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: ?
 

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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).
 
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Tales of the Lance (2e)
2e
Undead, Undead Creature: ?
Especially Wicked Undead: ?
Evil Undead: As lord of false redemption, Chemosh offers "eternal life": recipients spend immortality in an undead and eternally corrupted body. Chemosh rarely explains this when making a pact with Evil undead. Before they can reconsider, they find themselves to be minions of Chemosh.
Evil Undead, Minion: ?
Undead Leader: Chemosh works closely with Takhisis to raise undead leaders for her armies on Ansalon.
Chemosh's Minion: ?
Undead Sea Race: ?
Kitiara Uth Matar, The Blue Lady, Undead Dragon Highlord: ?
Haunted Undead, Dark Creature: ?
Undead Horror: ?
Rosemun Majere, Apparition, Spirit: ?
Banshee: Soth's castle and his armor were charred and blackened by the fire. He became the Knight of the Black Rose. His dark land was renamed Nightlund, and there he sat, brooding on his fate. The elven maidens who brought his downfall became ceaselessly keening banshees who circled his throne.
Desperate to guard his secrets and enraged by his wife's alleged infidelities, Soth turned back from his quest. The burning mountain fell. Soth reached Dargaard Keep in time to watch his wife and child perish in flames. He did not lift a finger to save them. Instead, he walked to his burning throne and sat there. The throne became his pyre. The fire killed the innocent—the elven woman and her son—but only transformed the guilty. Soth became a death knight; his retainers burned away to skeletal warriors; and the elven priestesses became banshees, eternally circling his throne and keening his sins.
Soth sat down in the great hall of his keep, seared by the roaring flames. He waited for death. But death never came. He was transformed into a death knight. In mockery of his lost honor, his retainers were changed to skeletal warriors to serve him and the elven women who triggered his damnation became banshees, keening his crimes every night in the halls of Dargaard.
Banshee, Ceaselessly Keening Banshee, Banshee Companion: ?
Death Knight, Tragic Corruption of a Knight Who Has Betrayed His Honor and Vow: Death knights are the tragic corruption of a knight who has betrayed his honor and vow. The most famous example is Lord Soth, but others have committed equally terrible crimes and been similarly cursed.
Lord Soth, The Knight of the Black Rose, Death Knight, Undead Creature of the Dark, Terrible Enemy: Lord Soth, who would one day come to be known as the Knight of the Black Rose, may have been an only child. Some records suggest, however, that he slew his half-brothers and sisters. Among them, purportedly, was at least one half-elf maiden, thanks to the dalliances of Soth's father.
For a time, young Soth remained true to his vows. He was a great and noble soldier for Good. He fought for justice and freedom and attained the highest honor, the Order of the Rose. His heart was pure and his soul apparently spotless. When it came time for him to build his keep, he fashioned it to resemble a red rose.
After a reasonable time, a proper marriage of state was arranged for him. A nobleman's daughter and only child, Lady Gladria of Korinne, had much to offer in the way of a dowry. But she was barren. Lord Soth grew cold and distant from her and his vision of founding a dynasty faded. Soth took to riding the countryside with his thirteen loyal men-at-arms, looking for some wrong to right and, perhaps, hoping only to avoid his unhappy home.
On one journey to a council of Knights in Palanthus, Soth witnessed a band of ogres attacking elf maids on a pilgrimage to become Revered Daughters of Paladine. He rescued the maidens, and the youngest, Isolde Denissa, was taken by this vision of a man. Soth returned with Isolde to Castle Dargaard, making some pretense as to why he brought the woman with him. Whether by fate's hand or the clever ministrations of Soth's faithful and corrupt steward, Caradoc, Soth's heart became so tangled with Isolde's that they soon became secret lovers.
Lady Gladria's response to this affair is unknown. Perhaps she grew jealous or rife with petty anger, or perhaps she secretly thanked the gods that Soth had found someone who could give him children. At any rate, Lady Gladria was beset by some malady and shortly thereafter died. Reports indicate evidence of blood, perhaps from an aborted childbirth—perhaps from murder. Gladria's body was cremated.
Soth took the young Isolde as his wife, and she remained true and devoted to him even despite rumors of foul play against his first wife. Within a month, Isolde was heavy with child, and within the half-year, Soth had Peradur, the son he had coveted.
When evidence was brought before the Knights of Solamnia that Lord Soth had broken his marriage vows, the knights besieged Dargaard, demanding justice. Soth ignored them, remaining in Dargaard Keep and making therein a life for himself.
