forced to watch his beloved family be cruelly slain by brigands and is himself then killed while still in the grip of his overwhelming anguish. The karmic resonance of this tragedy might be strong enough to create a third-magnitude ghost. Similarly, someone who is in the throes of passion or who is truly horrified at the point of death might attain this status.
Ghost Third Magnitude, Much More Dangerous Foe: ?
Ghost Fourth Magnitude, Fourth-Magnitude Ghost: Among the most powerful of apparitions, ghosts of the fourth magnitude are created only through scenes of death that involve great emotional stress or energy. Spirits of this type are generally warped by the power of their emotions, becoming highly aggressive, evil, and cruel.
Rare indeed are the circumstances surrounding a person's death powerful enough to create a ghost of this type. In my travels, 1 have encountered only a half dozen or so of these evil and dangerous fiends. In each of the cases I came across, the ghost had once been a person who had either 1) embraced death with great fervor or 2) felt himself so powerful that death could hold no sway over him.
Ghost Fourth Magnitude, Most Powerful of Apparitions: ?
General Athoul, Ghost Fourth Magnitude, Incorporeal Leader: It is said that his devotion to Azalin was so great that even death only meant a new manner for him to serve his beloved commander.
Martyr of the Moors, Ghost Fourth Magnitude: The second is perhaps best illustrated by the infamous Martyr of the Moors, a man who sought death as the ultimate step in his devotion to a dark and evil deity, only to find that he had been cursed with an eternal unlife.
Lord Wilfred Godefrey of Mordentshire, Ghost Fourth Magnitude: ?
Ghost Fifth Magnitude, Fifth-Magnitude Ghost: The emotional intensity needed to create a ghost of this power is so rare that it happens but once in a very great while. I would dare say that whole centuries might pass without a ghost of this type being formed—something for which we can all be grateful.
Tristessa, Ghost Fifth Magnitude: ?
Phantom Lover, Ghost Fifth Magnitude: ?
Incorporeal Ghost, Incorporeal Spirit, Ethereal Ghost: ?
Ghost, Incorporeal Creature, Ethereal Being, Incorporeal Being: ?
Ghost, Fiend, Fearsome Creature: ?
Semicorporeal Ghost: ?
Semicorporeal Ghost, Specter: ?
Strangling Man of Gundarak, Semicorporeal Ghost, Specter: ?
Corporeal Ghost, Corporeal Spirit: ?
Ghost, Nightmarish Creature: ?
Semicorporeal Ghost, Semicorporeal Spirit: ?
Mutable Ghost, Mutable Spirit: ?
Vaporous Ghost: ?
Vaporous Ghost, Vaporous Form: ?
Spectral Ghost: ?
Spectral Ghost, Spectral Phantom: ?
Humanoid Ghost, Humanoid Spirit: ?
Humanoid Ghost, Faceless Horror: ?
Bestial Ghost, Beastly Spirit: ?
Bestial Ghost, Phantom Hound: ?
Bestial Ghost, Ghost Shark: ?
Bestial Ghost, Wolf Spirit: ?
Monstrous Ghost: ?
Monstrous Ghost, Gruesome Medusa: ?
Object Ghost: I believe that ghosts of this type are formed when an individual is greatly attached to or associated with a physical object. Upon the individual's death, he is anchored to that object so strongly that the object itself is transformed into a ghostly state.
In half of these cases, the ghost object is physically transformed so that it bears the countenance of the individual. Needless to say, this can be a difficult type to identify. In other cases, the object itself appears ghostly.
Phantom Axe of Gildabarren, Object Ghost: Gildabarren had been exiled from his community as a young man, and he had returned to haunt it upon his death. His spirit had focused its energy on the axe, which was an heirloom of great importance to his family. The karmic resonance surrounding his tragic drowning death was so strong that the axe itself became, in effect, Gildabarren's spirit.
Preserved Ghost: ?
Corrupted Ghost: ?
Distorted Ghost: ?
Beauteous Ghost: ?
Unusual Ghost: ?
Ghost, Translucent Creature: ?
Spectral Figure, Strange Ethereal Creature: ?
Preserved Ghost: ?
Apparition of a Man Who Died in a Burning House: ?
Corrupted Ghost: In some cases, where the body has been preserved, the visage remains unchanged though the ghost is, in fact, corrupted. I have heard stories from a reliable source in the distant land of Har'Akir of a ghost who rose from the body of a mummified priest when the rituals surrounding his death and burial were not correctly completed.
Distorted Ghost: These creatures are nightmarish reflections of what they were in life. I have heard it said that they are aspects of the madness that must surely exist in the tortured mind of a ghost.
Baying Hound of Willisford, Distorted Ghost, Foul Creature, Great Mastiff, Great Hunting Dog, Man
Whose Body Was Warped So That it Resembled That of a Great Canine:
Its origin remains a mystery to me, as does its fate, for I don't know if it still exists or if some brave adventurers have been able to dispatch it.
Sudden Death Ghost: A ghost can be created when an individual unexpectedly dies. The spirit of the doomed person simply doesn't realize it is dead.
The Laughing Man, Sudden Death Ghost: The Laughing Man was a hunter who often set traps in the woods near his home. Tending the trapline required him to spend the night in the woods, something many folk—myself included—are reluctant to do in that land. Because of this, the hunter would often go into the woods with several of his neighbors in the mistaken belief that there would be safety in numbers.
One night, the group completed the chores and settled down to an evening of stories around the campfire. While the hunter was consumed with laughter following the telling of a joke by one of his companions, a group of bandits attacked them. The hunter was slain by a single arrow that struck the back of his head.
Magical conversations with the spirit of the Laughing Man reveal he did not know what happened to him by the fire. He watched the massacre, unable to affect anything in any way, as the bandits swept down and killed his friends. Only in the end, it is said, when he turned and saw his own body lying at the edge of the campfire, did the awful truth become clear to him.
Dedicated Ghost: Some ghosts are drawn from beyond the grave out of devotion to a task or interest. A learned scholar who has spent her life researching ancient tomes in an effort to decipher a lost language might return to haunt her old library if she died before completing her studies.
Steward Ghost, Steward, Sentinel, Sentinel Spirit: ?
Steward Ghost, Most Fascinating Spirit: ?
Steward Ghost, Wandering Spirit: ?
Justice Ghost, Ghost Who Seeks Justice: ?
Headless Gypsy, Justice Ghost, Swirling Cloud of Sparkling Shimmering Dust, Vaporous Apparition: ?
Vengeance Ghost, Vengeful Spirit: This is the unresting soul of someone who suffered a great wrong in life. Unable to avenge himself in the mortal world, this apparition rises from the grave to harass or destroy those who maltreated him in life.
It matters little, I believe, whether the wrong that has caused such a spirit to rise from the dead is real or imagined. Indeed, in many cases the most evil and powerful of these spirits thrive on the belief that they have been slighted when no evidence of prejudicial treatment exists.
