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: ?
 

RS1 [RR6] Van Richten's Guide to the Lich (2e)
2e
Psionic Lich, Mentalist Lich: There are few who dare to argue that the power of a master psionicist is any less than that of an archmage. Proof of this can be found in the fact that the most powerful psionicists are actually able to extend their lives beyond the spans granted them by nature, just as powerful wizards are known to do.
By far the most important aspect of the existence of the psionic lich is the creation of its phylactery. To understand this mystical device, it is important to understand the process by which a psionicist becomes a lich. Before a psionicist can cross over into the darkness that is undeath, he must attain at least 18th level. In addition, he must be possessed of a great array of powers that can be bent and focused in ways new to the character.
The first step in the creation of a phylactery is the crafting of the physical object that will become the creature's spiritual resting place. Phylacteries come in all shapes, from rings to crowns, and from swords to idols. They are made from only the finest materials and must be fashioned by master craftsmen. Generally, a phylactery is fashioned in a shape that reflects the personality of the psionicist. The cost of creating a phylactery is 5,000 gp per level of the character. Thus, a 20th-level psionicist must spend 100,000 gp on his artifact.
Once the phylactery is fashioned, it must be readied to receive the psionicist's life force. This is generally done by means of the metapsionic empower ability, with some subtle changes in the way the psionicist uses the power that alters its outcome. In order to complete a phylactery, the psionicist must empower it with each and every psionic ability that he possesses. Although an object cannot normally be empowered with psychic abilities in more than one discipline, the unusual nature of the phylactery allows this rule to be broken. However, before "opening" a new discipline within the object, the would-be lich must transfer all of his powers from the first discipline into it. For example, if a character has telepathic and metapsionic abilities, he must complete the empowering of all of his telepathic powers before he begins to infuse the object with his metapsionic ones. Once discipline is "closed," it cannot be reopened.
During the creation of the phylactery, the psionicist is very vulnerable to attack. Each time that he gives his phylactery a new power, he loses it himself. Thus, the process strips away the powers of the psionicist as it continues. Obviously, the last power that is transferred into the phylactery is the empower ability. The effort of placing this ability within the phylactery drains the last essences of the psionicist's life from him and completes his transformation into a psionic lich. At the moment that the transformation takes place, the character must make a system-shock survival roll. Failure indicates that his willpower was not strong enough to survive the trauma of becoming undead; his spirit breaks up and dissipates, making him forever dead.
Psionic Lich, Undead Master of the Mind, Dreaded Creature, Horrible Creature, Master of the Mental Disciplines, Creature of Mesmeric Power, Devotee of Cognitive Pursuits, Ultimate Sage: ?
Master Ulathar, Psionic Lich, Lich, Beast of Evil, Mesmeric Lich, Mentalist Lich, Master, Foul Beast: ?
Quasimancer: They are undead peculiar to the legions of the lich because they are the products of the powerful black magic that only a lich can wield.
Confer spell.
Create Minion spell.
Quasimancer, Major, Colonel, Aide de Camp, Magically-Endowed Undead Creature, Servant, Pitiable Creature, Miserable Wretch, Battle Fodder, Mildly Dangerous Combat Adversary, Underling, Minion, Magic Cadaver, Special Minion, Magic-Using Undead Minion, Special Form of Wight: ?
Quasimancer, Special Form of Wight: ?
Quasimancer, Ghast: Let me caution the reader not to take this text too literally, here or anywhere. The ghast also satisfies the prerequisites for a quasimancer.
Quasimancer, Skeleton: Perhaps the lich can endow even the lowly skeleton with the ability to cast magic. Then again, perhaps such magic is not possible. Whatever the case, we cannot rest upon absolutes, for liches are making new breakthroughs in spell research even as I write this guide, and even as you read it. . . .
Vassalich: They are undead peculiar to the legions of the lich because they are the products of the powerful black magic that only a lich can wield.
"Yes, yes! It was horrid, horrid! Not just dead things—living things too: Men! A man became a lich before my eyes! He swallowed a stone—a diamond or something, I don't know. Then the lich . . . slit its rotted wrist open with its own fingernail and blood—no, not blood—ooze, gray ooze ran from the black hole!
