Undead Origins

SJR8 Space Lairs (2e)
2e
Undead, Undead Creature: ?
Stellar Undead: ?
Lich: ?
Firelich: ?
Manistock, Firelich, Undead Fireball, Mage, Lich: Manistock the sorcerer built an immense ship to use as a laboratory in space as he prepared to make the transfer to lichdom. He filled it with every spell component and magical device he could lay his hands on and powered it with a major helm made of solid diamond, which he purchased at great price. Unfortunately for Manistock, an error occurred during his transference. The lich-preparation spells he had cast inexplicably turned him into an undead fireball, which exploded in the phlogiston. The resulting energy created a "rip" in the phlogiston, ejecting the unfortunate mage into wildspace, where he has remained ever since
While spacefarers have from time to time heard reports of fireliches shrieking their agony as they race among the stars like wayward comets, Manistock's case is a bit different. This unspeakable fate did not befall him through his own mistake or ignorance, but was planned by an enemy. The merchant who sold Manistock his prized diamond helm was actually a powerful wizard, long a secret rival of Manistock's. He spoke a curse upon the wondrous helm, designed to pervert Manistock's attempt at lichdom and confine him (and the remains of his ship) within the wildspace "rip," a prison pocketed between dimensions.
The party can kill Manistock only through the destruction of the enchanted diamond helm that cursed him with the torturous unlife of a firelich.
Skeleton, Undead Minion, Minion: ?
Vampire: ?
Morgion Frost, Lesser Vampire: Sixty years ago, a young but undeniably talented and powerful mage named Morgion Frost gained a reputation as a vampire slayer. Convinced that he had eradicated the undead on his home world, Morgion sought other challenges—at the helm of a spelljamming vessel. His travels from sphere to sphere in search of undead to slay and magic to increase his power eventually attracted the attention of a vampire who swore to get Morgion before the mage got him. The vampire lured Morgion to his ship, trapped him, and made him into a lesser vampire.
Morgion Frost, Brother Alaric, Vampire, Earnest Young Priest, Priest, Servant: Sixty years ago, a young but undeniably talented and powerful mage named Morgion Frost gained a reputation as a vampire slayer. Convinced that he had eradicated the undead on his home world, Morgion sought other challenges—at the helm of a spelljamming vessel. His travels from sphere to sphere in search of undead to slay and magic to increase his power eventually attracted the attention of a vampire who swore to get Morgion before the mage got him. The vampire lured Morgion to his ship, trapped him, and made him into a lesser vampire. After 20 years of servitude, Morgion was freed when his master was slain.
Vampire Lord: ?
Gorlo, Vampire, Lesser Vampire, Minion: ?
Zombie, Undead Minion, Minion: ?
 

log in or register to remove this ad

SJS1 Goblin's Return (2e)
2e
Undead, Undead Creature: ?
Rendflesh, Exceptionally Powerful Wight, Spawn of Dukagsh, Undead High Wizard, Former Master: Shortly after the building of Gamaro base, the highest ranking scro war priest, named Rendflesh, was killed by his rival while in the midst of a necromantic ceremony. The backlash of the magic turned the war priest into an exceptionally powerful wight.
Wight: ?
Spikestar, Wight: ?
 