Reflection of Evil, Vengeance Ghost: It seems that there was a young woman named Keni who was prone to jealousy whenever her husband Drakob even spoke to another woman. I have never found anyone who would even begin to suggest she had cause for this, for Drakob was as devoted and loving a spouse as any woman could want.
Her jealousy became so consuming, however, that she was unable to stand the thought of his being gone from their home for more than a few hours at a time. One day, while Drakob was going about his business in the town of Viktal, a fire broke out in their home. Unable to escape the sudden, horrible blaze, Keni died.
Reincarnation Ghost, Reincarnation Spirit, Descendant Spirit: A reincarnation, or descendant, spirit can occur when an ancestor of exceptional willpower chooses to return to "life" by usurping the body of a descendant. The victim of this assumption must be a direct relation, and the importance of blood ties in this diabolical relationship cannot be overstated.
Cursed Ghost: Ghosts of this type may be created by a curse that is external in origin. For example, a man may offend an ancient and powerful Vistani woman who chooses to retaliate with the dreaded evil eye of the gypsies. Under the power of such a spell, the offender might be condemned to live out eternity at the spot where his misstep was made until the gypsy takes pity and releases him from the curse.
Ghosts may also be forged by a curse brought upon them by wrongs committed during life. These curses are far more horrible than those laid on by an outside party, for there is no quick solution by which the victims may be released from their suffering—suffering they themselves caused. Further, those who condemn themselves in this manner are uniformly evil and seldom repent in the afterlife.
Counting Man of Barovia, Cursed Ghost, Spirit of a Wealthy and Powerful Man Who Had Been Miserly and Stinting All His Life: ?
Dark Pact Ghost: The final method by which ghosts can be formed is something that I shudder to mention. But the truth is that there are those who trade away their humanity for the eternal life of the undead. They make a pact with the dark side.
It is my belief that, without exception, these people cannot even begin to understand the scope of their thirst for immortality. The ramifications of this desire to survive beyond one's own death are staggering. That, coupled with the weight upon one's mind of the centuries of ghostly life that follow, are far too heavy for any man to bear. In the end, madness and destruction loom up to claim he who would barter his life away in so vain an attempt to cheat the master of death.
Of course, entering into a pact with some being or force is difficult, for creatures capable of bestowing the gift (or curse, rather) of immortality in any form are rare. Most commonly, these pacts are made with the vile creatures that lurk in the Outer Planes. Those who seek to strike a bargain with these forces of the supernatural must first locate such beings and attract their attention. This in itself is a dangerous and foolhardy thing to do. In almost every case, dealing with such powerful, evil creatures results only in tragedy and death.
Once someone makes contact with a creature capable of granting his wish for immortality, he
must offer some payment for the "boon." In many cases, this favor will take the form of a service, as material wealth means little to fiends of this power. Often, the task will do nothing to further the goals of the beast, but will instead provide the fiend with chaotic amusement.
Eldrenn Van Dorn, Dark Pact Ghost, Sparkling Transparent Ghost: Over the course of the next few years, he began to study wizardry. His powers grew slowly at first, but he found he had a natural affinity for the working of magic. Eventually, he became quite powerful. In fact, he found he could learn nothing more from his studies and set out to contact the only man who seemed a suitable mentor to him—the dreaded Azalin. My poor friend seemed hesitant to say the name, and he was slow in telling me of the foul pact of obedience he swore to the dark lord.
Eldrenn spent months under the guidance of this powerful figure. All the while, he learned more and more—not only about magic, but about Azalin himself. It was through my talk with Eldrenn that I learned the horrible truth about the Lord of Darkon's true nature.
What Eldrenn did not know, however, was that Azalin was teaching him powers he could never fully contain. In the end, those powers destroyed my friend—consuming his flesh and blood and stealing the magical power he had accumulated in his life. Tragically, death was not a release for Eldrenn. The powerful oath he had sworn anchored him to the servitude of Azalin for all time, even beyond death itself.
Anchored Ghost, Anchored Spirit: ?
Personal Anchored Ghost: This anchor connects a spirit to an individual. In some cases, a ghost's relationship with its anchor is adversarial, in others symbiotic, or—on rare occasions—even beneficial.
The majority of personal anchors are formed when a person has served as steward to a family line. If the karmic resonance surrounding the faithful servant's death is strong enough, his soul is transformed into a ghost. His magnitude is dependent upon the emotional energy at the time of death, and he is also a ghost whose origin is that of stewardship. Likewise, in this instance, he is an anchored spirit, for he is anchored to the family he swore to serve.
Occasionally anchored spirits can form from those who seek revenge against a single person. Such spirits are obviously hostile.
Personal Anchored Steward Ghost: This anchor connects a spirit to an individual. In some cases, a ghost's relationship with its anchor is adversarial, in others symbiotic, or—on rare occasions—even beneficial.
The majority of personal anchors are formed when a person has served as steward to a family line. If the karmic resonance surrounding the faithful servant's death is strong enough, his soul is transformed into a ghost. His magnitude is dependent upon the emotional energy at the time of death, and he is also a ghost whose origin is that of stewardship. Likewise, in this instance, he is an anchored spirit, for he is anchored to the family he swore to serve.
Place Anchored Ghost: ?
Place Anchored Ghost, Lingering Spirit: ?
Place Anchored Steward Ghost: ?
Place Anchored Ghost, Guardian Spirit, Guardian Spirit of Har'akir: ?
Item Anchored Ghost: ?
The Gray Lady of Invidia, Item Anchored Ghost: This woman seemed tied to a small cameo she wore constantly. I believe the brooch had been given to her by her young son as a birthday gift. But the boy was killed in an accident that very day, and her mind became fixed upon the item as a last link to her lost child.
When the woman died some years later, her will requested that the trinket be buried with her. Her sister, however, had always coveted the pretty brooch, and she removed it from the body just before the casket was sealed.
Ghost Who is Triggered by the Passing of Time: ?
Cyclic Ghost: ?
Tragic Bussengeist, Tortured Spirit, Cyclic Ghost: ?
Lowest of First Magnitude Ghosts, Rudimentary Apparition: ?
Lesser Ghost: ?
Greater Ghost: ?
Most Powerful and Deadly of Ghosts: ?
Ghost of a Young Woman Who Died When an Avalanche of Snow Swept Away Her Mountain Chalet, Apparition of the Alpine Girl: ?
Ghost of a Dwarf ?
Ghost, Phantom, Phantom Beauty, Foul Ghost: ?
More Powerful Ghost, More Powerful Spirit: ?
Bowlyn, The Dread Spirit of the Sea: ?
Lesser Undead, Lesser Horror: ?
Misty Apparition, Misty Spirit, Evil Specter, Evil Spirit, Vile Creature: ?
Knight Haunt: ?
Living Scarecrow: ?
Groaning Spirit, Banshee: ?
Ghost Child: In Staunton Bluffs, there was a young child who died tragically at the hands of a transient rogue. The child was so horrified by the attack and so ridden with anxiety over separation from her mother that her spirit returned to haunt the meadow where she had been slain.