". . . And the man drank it! He drank the lich's—blood! He drank it, Dolf! And he fell down and screamed. And he changed. He shrivelled. He died! He lay there . . . dead . . . and . . . "
"And what, Harmon?"
"He got up, and he spit up the stone, into the lich's hand, and then he was a lien, too. . . !"
It is sadly simple to conclude that a wizard of questionable values might strike a pact with a lich and become immortal, albeit undead. What mage does not crave the arcane secrets of the universe? What wizard would not consider the advantages of unlimited time to learn new magic? Who among any of us does not wish to live forever?
These sentiments are the genesis of the vassalich: a wizard who undergoes the transformation to lichdom under the sponsorship of a full lich, thus becoming an undead magic-user long before he could accomplish the feat himself.
Vassaliches most likely undergo a process similar to their master's when they become undead. They may drink a poisonous potion, or they may even partake of the lich's body fluid as Ruscheider suggested, but they then occupy a phylactery. Ruscheider's story also implied that the phylactery is given over to the lich, who presumably keeps it as the perfect instrument of leverage over its new minion.
For DMs who wish to role-play the creation of a vassalich, a number of conditions might be created to carry off a successful transformation.
For example, the wizard must fail at least two Ravenloft powers checks before the transformation will work. Perhaps the phylactery must be a gem of not less than 10,000 gp value, which the lich can wear ornamentally or keep with the rest of its treasure. Perhaps the new vassalich must rest after the conversion, like its master, but for ten full days.
The transformation, itself, might consist of joint spellcasting by the sponsor and the aspirant. Perhaps the lich casts enchant an item on the phylactery while the wizard drinks the prepared potion (see Chapter I), then the wizard casts magic jar before he dies. Next, the lich casts reincarnation and the vassalich is created.
The vassalich's phylactery would likely not be nearly as magical as that of the lich. It might be destroyed merely by an unenchanted weapon inflicting 25 points of damage upon it (saving throw vs. magical attacks apply).
Vassalich, Major, Colonel, Aide de Camp, Fallen Wizard, Servant, Pitiable Creature, Miserable Wretch, Battle Fodder, Mildly Dangerous Combat Adversary, Underling, Minion, Absolutely Loyal Servant, Intelligent Minion, Lesser Lich, Ambitious Creature: ?
Vassalich, Nemesis: ?
Lich Familiar, Abominable Lich Familiar: They are undead peculiar to the legions of the lich because they are the products of the powerful black magic that only a lich can wield.
A wizard can take its familiar with it into lichdom by forcing it to drink the potion of transformation. After doing so, the familiar makes a system shock roll at same level as the wizard: If it fails, the familiar dies and the lich must make a second system shock roll; if the roll fails, the lich dies irrevocably, just as if he had failed his first roll. If the roll succeeds, the lich still loses 1 point of Con permanently, and it must rest two full weeks before memorizing spells or conducting any strenuous activity.
For a lich-summoned familiar, the DM can consult any of the Monstrous Compendiums a choose a familiar appropriate to his or her campaign, or one may be randomly generated using the table provided below:
Lich Familiars Table
d20 Roll Familiar (Enhancement)
1-5 Skeletal bat (hearing)
6-10 Dire wolf (smell)
11-15 Nightmare (speed)
16-17 Assassin imp (surprise bonus)
18-19 Necrophidius (silent movement)
20 DM's choice
Other candidates are darkenbeasts, berbelangs, mites, yeth hounds, gremlins,wichtlins, kani dolls, gurik cha'ahl, blood sea imps, eyewings, undead beasts (from the DRAGONLANCE® campaign world), cildabrins, orpsu, iron cobras, hell cats, and mephits. The lich may otherwise choose to create an undead version of virtually any monster by casting raise dead upon an expired monster of its choice and then binding it by casting find familiar and charm monster, or something to that effect.
Lich Familiar, Major, Colonel, Aide de Camp, Servant, Pitiable Creature, Miserable Wretch, Battle Fodder, Mildly Dangerous Combat Adversary, Underling, Minion: ?
Lich Familiar Undead Hawk, Molting Rotted Batlike Thing, Unnatural Monster, Poor Beast: ?
The Redfist, Lich: ?
Lich Familiar Skeletal Bat: ?
Lich Familiar Undead Beast: ?
Undead, The Dead, Undead Thing, Stiff, Walking Dead: ?