Skullport (2e)
2e
The Skulls: Some scholars believe the Skulls to be a ghostly haunting by an ancient race that inhabited the caverns millennia ago, an explanation that is not all that far from the truth.
As suggested above in the discussion of Skullport's history, the Skulls are the remains of some of the inhabitants of the Sargauth Enclave, a Netherese outpost founded circa -800 DR that was destroyed in the Year of Sundered Webs (-339 DR) by a magical backlash from Karsus's folly. At the exact moment that the Weave faltered following the death of Mystryl, Mystra's predecessor as goddess of magic, many Netherese arcanists were experimenting with the great magical mantle, akin to an elven mythal, that encompassed the Sargauth Enclave. For a moment, all magic ceased to function, and then, as their subterranean city collapsed about them, the wizards were absorbed into the mantle as their experiments went awry and the mantle was wracked with surges of wild magic.
When the dust finally settled, little remained of the Netherese outpost save for a few crumbling walls, the fractured cobblestone floor, and the disembodied skulls of the 13 most powerful Netherese archmages. They had merged with the enveloping mantle, forming something both more and less than what had existed before. The other lesser wizards and apprentices of the Sargauth Enclave were drawn into the enclave's twisted mantle, as well, in a different way that trapped them in a sort of half-existence that was not true undeath but more a partial life half merged with the stuff of magic and the stuff that floats between the crystal spheres of the cosmos.
In the centuries that followed, the 13 Skulls lurked within the ruins of their shattered enclave, unable to move more than 100 yards beyond the cavern that now houses the Port of Shadow. The energy field that held the Skulls in thrall allowed their thoughts to mingle, and over time the 13 Skulls lost their individual identities and developed a collective consciousness that retained only fragments of its constituent personalities. While each Skull still exhibited odd habits, pet peeves, and even the occasional bit of skill or wisdom reminiscent of its original personality, for all intents and purposes the Skulls became a single entity. The Skulls' lesser brethren found themselves incapable of manifesting at all except when summoned, and then they appeared only in the form of wizshades (also known as spellshades, as presented in Volo's Guide to All Things Magical).
The Skulls, Ghostly Haunting: ?
Vassal Skull: As Skullport grew into the port it is today, more and more individuals migrated to the subterranean settlement, including not a small number of wizards. The 13 Skulls learned that they could absorb and empower those wizards killed by their collective magics, in effect creating lesser versions of themselves (always referred to as vassal skulls) with weaker ties to the magical mantle that envelops the Port of Shadow. Not every wizard slain within the confines of the Skull's domain was susceptible to absorption by the mantle, but a sufficient number of suitable candidates ensured the creation of a great number of vassal skulls.
Wizshade, Spellshade: Some scholars believe the Skulls to be a ghostly haunting by an ancient race that inhabited the caverns millennia ago, an explanation that is not all that far from the truth.
As suggested above in the discussion of Skullport's history, the Skulls are the remains of some of the inhabitants of the Sargauth Enclave, a Netherese outpost founded circa -800 DR that was destroyed in the Year of Sundered Webs (-339 DR) by a magical backlash from Karsus's folly. At the exact moment that the Weave faltered following the death of Mystryl, Mystra's predecessor as goddess of magic, many Netherese arcanists were experimenting with the great magical mantle, akin to an elven mythal, that encompassed the Sargauth Enclave. For a moment, all magic ceased to function, and then, as their subterranean city collapsed about them, the wizards were absorbed into the mantle as their experiments went awry and the mantle was wracked with surges of wild magic.
When the dust finally settled, little remained of the Netherese outpost save for a few crumbling walls, the fractured cobblestone floor, and the disembodied skulls of the 13 most powerful Netherese archmages. They had merged with the enveloping mantle, forming something both more and less than what had existed before. The other lesser wizards and apprentices of the Sargauth Enclave were drawn into the enclave's twisted mantle, as well, in a different way that trapped them in a sort of half-existence that was not true undeath but more a partial life half merged with the stuff of magic and the stuff that floats between the crystal spheres of the cosmos.
In the centuries that followed, the 13 Skulls lurked within the ruins of their shattered enclave, unable to move more than 100 yards beyond the cavern that now houses the Port of Shadow. The energy field that held the Skulls in thrall allowed their thoughts to mingle, and over time the 13 Skulls lost their individual identities and developed a collective consciousness that retained only fragments of its constituent personalities. While each Skull still exhibited odd habits, pet peeves, and even the occasional bit of skill or wisdom reminiscent of its original personality, for all intents and purposes the Skulls became a single entity. The Skulls' lesser brethren found themselves incapable of manifesting at all except when summoned, and then they appeared only in the form of wizshades (also known as spellshades, as presented in Volo's Guide to All Things Magical).
Shadowrath: When he got to his lair, he flew into a murderous rage and unleashed the powers of Myrkul's might on his few remaining loyal servants, transforming them into shadowraths.