Ghost Child, Tortured Spirit: ?
Apparition, Grinning Shade, Shade: ?
Less Powerful Spirit: ?
Powerful Spirit: ?
Weakest of Ghosts, Least of Spirits: ?
Vampire, Corporeal Undead: ?
Corporeal Undead: ?
More Robust Spirit: ?
Truly Dangerous Ghost: ?
Valachan Miser, Ghost, Spirit, Tortured Spirit: This spirit was all that remained of a large and powerful man who had, over the course of his life, brought great suffering to many people. He was a merchant noted for greed and treachery in his business practices. When he died, his tortured spirit continued to stand by the counting house where he had conducted his business in life. So strong were his ties to this establishment that no magical force seemed able to expel him from it.
Walking Dead: ?
Very Powerful Ghost: ?
Minor Ghost: ?
Ghost First Magnitude, Minor Ghost: ?
Ghost Second Magnitude, Minor Ghost: ?
Undead Animal: ?
Undead Man: ?
Spirit of a Dwarf: ?
Spirit Vulnerable Only to Weapons Carved of Yew Wood: ?
Apparition Harmed Only by Blades Fashioned From Seashells: ?
Spirit of a Blacksmith: ?
Foul Spirit of the Damned, Shadow: ?
Desmiand l'Strange, Minor Vampire, Vampire: ?
Malevolent Spirit: ?
Evil Spirit: ?
Cruel Cunning Evil Spirit: ?
Spirit, Ancient Evil, Withered Shade: ?
Spirit, Nightmare: ?
Unnatural Terrifying Spirit: ?
The Phantom Army, Mass Haunting, Moaning Suffering Spirits, Fiendish Spirits, Spectral Army, Ghoulish Army, Shades, Fierce Ghosts, Ghosts, Spirits: The origin of the Phantom Army dates back decades. Nearly half a century ago, a pack of twisted mongrelmen from the dread domain of G'Henna fled from their native land and entered the southern reaches of Darkon. Here, they did their best to melt into the forests and live undisturbed.
Although those who lived near the mongrelmen knew of their existence and avoided them, the mongrelmen kept to themselves and did not harass the common folk. The locals feared the mongrelmen, however, for there were stories that told of their inhumane treatment of prisoners and wild, cannibalistic feasts held under the light of the full moon.
In time, the mongrelmen became the masters of their recently claimed land. They came to know every aspect of their wooded refuge and were able to move quickly and quietly through the trees and brush. Some even said they had mastered the power of invisibility and could render themselves unseen.
Eventually, the dread Kargat took an interest in these intruders. A legion of Darkon's most fearsome warriors journeyed south from Il Aluk and came, at last, to the woods of the mongrelmen. The leader of the legion was a dark and sinister man, a fellow known as Karuk Abjen. His men feared him and trembled at the mention of his name.
Abjen ordered his men forward into the forests. They found no sign of the mongrelmen in the outskirts of the forests, and they pressed inward. They did not know that the mongrels were watching their every move, waiting to learn what these armored men wanted in the woods they called their own.
As night fell, one of the scouting parties happened upon a lone mongrelman and captured him. The prisoner was brought before Abjen and brutally tortured for information about his kindred and their purpose in Darkon. Abjen ranted and accused the pitiful creature of being a spy sent by Yagno into Darkon to learn the secrets of Azalin's power. In the end, the mongrelman died from the abuse.
At the instant the creature's body stiffened and went slack, the last vestige of life drained from its broken form, and a long and terrible howl went up from the woods surrounding the camp. It lasted for many minutes, echoing like the lingering cry of some great, wounded beast. Then, as suddenly as it had begun, the cry stopped. A sullen, ominous silence fell across the Kargat legion.
Abjen ordered his men to stand ready for battle. All that night, the watches waited eagerly in hope of earning favor with their vile commander by being the first to spot the mongrelmen massing for attack. Dawn came, but still there was no sign of the beastly men who had made the pitiful howling.
The Kargat commander called his men together and gloated before them. Abjen cried out that it was fear of the Kargat and its great lord Azalin that kept the mongrelmen in check. They would not dare to attack, he said, for none who challenged Azalin's powers could survive. Finally, Abjen ordered a company of his men to move into the woods and set it afire—the mongrelmen and the forest they had defiled would be reduced to cinders.
As the troops dispersed, the mongrelmen attacked. But they did not attack in sweeping waves of the horribly twisted creatures; instead they attacked in silent strikes against individuals. The company of men sent to light the fires vanished, never to be seen again by their companions.
At sunset, another ringing cry went up from the mongrelmen. Their echoing howl drifted through the woods, stilling all conversation and sapping the morale of Abjen's legion. His men were on the verge of panic, but the fiendish Abjen would not let them flee. He took command of a second company and forced them into the woods to discover what had happened to the first company. All night long they moved about, searching for their lost companions. At every step, they were met with flickering shadows, sounds of movement, and lingering traces of the mongrelmen, but never did they actually come across one.
As the pink glow of sunrise spread across the sky, Abjen and his men returned to camp. They had lost not a single man, but neither had they found a single body or seen so much as one mongrelman. To their horror, they found no sign of the dozens of men they had left behind. The camp was deserted. Abjen chose to believe the mongrelmen had struck again, for he had vowed to kill any man who deserted him.
As Abjen ranted and raved at the dark woods around him, another of the mournful cries rolled out through the trees. Morale among Abjen's men collapsed utterly. They scattered and ran, hoping to find some safe passage through the ranks of the mongrelmen.
Abjen himself was captured by the mongrels he had vowed to destroy. It is said that they tortured him for days before he finally died. Those who lived near the woods of the mongrelmen reported that his cries of pain and suffering were heard all through the night, and that his sobbing pleas for mercy and death filled the days. None moved to help him.
Mass Haunting: I have selected the story of The Phantom Army for this purpose because it depicts a most horrible phenomenon: the mass haunting. It is very rare and happens only when many individuals share some common bond that links them in death as it did in life.
A mass haunting always centers around some individual. It may be that this person is the only true ghost and that the others are merely reflections of its own curse, dragged into unlife by the power of the central figure. In almost every case, the ghost at the core of a mass haunting is of fourth or even fifth magnitude.
Mass Haunting, Most Horrible Phenomena: ?
Karuk Abjen, Ghost, Dark Ominous Figure, Leader, Spirit, Villain, Master, Commander, More Formidable Foe: The origin of the Phantom Army dates back decades. Nearly half a century ago, a pack of twisted mongrelmen from the dread domain of G'Henna fled from their native land and entered the southern reaches of Darkon. Here, they did their best to melt into the forests and live undisturbed.
Although those who lived near the mongrelmen knew of their existence and avoided them, the mongrelmen kept to themselves and did not harass the common folk. The locals feared the mongrelmen, however, for there were stories that told of their inhumane treatment of prisoners and wild, cannibalistic feasts held under the light of the full moon.