Incorporeal Undead: ?
Incorporeal Undead, Peculiar Night Phantom: ?
Evil Spirit: ?
Most Powerful of the Undead: ?
Undead Servant: ?
Intelligent Undead: ?
Lesser Undead: ?
Undead Soldier: ?
More Potent Undead Minion: ?
Highly Intelligent Form of Undead: ?
Servitor Undead: ?
More Powerful Undead: In other words, the lich only need practice more powerful sorcery in order to create more powerful undead, and garnering more potent magic is about as natural an act as a lich can manage.
Minion Undead: ?
Less Sophisticated Undead: ?
Mindless Undead, Foot Soldier: ?
Intelligent Undead, Lieutenant: ?
High-Level Undead: ?
Undead Horror: ?
Lich Minion, Minion: ?
Infuriated Banshee: ?
Demilich: My best guess at the origin of the demilich is that it is an undead wizard who has lived so long, learned so much, and gathered such power that it has literally achieved a new level of existence. The creature's definition of power, itself, has evolved entirely beyond the grasp of the mortal mind, and so the demilich has abandoned all mortal exploits to survey realms in which only the gods tread. Having no interest in the world that gave it form, the demilich surrenders that form, and its body crumbles to useless dust. All that remains is a skull.
Whatever the duration of its life in this physical world, it seems that the unchecked lich is destined to undergo a gradual transformation. This change is a subtle one that requires little specific effort from the lich. Most of my consultants agree the conversion must occur naturally; there can be no way for any creature, living or dead, to purposefully pursue such a course—the gods, themselves, would surely intercede. Rather, I suspect that the lich becomes more engrossed in its studies and meditations over time, until it has no care for matters in the physical world at all. In fact, it would not be surprising if a lich were to relocate to a place where it might never be disturbed by anyone from the physical realm.
In this case, it is reasonable to assume that the lich would begin to neglect the maintenance of its own body, working instead to greater efforts in absolutely pure research and meditation. As the undead wizard delves deeper and deeper into the theoretical, the theoretical becomes more and more substantive while substance becomes increasingly theoretical.
After a time, our perspective of established fact would become pointless to a lich, even a nuisance, and the lich would have no more reason to consult its extensive collection of tomes that deal with the manipulation of this physical world. Perhaps all the information in the gigantic library shrinks in the budding demilich's vast consciousness, until the entire accumulation fits into a tiny, rarely visited corner of its incredible mind!
1 have an image in my mind, of a lich upon a throne of bone—bone of enemies it crushed when it entertained concerns over the material realm of men and monsters. Without rest or sustenance, the lich thinks upon unknown subjects every moment of every day—days that do not exist as it sits upon that throne without an audience. It has long forgotten the undead servitors it once commanded, long forgotten the evil projects it initiated with the labor of their skeletal backs, long abandoned exploits that rocked the mortal world to its foundations.
Now it merely sits and contemplates who-knows-what, of ethereal regions beyond the physical realm, of spaces beyond even that. Its once-powerful alchemical solutions have dried and fallen into powdery neglect. Even magical items that would conquer a world have lost their luster, and they sit in chests of which the lich cannot be bothered to remember the location. The wood of its benches, the paper of its tomes, all things consumable by age have disappeared in the face of eternity.
Ultimately, all that remains of the lich slowly and inexorably decomposes beyond recovery. All that remains of the dreaded lich is that object which will probably last forever: its skull. The former receptacle of that formidable mind finally comes to rest atop a mound of dust that was once its body. Perhaps it will sink into the seat of the throne upon which it once sat.
Demilich, Abomination, Disembodied Skull: ?
Hero's Bane, Demilich, Skull With Precious Stones for Teeth: ?
Mystical Ghast: ?
Ghost, Incorporeal Undead: ?
Ghoul, Common Ghoul: ?
Lich, Dreaded Lich, True Lich, Mystical Lich, Lich of Mystical Derivation, Lich of More Common Arcane Derivation, Lich of Arcane Origin, Wizard Lich, Normal Lich: Sometimes, in exchange for assisting evil agents who desire a foothold into our realm, these unwise mages are granted great powers to wield over their fellow man. And I fear that there are too many mages who pursue this opportunity over the considerations of the state of our world. For these mages, treachery awaits. Wizards who follow evil paths do not understand that one cannot trust a creature that, by its nature, lives to betray.