Shadowrath Lesser: Crown of Horns artifact.
Shadowrath Greater: Crown of Horns artifact.
Watchghost: Watchghosts are undead (normally created by a special spell) who appear as graceful, beautiful humans that drift or walk about.
Watchghost, Graceful Beautiful Human: ?
Setana of the Crowing Cocatrice, Watchghost, Watchghost Barmaid, Efficient Server, Unfortunate Waif, Harper Agent: She is bound to a golden hair comb entrusted to her decades ago by her mistress. She dearly loved the woman, and when Setana drowned at sea, she took the comb with her into the grave. The treasure was later found and recovered by a sea elf, who traded the object to the captain of the ill-fated ship that stranded Slop in Skullport years ago. The hair comb is the only object of art not pawned by Slop over the years.and that's because he lost it behind his dresser.
Curst: They are created by a curse.
Reckless Curst: ?
Undead, Undead Creature: ?
Undead Construct: ?
Undead Construct, Miniature Dragon of Bone: ?
Undead Soldier: ?
Unintelligent Undead: ?
Low Intelligence Undead: ?
Undead Servant: ?
Undead Beholder, Death Tyrant: ?
Ghast: ?
Taglath, Powerful Ghost, Spook: ?
Dangerous Ghost: ?
Ghost of a Northman: ?
Mysterious Lady Ghost: ?
Ghoul: ?
Lich: Crown of Horns artifact.
Thalynsar, Ulitharid Lich Mage 24, Noble Illithid Lich Master: ?
Nhyris D'Hotek, Pureblood Yuan-Ti Lich, Sort of Lich: He was one Zstulkk's slavers (known as “jailers” in Zstulkk's organization) before his transformation into his present undead state by the Crown of Horns. The Crown contains the last remnants of the dead god Myrkul's essence (see below). After possessing and wearing the artifact for over a year, Nhyris has been transformed by the corruptive magic contained within it into a sort of lich.
Nhyris's undead state is unique. Although he was never a wizard in life, Nhyris's contact with the Crown of Horns has given him the majority of the abilities possessed by a lich.
Demilich: Crown of Horns artifact.
Mummy: ?
Shadow: ?
Skeleton: ?
Spectre of Long-Extinct Melairkyn Dwarf, Ghost: ?
Vampire: ?
Human Vampire: ?
Ezira Gloomdelve, Human Vampire Necromancer 14, Mistress, Vengeful Bride, Majordomo, Advisor: Ezira Gloomdelve (CE female human vampire Nec14) was once an experienced adventurer who ran afoul of a vampire while recuperating in Skullport after delving into the lower levels of the Underhalls. The vampire that created her was later betrayed by his vengeful bride, freeing her to act on her own.
Zombie: Beggar's Rest Pass is named for the unfortunate events that took place here during the Time of Troubles in 1358 DR when the walls, ceiling, and floors of the pass spontaneously liquefied, turning the entire area into a muddy whirlpool. Since the founding of the port city, the pass had been the lair of tramps of all kinds. When the pass liquefied, roughly 300 panhandlers and beggars tumbled from their catwalk perches to the muddy ground below. Skulkers watched in horror as the unfortunates were sucked down into the muck. Within minutes the ground hardened to stone once again. This left many of the completely buried beggars to suffocate beneath the stone, while others died partially entrapped within the floor, their limbs still clawing upward for help that would never arrive.
Since that time, no structures have been built near the pass, partially out of respect, but mostly out of fear. Sounds are unnaturally muted here, and the walls and floor seem to absorb the persistent din of the Heart. Worse still, those that loiter too long swear that they hear clawing sounds and muffled sobs rising from beneath the floor.
Strangely, the tragedy has limited violence in the pass due to a commonly held belief that any blood spilled in it awakens those that sleep below, causing zombies to claw their way to the surface in search of those that would spill innocent blood. Others avoid the area for fear of joining the unfortunate tramps imprisoned below.
The legend is true. Should any blood be spilled within 30 feet of the pass, 2d3 zombies rise from the earth and attack.
[Mhaug] purchases fresh corpses from a variety of sources (such as Leech's Quick Cures [LP3] and Cryptkey Facilitations [LT2]) and animates them for sale as laborers and bodyguards. She hangs her gruesome wares by the neck as ornaments from hooks outside her shop. Due to the effects of decay and their often-prolonged display period, her zombies have their heads twisted at an odd angle and possess a distinctive gait.
For example, one former beau who tried to break up Anithlynn's bond with her sisters by fabricating lies in order to induce Anithlynn to run off with him turned up lumbering about the docks as a Mhaug hog (a zombie laborer created by Mhaug the annis of Mhaug's LP1]).
A century after the Skullport was colonized, a series of earthquakes rocked the Underhalls, and a fissure opened along the south wall of the main cavern in the Lower Heart. It released a deadly gas, killing many of the residents of the Heart. The gas was quickly vented away from the Port of Shadow, but not before several hundred residents died. Strangely, the gas also reanimated the corpses of those slain by it into zombies. These zombies terrorized the lower regions of the city briefly before Shradin Mulophor magically gained control of all the undead. Some believe that the earthquake was merely a diversion, a means by which the Lord of Bones could divert suspicion away from himself while at the same time replenishing his stock of undead laborers.
Rag-Clad Zombie: ?
Zombie, Laboring Zombie, Zombie Laborer, Undead Laborer:
Zombie, Zombie Laborer, Mhaug Hog:
?
Zombie Laborer, Mhaug Hog, Zombie Former Lover: ?
Monster Zombie, Impressive Skull-Headed Ettin: ?
Unthinking Zombie: ?
Ju-Ju Zombie: ?
Leader Zombie: ?
Animated Dead: ?
Apparition: ?