In time, the mongrelmen became the masters of their recently claimed land. They came to know every aspect of their wooded refuge and were able to move quickly and quietly through the trees and brush. Some even said they had mastered the power of invisibility and could render themselves unseen.
Eventually, the dread Kargat took an interest in these intruders. A legion of Darkon's most fearsome warriors journeyed south from Il Aluk and came, at last, to the woods of the mongrelmen. The leader of the legion was a dark and sinister man, a fellow known as Karuk Abjen. His men feared him and trembled at the mention of his name.
Abjen ordered his men forward into the forests. They found no sign of the mongrelmen in the outskirts of the forests, and they pressed inward. They did not know that the mongrels were watching their every move, waiting to learn what these armored men wanted in the woods they called their own.
As night fell, one of the scouting parties happened upon a lone mongrelman and captured him. The prisoner was brought before Abjen and brutally tortured for information about his kindred and their purpose in Darkon. Abjen ranted and accused the pitiful creature of being a spy sent by Yagno into Darkon to learn the secrets of Azalin's power. In the end, the mongrelman died from the abuse.
At the instant the creature's body stiffened and went slack, the last vestige of life drained from its broken form, and a long and terrible howl went up from the woods surrounding the camp. It lasted for many minutes, echoing like the lingering cry of some great, wounded beast. Then, as suddenly as it had begun, the cry stopped. A sullen, ominous silence fell across the Kargat legion.
Abjen ordered his men to stand ready for battle. All that night, the watches waited eagerly in hope of earning favor with their vile commander by being the first to spot the mongrelmen massing for attack. Dawn came, but still there was no sign of the beastly men who had made the pitiful howling.
The Kargat commander called his men together and gloated before them. Abjen cried out that it was fear of the Kargat and its great lord Azalin that kept the mongrelmen in check. They would not dare to attack, he said, for none who challenged Azalin's powers could survive. Finally, Abjen ordered a company of his men to move into the woods and set it afire—the mongrelmen and the forest they had defiled would be reduced to cinders.
As the troops dispersed, the mongrelmen attacked. But they did not attack in sweeping waves of the horribly twisted creatures; instead they attacked in silent strikes against individuals. The company of men sent to light the fires vanished, never to be seen again by their companions.
At sunset, another ringing cry went up from the mongrelmen. Their echoing howl drifted through the woods, stilling all conversation and sapping the morale of Abjen's legion. His men were on the verge of panic, but the fiendish Abjen would not let them flee. He took command of a second company and forced them into the woods to discover what had happened to the first company. All night long they moved about, searching for their lost companions. At every step, they were met with flickering shadows, sounds of movement, and lingering traces of the mongrelmen, but never did they actually come across one.
As the pink glow of sunrise spread across the sky, Abjen and his men returned to camp. They had lost not a single man, but neither had they found a single body or seen so much as one mongrelman. To their horror, they found no sign of the dozens of men they had left behind. The camp was deserted. Abjen chose to believe the mongrelmen had struck again, for he had vowed to kill any man who deserted him.
As Abjen ranted and raved at the dark woods around him, another of the mournful cries rolled out through the trees. Morale among Abjen's men collapsed utterly. They scattered and ran, hoping to find some safe passage through the ranks of the mongrelmen.
Abjen himself was captured by the mongrels he had vowed to destroy. It is said that they tortured him for days before he finally died. Those who lived near the woods of the mongrelmen reported that his cries of pain and suffering were heard all through the night, and that his sobbing pleas for mercy and death filled the days. None moved to help him.
Vampire Who is Impervious to Wood But Who Can be Impaled With an
Icicle or Shaft of Silver:
?
Ghost, Spectral Axe Murderer: ?
Ghost, Lamentable Figure: ?
Spirit of a Departed Husband: ?
Jacob Marley, Ghost: ?
Shadow: ?
Wight: ?
Wraith: ?
Spectre: ?
Moaning Spirit of Darkest Night: ?
 


RR8 Van Richten's Guide to the Created (2e)
2e
Undead: ?
Undead Minion: ?
Animated Corpse, Animated Body, Lesser Undead Creature, Animate Dead, Corpse: I once faced a flesh golem who had the ability to animate any corpse it touched. The creature seemed to revel in animating the freshly killed bodies of its foes, and I remember with great sadness having to strike down the animated body of one of my companions in the very same battle in which he was killed.
The animated corpses were not golems, of course, but some sort of lesser undead creatures. Still, it would certainly be possible to be overwhelmed when faced by a large number of such animate dead.
A golem with the animate dead ability can animate and control a number of corpses equaling up to twice its Hit Dice.
Ghost, Evil: ?
Lich: ?
Lich, Evil, Dreadful Undead Mage: ?
Skeleton, Animate Skeleton: ?
Vampire, Dreaded Vampire: ?
Vampire, Classic Monster: ?
Baron Metus, Vampire, Foul Vampire: ?
Erasmus Van Richten, Vampire: My only child, Erasmus, was placed in a similar situation when Baron Metus transformed him into a vampire.
Zombie: ?
 

RR9 Van Richten's Guide to the Ancient Dead (2e)
2e
Undead, Dead, Living Dead, Undead Creature, Unquiet Dead, The Dead: There is no question that some spirits endure beyond death, and that an incomplete or tragic life can bind a spirit to the mortal realm after its body has perished.
Unending it truly is, for the wickedness that permits some dead to mock and torment the living is eternal.
Spellcasting mummies, however, might easily have acquired enough dark knowledge to create many different types of undead, and probably have access to necromantic spells that can create minor undead such as skeletons and zombies.
Senselessly looting burial places can bring into being or wake all manner of undead creatures: anchored ghosts, slumbering mummies, and fledgling vampires to name but a few.
Corporeal Undead: ?
Incorporeal Undead: ?
Undead Marauder: ?
Undead Menace: ?
More Powerful Undead Creature, More-Powerful Undead: ?
Complex Deadly Foe: ?
Undead Servant: ?
Lesser Horror: ?
Undead Minion: ?
Lesser Undead: ?
Minor Undead: Spellcasting mummies, however, might easily have acquired enough dark knowledge to create many different types of undead, and probably have access to necromantic spells that can create minor undead such as skeletons and zombies.
Very Powerful Undead: ?
Creature That Prowls the Night: ?
Lesser Undead Created by Spells: ?
Undead Guardian: ?
Powerful Undead Creature: ?
Ghast, Corporeal Undead: ?
Ghost: Furthermore, the deliberate destruction of a body, no matter how well meaning, can set in motion a karmic resonance that creates a ghost. As I explained in some detail in an earlier work, the more charged with emotion a spirit is, the more powerful a ghost it becomes. Imagine the anger of a spirit that believes it has been denied a blissful afterlife because its body has been desecrated!
Ghost, Twisted Creature, Incorporeal Undead, Creature Whose Force of Will Grants Them an Existence Independent of the Body, Spirit, Incorporeal Creature: ?