Still other mages seek those secrets of power, themselves. They hope to gain knowledge that evil and powerful creatures jealously guard for themselves. Such a mage believes that it is better to enter the perilous halls of power himself, using his own efforts, than to rely upon the questionable graces of others. The magnitude of this struggle is great. There are many secrets that evil uses to pervert our world—secrets so elusive that a mortal must expend every ounce of his (or her) strength and spirit to acquire them.
This devotion is, no doubt, the means by which the mage is subverted, changed. He loses sight of the pursuits of normal life and becomes obsessed with seeking the keys to power. Eventually, the mage realizes that he cannot learn those secrets in his short lifetime. He finds that he must secure a method of continuing his researches and experiments for years, perhaps even centuries, to come.
For this incredibly ambitious wizard, there is but one way: he must transform himself into a different creature, one that will outlive his mortal shell so that he might continue his arcane efforts.
During a full moon, this mage imbibes a potion that instantly kills him—yet his spirit survives! His spirit actually dispossesses itself of his body. While in this state, the spirit acclimates itself to dark energies that are the source of pure evil. The spirit of the wizard becomes sympathetic to the heart of evil so that it may learn new and more potent secrets in the future.
The spirit eventually returns to the body, but in the interim the body shrivels and mummifies into a twisted mask of death. This corpse rises from its own grave, eyes alight with a scarlet lust for knowledge and power. The mage has died, yet it lives now and forever as a corpse.
In this quest for knowledge, some mages pass a point where the unthinkable no longer exists. They pursue for long years the secrets of a certain arcane ritual which will grant them a twofold prize: knowledge of forbidden secrets and the acquisition of power that is unmatched—power to be gained over the span of an eternal life, or rather, unlife. If one can become a lich, then he or she will become the most powerful form of undead known!
One must wonder what texts the very first lich worked from, how that ill-fated mage first came by the formula that dispossessed his body of his spirit.
[The tanar'ri] first plotted to seed the world with his minions and take the world by force. This proved unsuccessful. Yet intent upon acquiring the world, [the tanar'ri] set about creating minions that were [significantly more powerful] than the troops previously used. It tempted the mages of the world with great power and knowledge, and it gave them instructions on how to transform their bodies, minds, and even [spirits] to a higher form of existence—one that would command [great magic] and allow [the tanar'ri] to assume control of the world with subtlety and plotting.
This fragment suggests the origin of the lich,
and I am inclined to believe it. There had to be a first lich, and there had to be someone to formalize a ritual for its creation. That a mortal should gamble with a ritual that must kill it if it does not grant it unlife without some sort of guidance seems unlikely.
Considering the many factors, complex in nature, of what is known about the ritual, the odds that someone should get it right by coincidence are ludicrous. Perhaps these instructions came from a fiend from another plane of existence, perhaps not. But this fragment, couched as it is in mythic terms, is still as fair an explanation as I've encountered in my researches of the origin of the first lich.
The diary of Mirinalithiar chronicles her descent from humanity to lichdom. There are entries beginning almost from the moment she decided to become a lich to the moment she passed over. This has proved to be my most important source of information about the ritual and processes of becoming a lich. Of course, the existence of such a source is suspect in itself, and might be a part of some subtle plan of the forces of evil.
Much of the journal is cryptic, extraneous, or highly empirical, but 1 will summarize some of the more pertinent data. Mirinalithiar began her quest for lichdom by investigating incidents of mysterious, high-powered magic. She was searching the tell-tale marks of what she surmised to be lich behavior. Mirinalithiar achieved a breakthrough when she happened upon an account of how, at a century-old battlefield, the dead rose from their graves—weapons, armor, and all—and marched into a nearby range of mountains.
She began to study the history of the area wherein the peculiar events took place, paying particular attention to tales of the mages that lived there and their behavior. She found that the mages were quite powerful, but preferred absolute solitude in comparison to most other mages, who gained power through heroic adventuring. The reclusive wizards defended their abodes from evil or other threats, but only if their keeps or lands were directly in danger.
The startling level of their powers was documented, however. Mirinalithiar found that the mages made occasional trips to magical colleges and guilds. There, they impressed and intimidated the high wizards with their abilities.