Crown of Horns
The Crown of Horns is a major artifact of the Realms, and legends give it a prominent role in Netheril's downfall. The Crown of Horns has thus far existed in two forms. Its current form is an electrum circlet with four bone horns mounted around its edge and one large black diamond centered over the wearer's brow. While black as obsidian, the stone is translucent, and weird energy dances within the faceted gem. The Crown of Horns is fully detailed in the Campaign Guide of the City of Splendors boxed set, the MONSTROUS COMPENDIUM® Annual Volume Four, and Volo's Guide to All Things Magical. An abbreviated accounting of its powers is presented here.
. The Crown of Horns surrounds the wearer with an aura similar to the magical aura of a lich; as such, creatures of fewer than 5 Hit Dice (or 5th level) who view the Crown's wearer make a successful saving throw vs. spell or flee in terror for 5d4 rounds.
. The Crown's wearer is immune to necromantic and necromancy spells and death magic, automatically ignoring any ill effects of such spells and being affected by beneficial effects only when desired.
. The Crown's wearer commands undead as a 6th-level priest or at six levels higher than his or her current level, if already a priest.
. The Crown's wearer can teleport without error once every 10 days. This power affects only the Crown-wearer, not other creatures in contact with him or her.
. The Crown's first major power is its ray of undeath, a dark energy ray that erupts from the black diamond (maximum of one ray/turn) to cover a conical area 40-feet long and 10-feet wide at the base. Any creatures in this area of effect must make a successful saving throws vs. death magic or die; successful saving throws prevent immediate death, but beings still suffer 4d12 points of damage from the necromantic energy. If slain by the ray of undeath, any characters rise from the dead as lesser shadowraths under the total control of the Crown-wearer.
. The second major power of the Crown is Myrkul's Hand. Similar to the power granted to his specialty priests, Myrkul's Hand surround the wearer's hands with black flames for four rounds and can only be summoned once per day. If Myrkul's Hand touches any living being, that being must make a successful saving throw vs. death magic. If successful, the being resists and only takes 1d12 points of damage; if the saving throw fails, the character dies, consumed by black flames.
After 1d4 rounds, the being's skin and possessions rise up as a greater shadowrath at the Crown-wearer's command.
. The Crown is the host for the last vestiges of the Realms' fallen god of the dead, Myrkul. The Crown allows Myrkul to control the wearer with suggestions, and it can (for 20 rounds/day) possess its wearer; a possessed wearer has an Intelligence and Wisdom of 20.
. Donning the Crown of Horns automatically changes the wearer's alignment to neutral evil. If the Crown is later removed, the character's original alignment returns.
. Once donned, the Crown makes its possessor paranoid and jealous about the artifact; the bearer does anything to keep others away from the Crown. To a lesser extent, the Crown also affects those in a 100-foot radius, instilling in them a desire to possess the artifact. This often forces a conflict with the current bearer of the Crown, but it also ensures that the most capable and powerful people wear it.
. The Crown slowly turns its wearer into a lich. The process takes two years of constant contact with the artifact, but the alteration is hastened by use of the major invoked powers (using the ray of undeath or Myrkul's Hand reduces the time by 1d4 months). Once the wearer of the Crown becomes a lich, the lich state is irreversible, and the Crown itself acts as the lich's phylactery.
. Once donned, the Crown cannot be removed unless Myrkul wishes to have a new host; then the Crown teleports elsewhere without the wearer. If the wearer has become a lich while wearing the artifact, she or he crumbles to dust instantly upon the Crown's departure ( 1% chance per level of surviving as a demilich with the character's original alignment).
 
Last edited:

Recent & Upcoming Releases

Remove ads

Top