Corporeal Ghost: ?
Timothy Strand, The Lamenting Rake of Paridon, Ghost: Most accounts identify this creature as a ghost, a spirit so consumed by excess and debauchery in a famine-plagued land that it was condemned to walk the city streets where it once lived and witness revelries it could no longer share.
Enraged Ghost: ?
Non-Corporeal Ghost: ?
Semicorporeal Ghost: ?
Anchored Ghost: Senselessly looting burial places can bring into being or wake all manner of undead creatures: anchored ghosts, slumbering mummies, and fledgling vampires to name but a few.
Ghoul, Corporeal Undead, Lesser Undead: ?
Ghoul, Gaunt Figure: ?
Groaning Spirit, Banshee: ?
Lich, Dread Lich, Dreaded Lich: A lich initiates and completes the process that transforms it from living being to undead. While the prospective lich still lives, it begins an elaborate, dangerous, and expensive ritual in which it is the principal, if not the only, player.
Lich, Twisted Creature, Corporeal Undead, Creature Whose Corrupted Spirit Dwells Within Their Own Dead Flesh: ?
Clerical Lich: ?
King Azalin: ?
Lich, The Phantom's Bane: ?
Demilich: For all its power, a lich's thoughts are turned outward by an insatiable thirst for still more power, which eventually leads to demilichdom and a final exit from the mortal world.
Pythian, Lich-Priest: ?
Mummy, Ancient Dead, Ancient Dead Creature, True Ancient Dead Creature, Classic Mummy, Ancient Undead Creature, Undead Mummy, Typical Mummy: Most of the ancient dead were once living, breathing people who have defied death to walk again among the living—as mummies. Their tortured spirits remain bound to now-lifeless bodies.
I have infrequently encountered or discovered doomed spirits who have been compelled to become ancient dead through no fault of their own. Most of them, however, are not innocent victims of powers beyond their control.
After years of research and interviews with eyewitnesses who have encountered the unquiet dead (including two interviews conducted magically with the dead), I have concluded that some spirits pass into death with a predilection for returning as mummies. The common factor among these cases seems to be a fascination with, and desire for, the trappings of the mortal world. This emphasis makes the ancient dead most closely akin to ghosts, at least in psychological terms.
The ancient dead are created through a process in which the subject is only a passive participant. Though some individuals arrange to return from the dead as mummies, they must depend upon others to carry out their wishes. Planned or otherwise, the process can truly begin only after the subject dies. The first step is embalming the corpse. A mummy can be created spontaneously through natural preservation of a body and the spirit's own force of will. Even then, some external event triggers the mummy's return.
A few priests, adventurers, and delvers into forbidden lore speculate that those rituals and processes used to create an ancient dead were developed after some long-ago theorist witnessed a spontaneous occurrence. One of my colleagues, Deved de Weise of II Aluk, in Darkon, has offered a succinct explanation of the reasoning behind this theory:
... as to the probable origins of the creatures you call ancient dead, you [Van Richten] must concede that history is full of incidents involving the return of the dead to the world of the living. Here in Darkon, as you know, the rising of the dead is ingrained in local legend.
If, as you seem to have documented, departed spirits can return to their preserved bodies through force of will, then it must have been inevitable that some priest, obsessed with death and hungering for an extended life (or desperate to grant such a "gift" to a demanding liege) must have come upon an account of such an incident, just as you have, or actually witnessed the event.
Armed with this knowledge, the priest would need only the proper research materials and sufficient time to recreate the event....
—from the letters of Dr. Rudolph van Richten
Because I have uncovered conclusive proof that the ancient dead can rise unassisted, I find it hard to contradict de Weise's reasoning and conclusion. There is a more sinister theory about the origins of the ancient dead, however, to which I must attach greater verisimilitude because it is derived from first-hand knowledge.
It comes from the journal of De'rah, a wandering priestess and a gifted medium. This fair lady claims to have been only a visitor to this land of Mists, and in any event she has disappeared utterly. Before departing on her final journey away from these lands, she entrusted a copy of her journal to a wandering Vistana, who delivered it to me. The fact that lady De'rah could induce any Vistana to serve as a reliable messenger only increases my admiration for her abilities:
Once the mummy lay quietly in its coffin again, we sought to discover some method of putting it to rest permanently. While my companions set about trying to decipher the numerous cartouches and hieroglyphs on the tomb's walls, I fingered my enchanted prayer beads and chanted a [divination] spell. Soon, I was conversing with the creature:
Q: Huseh Kah, why do you walk among the living?
A: Because of the curse ofAnhktepot. . ..
Q: Who is Anhktepot?
A: The first of my kind. . . .
—from the journal of De'rah
De'rah was able to pose no less than half a dozen questions to Huseh Kah, but I have included only the two most pertinent here. De'rah concludes that ancient dead creatures did not walk the land until a being called Anhktepot returned from death.
The means by which a living being is transformed into an ancient dead creature is often the pivotal factor in determining the creature's appearance, powers, and actions.
Each ancient dead creature has a dual origin. First, a creature's mortal shell must be preserved so that it may house the spirit even after death. Second, the spirit itself must be compelled or induced to return to its body.
The typical mummy found in many lands is created from the corpse of a priest, carefully embalmed and wrapped for the ritual that will bind its spirit with its body once again.
Rather, the reader should understand that the ancient dead rise only under specific circumstances, and these factors often leave their mark on the resulting creature.
The ancient dead are slightly less rare in arid places than they are elsewhere, but they can rise wherever mortals are foolish enough to scorn the inevitability of death.
It seems likely that a mummy would be empowered only to create other mummies—like begets like, even among the ancient dead.
In Chapter II, I briefly explained that the creation of an ancient dead creature requires a preserved body and some reason for the departed spirit to return to that body.
Powerful spells or alterations to the standard rituals serve to bind a spirit within its body, or to call it back from whatever afterlife to which it has gone. The conversion of a preserved body to an undead mummy usually is fairly rapid, no matter how long the mourning period is—usually no more than a few days.
Mummy, Corporeal Creature, Lesser Form of Corporeal Undead, Bandage-Wrapped Corpse, Enigmatic Creature, Undead Menace, Most Single-Mindedly Possessive Creature, Horrifying Creature, Complex Creature, Strong-Willed and Covetous Being, Very Powerful Undead, Lethargic Creature, Tenacious Foe, Fearsome Resident, Fearsome Creature, Horror, Unique Monstrosity of Astonishing Power: ?
Mummy, Spellcaster: ?
High-Ranked Mummy: ?
Mummy, Handsome Youth, Young Foe: ?