Most importantly, those mages' studies were invariably concerned with necromancy. All of them were especially interested in spells that allowed communication with the dead and those places where the dead reside.
It was Mirinalithiar's belief that they were seeking information about the processes of becoming a lich, and about methods of contacting some ghost or long-dead spirit or perhaps even that fiend referred to in the Haedritic Manuscripts. Mirinalithiar attempted to follow that same path to knowledge, and apparently she succeeded.
Her journal became decreasingly coherent as she went about the business of summoning and speaking with the dead, and it is difficult to reconstruct the facts from her text. Even so, with a great deal of study and the assistance of several scholars, I believe I have discovered the basic formulae for achieving lichdom.
Be warned, you who would use this information for evil intent, that Mirinalithiar was not sane when she recorded these procedures. I offer them only to shed light on the gall and desperation of the wizard who would be immortal. Used in the cause of justice, this knowledge is indeed power; used for evil purpose, this knowledge is certain death!
According to Mirinanalithiar's journal, once the details of the transformation process are known, the scholar has to practice with rigor the new-found information.
Primary among the requirements is the ability to cast key spell. The spells themselves are rare, and only a wizard of great power and knowledge who fears not to dabble in the horrid art of necromancy can cast them, but this is not a particular hindrance to a knowledge-hungry—nay, knowledge-ravenous—mage. As I have postulated, one cannot acquire great power without already having it. Hence, power is the key, power that begets power, ever corrupting the mage while preparing him to accumulate even more might.
Once the spellcasting considerations are satisfied, the wizard proceeds to the next, equally important step: the making of a phylactery, a vessel that will house his spirit.
The phylactery usually is a small boxlike amulet made of common materials, highly crafted. Lead or any other black or dark-gray colored material is frequently used. Inspection of the amulet may reveal various arcane symbols carved into the interior walls of the box, and those grooves are filled with silver as pure as the mage can find. These amulets are never made of wood, and rarely of steel. Brightly colored metals, such as gold, are infrequently used. (Mirinalithiar's account is extremely unclear, but it may not be the color which is the problem. The relative softness of the material and its subsequent likelihood of being injured may create this restriction.)
Because the mage understandably has no desire for anyone to know what ritual he is undertaking—particularly what the arcane symbols and etchings truly look like—the mage may study and learn how to handle molten metals, and he may well acquire other crafting skills necessary to design and construct the phylactery.
The vessel that becomes a lich's phylactery must be of excellent craftsmanship, requiring an investment of not less than 1,500 gp per level of the mage, with more money needed for custom-shaped amulets. It is, of course, possible to obtain a normal amulet of good craftsmanship without paying for it, but the amulet to be used as a phylactery must be constructed for that specific purpose. The craftsman who builds the amulet need not know, however, of its true intended purpose.
Though the phylactery normally is a box, it can be fashioned into virtually any item, provided that it has an interior surface into which the lich can carve certain small magical designs. Silver is poured into these designs and a permanency spell is cast on each.
The designs themselves include arcane symbols of power and the wizard's personal sigil. Should the DM wish to actually illustrate them for the players, he or she should feel free to create unique designs to fit the campaign. The wizard's personal sigil is a mystical sign of personal significance, and identifying it may convey great power over a lich.
Once the box is constructed and the designs are set and enspelled, four spells must be cast upon the phylactery: enchant an item, magic jar, permanency, and reincarnation. When all of these spells have been cast, the amulet is suitable for use as a phylactery (by the specific wizard who made it only). The manner in which the spells are cast, and the time at which they are cast is not important, except that the permanency must be cast last.
The rules governing the creation of a phylactery are not immutable. A DM can create a wonderful adventure around the creation, or the attempted creation, of a phylactery. The necessity of fine craftsmanship, the ritual casting of powerful spells, the occurrence of a rare astronomical event, and many other factors may come into play in the completion of the device. The DM is encouraged to custom create not only the phylactery, but the process of making it, too.
With the phylactery constructed, the mage casts an assortment of spells to properly enchant the box and finally casts his spirit into it. To do so, however, requires the inclusion of the most secret aspect of becoming the lich—the potion of transformation. The ingredients of this potion are unknown to me, and it was only by chance that I even came to know of its existence. Mirinalithiar's journal mentions it but once, as "that foul brew from the heart of evil."
After some consultation and speculation with my scholarly sources, I have concluded that the poisonous venom of a number of rare creatures must be involved, as the potion kills the mortal wizard almost instantly. Of course, after my near-fatal experience with my old friend Shauten, I am sure that another one of the ingredients is the heart of a sentient creature.
In any case, I do know (from Mirinalithiar's journal) that the mage must drink the potion when the moon is full, and if successful, the mage is transformed into a lich. Otherwise, the mage dies immediately. Whether or not the potion is successful, and whether the mage's constitution can handle the effects, is the ultimate test of the mage's skill and knowledge.
To initiate the transformation, to break the link between his body and spirit and forge it anew between his spirit and the phylactery, the mage must drink a special potion that is highly toxic. This potion, if properly made, will cause the mage to immediately transform into a lich. If one small error is made in the formula or the concoction and distillation of the potion, irrevocable death results.
To create the potion, the mage may blend several forms of natural poisons, including arsenic, belladonna, nightshade, heart's worry, and the blood of any of a number of poisonous monsters. Also necessary are a heart, preferably from a sentient creature, and the venom from a number of rare creatures such as wyverns, giant scorpions, and exotic snakes.
When the ingredients are properly mixed, the following spells must be cast upon the potion: wraithform, cone of cold, feign death, animate dead, and permanency. The potion must be drunk during a night with a full moon. Upon ingestion, a system shock roll is required. If the mage passes the test, then he has been transformed by the potion into a dreaded lich.
If the mage doesn't survive the shock, then he is dead forever, with no hope of any sort of resurrection. Not even a wish will undo the lethal potion. Only the direct intervention of a deity (or the DM) has any hope of resurrecting a mage killed in this manner.
In order to affect the world, the lich must have a method of interacting with it. This means the spirit of the lich must attach itself to a body. After entering the phylactery, the spirit must remain for at least three days. After those days have passed, the lich may re-enter the body from whence it came. This act of transference is quite demanding upon the host body. Because of this, the lich must rest for a week after re-entering the body. During this week the lich is unable to cast any spells and is unable to undertake any strenuous physical labor. It is only able to exert enough energy to care for itself, and perhaps to read and meditate.
Liches were once all-powerful wizards in life, yet they have sacrificed everything to leap beyond the bounds of humanity and acquire unspeakable necromantic mastery.
Lich, Corpse, Most Vile Damnable Beast, Creature of Darkness, Undead Wizard, Most Powerful Form of Undead, Solitary Creature, Intelligent Undead, Dealer of Death, Dealer With Death, Wizard, Poor Soul, Foul Creature, Isolationist, Ruthless Brute, Undead Master of Magic, Creature That Takes Enormous Care in Where it Lives, Cursed Creature of Darkness, Walking Corpse, General Who Formulates the Master Plans From the Rear Lines, Powerful Adversary, Evil Creature, Monster of Genius Intelligence, Ultra-Powerful Wizard, Cursed Beast, Powerful Being, Amoral Commander, Terrible Monster, Creature of the Night, Villain, Monster of Genius Intelligence, Black Terror, Dreaded Monster: ?
Lord Azalin, Lich, Illustrious Ruler, Wizard-King, Tall Man: I know not what he called himself—what his true name was—before he transformed himself to lichdom. It does not matter, though, since that person died with the drinking of the lethal potion which began the ritual.
Mirinalithiar, Lich, Malevolence, Nefarious Creature: ?
Stupefied Zombie: ?
Invidian Lich: ?
Common Lich: ?
Uncommon Lich: ?
Antirus the Red, Crimson Arcanus, Lich: ?
Lich, Craftsman in Bone: ?
Particularly Cruel Lich: ?
Nonpsionic Lich: ?
The Moonbane, Hazlanic Lich, Enraged Lich: ?
Crafty Lich: ?
Lich, Political Entity: ?
Lich With a Gift for Illusion: ?
Phantom's Bane, Lich: ?
Lich, Captor, Keeper, Jailer: ?
The Bloody Hand of Souragne, Lich: ?
Lich, Rival Being: ?
Faithless Lich: ?