Huseh Kah, Mummy: It comes from the journal of De'rah, a wandering priestess and a gifted medium. This fair lady claims to have been only a visitor to this land of Mists, and in any event she has disappeared utterly. Before departing on her final journey away from these lands, she entrusted a copy of her journal to a wandering Vistana, who delivered it to me. The fact that lady De'rah could induce any Vistana to serve as a reliable messenger only increases my admiration for her abilities:
Once the mummy lay quietly in its coffin again, we sought to discover some method of putting it to rest permanently. While my companions set about trying to decipher the numerous cartouches and hieroglyphs on the tomb's walls, I fingered my enchanted prayer beads and chanted a [divination] spell. Soon, I was conversing with the creature:
Q: Huseh Kah, why do you walk among the living?
A: Because of the curse ofAnhktepot. . ..
Q: Who is Anhktepot?
A: The first of my kind. . . .
—from the journal of De'rah
Anhktepot, Mummy, Eternal Bogeyman, Undying Bogeyman: It comes from the journal of De'rah, a wandering priestess and a gifted medium. This fair lady claims to have been only a visitor to this land of Mists, and in any event she has disappeared utterly. Before departing on her final journey away from these lands, she entrusted a copy of her journal to a wandering Vistana, who delivered it to me. The fact that lady De'rah could induce any Vistana to serve as a reliable messenger only increases my admiration for her abilities:
Once the mummy lay quietly in its coffin again, we sought to discover some method of putting it to rest permanently. While my companions set about trying to decipher the numerous cartouches and hieroglyphs on the tomb's walls, I fingered my enchanted prayer beads and chanted a [divination] spell. Soon, I was conversing with the creature:
Q: Huseh Kah, why do you walk among the living?
A: Because of the curse ofAnhktepot. . ..
Q: Who is Anhktepot?
A: The first of my kind. . . .
—from the journal of De'rah
I first heard the legend of Anhktepot during a visit to the land of Har'Akir, many years ago. According to Har'Akiri folktales, Anhktepot was an ancient king or pharaoh. He became so fond of ruling that he could not bear to think of his reign ending, even in death. He bent all his will toward cheating death and returning to his throne. When he finally died (murdered, some say), his burial was accompanied by a lavish ceremony and the ritual deaths of all his most valuable advisors. If Anhktepot does still walk the dunes of his arid country, he has truly gotten his wish.
If the tales are true, a desire to cheat death dominated Anhktepot's thoughts during life. Furthermore, as a pharaoh, Anhktepot could indulge in his obsession to a degree unimaginable for a common man. He had the resources of a nation at his disposal, and he used them. Anhktepot commanded for himself embalming and funeral rites on a grand scale, and an elaborate tomb to match.
Bandage-Wrapped Mummy: ?
Mummy First Rank: Ancient dead of the first rank are created spontaneously, with little or no pomp and circumstance.
In addition to spells such as animate dead, some mummies understand the process of embalming and the funerary rituals required to create new mummies. Usually the victim must have died while afflicted with mummy rot (death from mummy rot isn't a requirement). Creating a mummy of the third rank or less requires 12-18 hours of effort to prepare the body, and a further 12-24 hours before the spirit becomes permanently fixed into the preserved body.
Mummy First Rank, Livid Shambling Creature, Bloodless Creature, Very Weak Mummy: With the benefit of hindsight, I conclude that these creatures must have been first-rank mummies created by the Phantom's Bane, probably from victims who had succumbed to his paralyzing touch.
First Rank Servitor Mummy: ?
Mummy Second Rank: In many cases, second-rank mummies rise spontaneously if the circumstances surrounding their deaths are sufficiently charged with emotion. In most other cases, mummies of this rank are created by evil spellcasters or by other undead.
In addition to spells such as animate dead, some mummies understand the process of embalming and the funerary rituals required to create new mummies. Usually the victim must have died while afflicted with mummy rot (death from mummy rot isn't a requirement). Creating a mummy of the third rank or less requires 12-18 hours of effort to prepare the body, and a further 12-24 hours before the spirit becomes permanently fixed into the preserved body.
Mummy Second Rank, Hideous Creature, Very Weak Mummy: ?
Mummy Second Rank, Servant: ?
Mummy of Great Power: ?
Weaker Mummy: ?
Weaker Mummy, Lesser Creature: ?
Mummy Third Rank: Mummies of the third rank do not normally rise spontaneously, though 1 have no evidence to suggest that they cannot do so. More typically, these types of mummies are created as the result of a powerful ritual or by the hand of a more-powerful ancient dead creature.
In addition to spells such as animate dead, some mummies understand the process of embalming and the funerary rituals required to create new mummies. Usually the victim must have died while afflicted with mummy rot (death from mummy rot isn't a requirement). Creating a mummy of the third rank or less requires 12-18 hours of effort to prepare the body, and a further 12-24 hours before the spirit becomes permanently fixed into the preserved body.
Mummy Third Rank, More-Powerful Mummy: ?
Mummy Fourth Rank: Ancient dead creatures of fourth rank rise only
after a powerful ritual has been completed and their bodies have been interred in an elaborate tomb. Usually the deceased has taken an active role in planning his or her funeral rites and burial. Often the deceased fully intends to return to the mortal world as a mummy. Many of these individuals believe themselves to be so powerful that death has no sway over them; others actively embrace death in an attempt to seize greater power or to gain control over the afterlife.
The raw emotional and supernatural power required to create a mummy of the fourth rank invariably leaves its mark on the individual. The lingering spirit develops a single-minded dedication to some purpose or possession; this makes it a relentless foe.
The nature of the rituals used to create these creatures generally provides at least one avenue to defeating a mummy.
In addition to spells such as animate dead, some mummies understand the process of embalming and the funerary rituals required to create new mummies. Usually the victim must have died while afflicted with mummy rot (death from mummy rot isn't a requirement). Creating a mummy of the third rank or less requires 12-18 hours of effort to prepare the body, and a further 12-24 hours before the spirit becomes permanently fixed into the preserved body. Mummies of the fourth or fifth rank require very careful embalming and funerary rituals on a massive scale.
In all my dealings with truly powerful mummies (creatures of at least the fourth rank), the deceased was given full funerary rites, totalling 70 days or more, and interred in a resplendent tomb.
Timothy Strand, The Lamenting Rake of Paridon, Mummy Fourth Rank, Invoked Mummy: The journal of the doomed man, however, reveals a different tale: Timothy Strand squandered a bright future and a family fortune by making his life a continuous frolic. When he felt an early death approaching, he poured all his remaining wealth into an ornate tomb, which also was to serve as a temple to an evil deity. As part of this dark pact, Timothy was guaranteed a continuing life, surrounded by comfort and luxury. To seal the pact, Timothy had himself slain and embalmed. He expected to return from death and did, as a mummy able to appreciate—but never to enjoy—the pleasures of the flesh.
Mummy Fourth Rank, More-Powerful Mummy, Truly Powerful Mummy: ?
Mummy Fifth Rank: Fortunately, the wealth and labor of an entire nation is required to invest a mummy with this level of power. Few lands that I know possess the necessary means to complete this kind of endeavor, even if the will to do so is present. After many discussions with priests about the collective power of worship, however, I have come to the chilling conclusion that the living can grant power to the dead
In addition to spells such as animate dead, some mummies understand the process of embalming and the funerary rituals required to create new mummies. Usually the victim must have died while afflicted with mummy rot (death from mummy rot isn't a requirement). Creating a mummy of the third rank or less requires 12-18 hours of effort to prepare the body, and a further 12-24 hours before the spirit becomes permanently fixed into the preserved body. Mummies of the fourth or fifth rank require very careful embalming and funerary rituals on a massive scale.
In all my dealings with truly powerful mummies (creatures of at least the fourth rank), the deceased was given full funerary rites, totalling 70 days or more, and interred in a resplendent tomb.
Mummy Fifth Rank, More-Powerful Mummy, Truly Powerful Mummy: ?
Greater Mummy: When the entity that creates a mummy had control over the creature's mortal form, the resulting monster becomes its creator's servant. The greater mummies of Har'Akir are examples of this.
Greater Mummy, Third Rank Mummy, Created Mummy Subservient, Servant: ?
Greater Mummy, Ancient Dead Priest of Har'akir: ?
Very Powerful Mummy: ?
Accidental Mummy, Natural Mummy, Ancient Dead Creature Created Accidentally, Naturally Preserved Mummy: It seems that the ancient dead can form when a corpse is naturally preserved. The majority of these mummies were suddenly overcome by death. The creatures also suffered; usually their deaths included great pain or emotion. In many cases the medium that preserved their bodies was instrumental in bringing about death—perhaps even directly caused it.
Any environmental condition that prevents a body from decaying can create a natural mummy. The most common conditions include burial in dry sand, freezing, and immersion in swamps or bogs. There also might be other conditions that can naturally embalm a corpse. My colleague George Weathermay, a ranger of some renown, speculates that quicksand, the cool waters of subterranean pools, and tar pits might also preserve the dead.
Natural mummies occur only under conditions that prevent or retard decomposition. Generally, a body must be completely sealed off from environmental changes and protected from scavengers. The medium that covers the body must possess some preservative qualities and must not contain oxygen or plants, animals, and microorganisms that cause decay. All of the examples cited by Van Richten and Weathermay are suitable for creating natural mummies, except subterranean pools. A body immersed in plain water would tend to decay unless the water was very cold, or oxygen depleted, or both. Further, the water would have to be free of living organisms. A submerged body covered with sand or mud is much more likely to be preserved. Note, however, that any body allowed to lie undisturbed might become mummified, including one concealed in a cool, dry attic or hidden in a barrel of wine.
One factor Van Richten has failed to note is the preserved body's age. Mummies cannot be created from fresh corpses; the body must be embalmed before it can house an ancient dead spirit. Natural embalming requires 10 to 100 years or more, depending on how quickly the preserving medium acts on the body. Immersion in a tar pit would transform a body fairly quickly. Preservation through freezing in ice or immersion in a bog takes much longer. Ultimately, the DM must decide.
The Bog Monster of Hroth, Accidental Mummy, Unstoppable Force, Strange Horned Beast, Horned Beast, Horned Fiend, Nocturnal Monster, Bog Beast, Bog Monster, Beast, Creature That Walked Two-Footed Like a Man, Continuing Threat, Restless Naturally Mummified Corpse: The Bog Monster of Hroth was one of several armed raiders who were lured into a bog, entrapped, and slain by the defenders of the town they would pillage. The raider who later returned as the bog monster must have felt a strange mixture of fear, humiliation, and frustration as death overcame him.
Created Mummy: The vast majority of the ancient dead rise when a preserved corpse is deliberately turned into an undead creature. The typical mummy found in many lands is created from the corpse of a priest, carefully embalmed and wrapped for the ritual that will bind its spirit with its body once again.
Created Mummy Subservient When the entity that creates a mummy had control over the creature's mortal form, the resulting monster becomes its creator's servant. The greater mummies of Har'Akir are examples of this.
Created Mummy Subservient, Servant: ?
Created Mummy Usurped: When the entity that creates a mummy did not
hold sway over the creature's mortal form, the result is a usurped mummy. Many powerful mummies (and a few of their lesser brethren) have the ability to create other ancient dead, usually by transforming their slain victims through some ritual or arcane process. These usurped mummies then become the mindless tools of their undead masters.
Sometimes a usurped mummy has a more insidious origin. Even the most reverent and well-intentioned funeral rites can lead to undeath for the deceased if an enemy can subvert those rites and lay a curse on the corpse.
Created Mummy Usurped, Mindless Tool: ?
Created Mummy Usurped, Corrupted Monster: ?
Invoked Mummy: Invoked mummies embraced undeath willingly, laying plans for a corrupted form of immortality while still alive.
The material I have on the priestess who returned to save her temple from ruin is fragmentary, but she might have been interred with the stipulation that she protect or maintain the temple if necessary. If this is true, as I suspect it is, she is an example of an invoked mummy, recalled by a specific trigger.
Invoked Mummy, Most Terrible and Powerful of All Ancient Dead: ?
Weakest Mummy: ?
Servitor Mummy: Servitor mummies are most often created by other mummies or by a mummy cult.
Servitor Mummy, Servant: ?
Servitor Mummy, Guard: ?
Servitor Mummy, Soldier: ?
Ancient Dead Guardian: ?
Servitor Mummy, Tomb Guardian: ?
Invoked Mummy, Servant: ?
Mummy, Horribly Emaciated Figure: ?
Restless Mummy, Restless Ancient Dead: Some ancient dead creatures arise from the same kinds of circumstances that create ghosts. This is particularly true of accidental and invoked mummies; something in the creature's psyche maintains a link between spirit and body that outlasts even death. This link can arise without a conscious desire on the dying person's part; sometimes it merely provides a path through which an outside agent can create a mummy.
Quinn Roche, Quinn Rotch, Restless Mummy, Collector, Armor Collector: ?
Ahmose Tanit, Iurudef Hamid, Mummy: ?
Mummy, Unliving Lover: ?
Recalled Mummy: Sometimes the ancient dead can rise in response to events that occur long after their deaths. After many hours of study and countless interviews with priests and mediums who have had some experience with these matters, I have come to believe that a being can pass fully from the mortal world, only to be drawn back when certain conditions prevail. Some force or summons compels the spirit to re-enter its mortal body.
Ancient dead of this type are usually invoked, but not always. In one case I have documented, the creature returned in response to an ancient curse it had successfully avoided throughout its life. Strangely enough, when one of her descendants triggered the curse, the blight fell upon the dead ancestor. The curse was worded in such a way that the victim's repose in death was interrupted so that she could waken and feel the curse's effects.
I have acquired several accounts of guardian mummies rising to protect ancestral estates, temples, and other areas that were important to them in life. Once case involved a dedicated priestess who was interred beneath a temple and returned when the building fell into disrepair. In each of the cases I have labeled "recalled," the individuals appear to have died and departed from the world in the normal way, only to return in response to events that occurred long after their deaths.