Clerical Lich, Priestly Lich: While mages are considered the most likely candidates to fall prey to the lure of lichdom, it should not be forgotten that the road to unlife may be walked by priests as well. In most respects the processes are similar. The priest also must discover the ritual, whether it is revealed by beings from elsewhere, unearthed from some ancient scripture where it lies in riddle, or unveiled by his deity in prayer. The priest also must manufacture a phylactery and concoct a poisonous potion to go with it.
However, the transformation for a priest is based in priestly magic, priestly ritual, and ceremony. A ritual designed for a mage would prove to be certain doom for a cleric.
During their research, priests sometimes encounter the secrets to lichdom. Perhaps these secrets are given to them surreptitiously by an evil deity, or perhaps they are revealed by the priest's own god as a test.
It might very well be in the interests of a neutral deity (for who am I to know the ways of gods?) to allow its servant to remain on this world long beyond the age of mortal men, in order to accumulate and relate knowledge and experience to him. While potions of youth might seem a logical resort in such a case, or brews that increase the normal span of man's life, these concoctions are known to be of questionable effect. They cause stress in the normal fabric of a person's physical being, stretching it back and forth like a piece of rubber, until one potion too many is consumed, and snap, the body disintegrates. One might rely on potions of longevity for a span of decades if one knew their mysteries (which I, alas, do not), but in due course the hand of death must close upon us all—or most of us, at any rate.
Therefore, it might, in the mind of some coldly calculating and inhuman god, seem an eminently logical and necessary next step to endow a faithful and trusted servant with the information needed to transform into a lich. The scrupulous performance of the research and processes necessary to complete the ritual of transformation, and the success or failure of the rite, would then prove the ultimate test of whether this servant was worthy of lichdom.
I have no doubt there are fiends who strive to find proper candidates for lichdom. And I doubt not their success. Evil religions have their own dark goals that are counter to the forces of light. To tip the balance, some evil deities surely attempt to find priests to turn into liches, making them a much more powerful tool in some evil design.
I have known some servants of these dark gods—they are a paranoid and elitist lot, certainly a mortal reflection of the thing they worship. To earn the "gift" of lichdom (as I am sure they regard it), there are surely many trials of which only the priests themselves are aware. These tests must be extremely difficult, or I fear the world would be quite overrun with priestly liches; such a station is highly prized by all creatures of evil bent.
Having some understanding of the hearts and minds of evil, I speculate that the tests of lichdom are particularly strenuous because the transformation into lichdom represents an increase in power so significant that the deity may have difficulty maintaining control over the lich. This simple conclusion explains rather well why evil clerical liches fall into two types: those fanatically serving their deity and those attempting to become one.
The fanatics are extremely rare (I know of only one in existence), but they actually are the most open about their condition as liches, at least with the followers of their god (my knowledge was gained through, shall we say, eavesdropping). They are the high priests or priestesses of deities of death or disease. They preside over unspeakable and foul rites in huge temple complexes, protected and served by legions of fanatic followers. Their deities reward their devotion with ever larger insights into the mysteries of magic, faith, and the energies of that plane of negative energy. They are valuable generals in the ongoing battle between evil and good over the hearts and spirits of mortals, and their gods reward their loyalty with bounteous prosperity, ample knowledge, and often miraculous powers beyond those of even the common lich.
Those evil liches attempting to become deities are often superficially identical to the fanatics. But they gradually subvert their god's followers' devotion, first portraying themselves as mouthpieces and then actual personifications of the god's power and desires. They walk a thin and twisted line of duplicity, hoping to amass enough of a following (and enough magical items, artifacts of power, and abilities) to promote themselves to the status of a deity without their own god divining their ultimate intent too soon and squashing them like the two-faced insects they are.
Some of the ingredients in the potion of transformation are exotic and fatal poisons of mind-boggling strength. When drunk, these ingredients do more than alter the body—they alter the mind extensively as well.
The clerical lich is created through the same process at the wizard lich, except that the spells it casts are obviously clerical versions.
Evil Lich: ?
Lich, Master Planner, Enemy: ?
Mummy: ?
Mummy, High-Level Undead: ?