Recalled Mummy, Guardian Mummy: ?
Dark Pact Mummy: To many short-sighted individuals, the thought of physical immortality beckons like a sweet, radiant dream. It is true that the mortal world offers many pleasures, but fate has decreed that only mortals may enjoy them. There is no shortage, however, of dark powers all too willing to indulge the misconceptions of the foolish.
Humanoid Mummy: ?
Animal Mummy: In some cases, the preserved bodies of common animals can become reanimated as ancient dead creatures. In most cases an animal mummy is deliberately created, as animals have neither the intelligence nor the force of will to return to the mortal world on their own.
Nevertheless, certain extraordinary animals can return on their own, especially if they were carefully interred upon their deaths.
The Hissing Cat of Kantora, Animal Mummy: In life, this creature was a mage's familiar that wasted away and died after its mistress, Caron de Annemi, met an untimely death. The slain wizardess's companions carefully laid the animal to rest to commemorate their fallen comrade, whose body could not be recovered. The cat returned a generation later when a foolish young wizard claimed some of de Annemi's research into illusions as his own.
Monster Mummy: Monster mummies can be created only from living creatures native to the Prime Material Plane.
Guardian Mummy: ?
Monster Mummy Troll: ?
Composite Mummy: They are constructed from bits and pieces of several different creatures, sewn or otherwise joined together in the same manner as a flesh or bone golem is fashioned. Some humanoid parts invariably decorate the mix, and a humanoid spirit animates the mummy.
Parts of any creature with a corporeal body, however, can be used to construct a composite mummy.
Composite Mummy, Most Horrifying and Physically Imposing Type of Ancient Dead: ?
Skeletal Mummy: A skeletal mummy's physical body has been reduced to bare bones or bones only thinly clad in shards of dried flesh. Such creatures are easily confused with common skeletons.
Withered Mummy: ?
Intact Mummy: ?
Pristine Mummy: ?
Relatively Weak Mummy: ?
Vengeful Mummy: ?
Skeletal Composite Mummy ?
Pristine Mummy, Most Insidious Type of Ancient Dead: ?
Mummy, Minor Creature: ?
Mummy, Desert Dweller: ?
Mummy, Skeletal Horror: ?
Lesser Mummy: ?
Animal Mummy Bull, Bull Mummy: ?
Animal Mummy Cat Domestic, Cat Mummy: ?
Animal Mummy Cat Great: ?
Animal Mummy Crocodile: ?
Animal Mummy Elephant: ?
Animal Mummy Snake Venomous: ?
Composite Mummy Third Rank With a Great Cat's Head a Human Torso a Griffin's Claws and a Great Cat's Legs: ?
Most Powerful Mummy: ?
Most Terrible Ancient Dead Foe: ?
Ananka-Siphir, Mummy: ?
Less-Powerful Mummy: ?
Powerful Mummy: ?
Mummified Priest, Mummy That Has Retained Priest Abilities, Priestly Mummy: ?
Mummy Fighter: ?
Mummy Thief: ?
Mummy Wizard: ?
Mummy Swathed in Smoking Green Wrappings: ?
Mummy That Could Levitate: ?
Mummy That Could Fly: ?
Mummy With the Alter Form Power of the Third Rank: ?
Mummy From Elf Stock: ?
Drow Mummy: ?
Mummy of Dwarf Stock, Dwarf Mummy: ?
Mummy From Gnome Stock, Gnome Mummy: ?
Mummy From Halfling Stock: ?
Mummy From Stout Stock: ?
Humanoid Mummy: ?
Fairly Powerful Mummy: ?
Evil Mummy: ?
Good Mummy: ?
Very Weak Mummy: ?
Naturally Preserved Mummy That Originally Froze to Death: ?
Naturally Preserved Mummy That Perished From Some Ailment Brought on By Cold: ?
Mummy That Has Been Drowned: ?
Clan Mummy: ?
Clan Mummy, Minor Creature: ?
Clan Mummy, Leader: ?
Mummy of Low Rank: ?
More Powerful Mummy: ?
Mummy Bound to a Temple: ?
Mummy Bound to a Certain Location: ?
Mummy, Guardian: ?
Mummy, Steward: ?
Mummy Bound to a Certain Building: ?
Hugh Ignolia, Mummy: ?
Mummy, Undead Servant: ?
Deliberately Created Mummy: ?
The Feathered Hunter, Mummy: ?
Mummy That Derives Its Powers From Veneration by the Living: ?
Robed Mummy, Unholy Deity: ?
Mummy of a Barbarian Chieftain: ?
Mummy of an Infamous Burglar: ?
Newly Awakened Mummy: ?
Three Wolf Priest, Skeletal Mummy, Savage Devotee of a Jungle Deity: ?
Spellcasting Mummy, Mummy With Spellcasting Ability, Mummy With Spellcasting Powers: ?
Very Weak Mummy: ?
Bound Mummy: ?
Dependent Mummy: ?
More-Powerful Mummy: ?
Fascinated Mummy: ?
Sage of Levkarest, Mummy: ?
Mummy That Has the Ability to Create Undead: ?
Mummy That Has the Ability to Charm Other Creatures: ?
Slumbering Mummy: ?
Mummy With the Charm Monster Power: ?
Mummy With the Charm Animals Power: ?
Mummy With the Alter Form Power: ?
Intelligent Mummy: ?
Fireproof Mummy: ?
Imhotep, Mummy: ?
Ancient Dead, Tragic Figure: ?
Senmet: ?
Tiyet: ?
Kit Mummy, Truly Nasty Opponent, Unique Creature: ?
Mummy, Truly Mysterious and Dangerous Villain: ?
Poltergeist: ?
Skeleton, Common Skeleton, Mindless Skeleton: Spellcasting mummies, however, might easily have acquired enough dark knowledge to create many different types of undead, and probably have access to necromantic spells that can create minor undead such as skeletons and zombies.
Skeleton, Corporeal Creature, Weaker Cousin, Mindless Automaton, Minor Undead: ?
Skeletal Horror: ?
Son of Kyuss: ?
Spectre, Incorporeal Undead, Lesser Kin: ?
Spectral Worm: ?
Spectral Worm, Loathsome Creature: ?
Vampire, Typical Vampire: ?
Vampire, Twisted Creature, Corporeal Undead, Creature Whose Corrupted Spirit Dwells Within Their Own Dead Flesh: ?
Unusual Vampire: ?
Fledgling Vampire: ?
Wight, Lesser Undead: ?
Zombie, Common Zombie, Mindless Zombie: Spellcasting mummies, however, might easily have acquired enough dark knowledge to create many different types of undead, and probably have access to necromantic spells that can create minor undead such as skeletons and zombies.
Zombie, Corporeal Creature, Weaker Cousin, Mindless Automaton, Minor Undead: ?
Ragged Zombie: ?
Greater Zombie, Livid Shambling Creature, Bloodless Creature: ?
Walking Dead: ?
 

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