Revenant: In my research concerning ghosts, I have recorded stories of unfortunates set upon by evil doers in the guise of friends, and of innocents fatally betrayed by loved ones who somehow, by sheer force of will, reanimated their mortal shell to wreak vengeance on their murderers. While this type of reanimation is fueled by an outraged spirit determined to forestall its own death, the state itself is not one specifically sought by the revenant in such tales, and once its goal is fulfilled, it happily seeks the afterlife for which it was destined.
[ U]nfortunates whose emotional state combined tragically with their force of will to enable them to gain a temporary semblance or extension of life.
Shadow: ?
Skeleton, Undead Skeleton, Walking Skeleton, Animated Skeleton, Lowly Skeleton: This ability to control the undead seems to be a natural part of lichdom. They are able to raise skeletons from the ground with great ease and on some occasions are able to raise corpses without even visiting the grave.
Animate Dead by Touch lich ability.
Skeleton, Most Popular Minion: ?
Skeleton, Guard, Minion: ?
Spectre: ?
Undead Beast: ?
Vampire, Dread Vampire: ?
Vampire, Intelligent Undead, Notoriously Egotistical Creature, Powerful Adversary, Evil Creature, High-Level Undead: ?
Baron Metus, Vampire, Blood-Drinking Creature of the Night: ?
Wight, Common Wight: ?
Wraith: ?
Zombie: This ability to control the undead seems to be a natural part of lichdom. They are able to raise skeletons from the ground with great ease and on some occasions are able to raise corpses without even visiting the grave.
Animate Dead by Touch lich ability.
Zombie, Animated Corpse: ?

Confer (9th level)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell is cast in conjunction with create minion for the purpose of creating a quasimancer (see Chapter VII). When the confer spell is cast upon the created minion, the undead creature's mind becomes attuned to spell memorization. The lich can then plant the spell repertoire of a 9th-level wizard (including number of spells and levels) within the minion's mind. The quasimancer can then cast the implanted spells at its discretion, as if it were the wizard who memorized them.
The lich must expend spell energy equal to the level of the spell placed in the quasimancer's head. In other words, to place a 5th-level spell in the quasimancer, the lich must expend the equivalent of a 5th-level spell from its daily allowance of carried magic. The quasimancer can receive spells from its master only once; when all of its spells are cast, it becomes a mindless undead.
Note that the quasimancer must have all spell components necessary to cast the spells implanted in its mind. This spell cannot be cast upon any other creature than one raised by a create minion spell. Casting it upon a living person will instantly cause insanity that can be cured only by psychic surgery or a wish.
The material components of this spell are the minion and a bit of brain tissue from a sentient being.

Create Minion (9th level)
Range: 10 feet
Components: V. S, M
Duration 1-20 days
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special
This spell is used in conjunction with confer in order to create a quasimancer (see Chapter VII). When the lich casts create minion, a corporeal undead minion is animated and reinstated with a portion its former life essence, giving it artificial intelligence and spellcasting potential. In terms of physical traits, the minion becomes, in effect, a wight, having all the abilities and statistics of that creature (see the Monstrous Compendium). The newly created minion is entitled to a saving throw vs. spell (as a 5 HD creature) to avoid falling under control of the lich. If it succeeds, it will do its best to escape the lich and then go on a killing spree, resentful of the knowledge that its time of existence is limited. (Some created minions may attempt to find a wizard and force him to cast permanency upon them, thus negating the 1-20 day expiration of the spell.) A minion who fails its saving throw falls under complete control of the lich and can act as its master's agent in the field. Its intelligence allows it to command other undead in its master's name, and it remains susceptible to the confer spell.
Created minions under a lich's control make all saving throws at the level of their master; they are immune to enfeeblement, polymorph, electricity, insanity, charm, sleep, cold, and death spells; they exude a fear aura, 5-foot radius, requiring a successful save vs. spell or flee for 2d4 rounds.
Casting this spell upon a living person will require a successful save vs. death magic or the person immediately dies, becoming a created minion entitled to the saving throw detailed above.
The material components of this spell are the body to be raised and a bit of brain matter.

Animate Dead by Touch
The lich is able to cause zombies and skeletons to rise with a mere touch. Such creatures only can be turned as the lich who raised them, as long as the lich is within 200 feet of them. The lich may raise as many creatures as are available. All undead created in this fashion will rise as 2 Hit Die creatures that will behave as common zombies and skeletons, excepting the conditions noted above.
 

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