As the time of the Cataclysm drew near, Soth repented his sins and asked for a chance at redemption. Thanks in part to Isolde's beseeching of Mishakal, Paladine provided Soth the chance for redemption. Soth saw a vision of the destruction that the Kingpriest would cause, and received from Paladine a quest that would stop the madness. The quest required that Soth sacrifice his life, but he would save the world in doing so.
Strengthened by Isolde's love, Lord Soth rode forth. But on his journey he encountered Isolde's former companions. The elf women, ashamed by their failure to rescue Isolde from Soth's seduction, sought to ensure his undoing. They threatened to reveal Soth's deeds and spoke lies to him of Isolde's infidelities. In anger, Soth turned back from his quest to punish his wife—the alleged faithless harlot.
Soth's castle and his armor were charred and blackened by the fire. He became the Knight of the Black Rose.
Soth's unimpeachable honor first began to crumble when he fell in love with an elf lass, a disciple of the Kingpriest. Breaking his knightly vows and his wedding vows, Soth seduced the elf and brought her, pregnant, back to his keep. Then he slew his barren human wife and claimed she died of natural causes. Soth took the elven woman as his lawful wife and the half-elven child he sired became his legal heir.
The elven woman, discovering Soth's evil, prayed for a way he might redeem himself. In answer to her prayer, the gods revealed to her the impending Cataclysm. It could be averted only if Lord Soth rode to Istar and sacrificed his own life to stop the Kingpriest. Soth, wanting to regain his honor, even if it meant death, rode off with his loyal knights. On the road, Soth was confronted by a troop of elven priestesses who threatened to divulge his adulteries and murder. Further, they claimed his elven wife was unfaithful to him.
Desperate to guard his secrets and enraged by his wife's alleged infidelities, Soth turned back from his quest. The burning mountain fell. Soth reached Dargaard Keep in time to watch his wife and child perish in flames. He did not lift a finger to save them. Instead, he walked to his burning throne and sat there. The throne became his pyre. The fire killed the innocent—the elven woman and her son—but only transformed the guilty. Soth became a death knight; his retainers burned away to skeletal warriors; and the elven priestesses became banshees, eternally circling his throne and keening his sins.
Returning to Dargaard, he confronted Isolde, accusing her of betrayal. As he moved to strike her down, the Cataclysm struck. The great chandelier in the hall crashed to the floor and in the resulting flames, the elfmaid and her child were consumed. Desperate, Isolde held out the child for Soth to rescue him. But Soth turned away in anger. Then did Isolde curse him. As the fire consumed him so did the curse. He became an unliving, yet undead creature of the dark. His wife's curse doomed him for eternity to remain in the world, living one tormented lifetime for each lifetime his folly had brought to an end.
Lord Soth was considered a good and honorable knight by all, nearly a paragon of virtue. He was, however, a man of strong passions; these passions proved his downfall. Soth craved an heir, but his wife was barren and could not provide him one. Then, one day, he laid eyes upon an elf maiden, a disciple of the Kingpriest. He committed adultery with her and later, when he found that she was pregnant, participated in the murder of his wife so that he might marry the elf woman. Soth's crimes came to light and he suffered disgrace and condemnation.
When his new wife found out what had happened, she prayed to Mishakal that he be given a chance at redemption. Soth himself prayed to Paladine, and the two gods answered them. Soth was given the power to prevent the Cataclysm although it would cost him his life. Soth set out to accomplish this task. However, he was waylaid by elven women who wished him to fail. They planted lies in his heart, claiming his wife was unfaithful. He weakened and returned to his keep at Dargaard to confront her. The Cataclysm occurred and Soth's wife and child were burned to death before his eyes. Soth sat down in the great hall of his keep, seared by the roaring flames. He waited for death. But death never came. He was transformed into a death knight.
Ghost: ?
Dead Hero's Ghost: ?
Lord Thenil Eld, Ghost: Sanguine Manor, also called "Eld Manor" was once the home of Thenil and Karyn Eld, a young lord and his lady whose only son was lost to the Red Death. Lady Eld went mad and was locked in a lonely tower. Lord Eld took to drinking and arcane studies looking for a cure to his wife's malady. At last Lady Eld broke free and strangled her husband. Their ghosts still wander this manor.
Lady Karyn Eld, Ghost: Sanguine Manor, also called "Eld Manor" was once the home of Thenil and Karyn Eld, a young lord and his lady whose only son was lost to the Red Death. Lady Eld went mad and was locked in a lonely tower. Lord Eld took to drinking and arcane studies looking for a cure to his wife's malady. At last Lady Eld broke free and strangled her husband. Their ghosts still wander this manor.
Woman Ghost, Young Beautiful Woman: ?
Emelyn Trellgaard, Watery Ghost: Local tale has it that Carlotti once broke the heart of a young maiden, who threw herself into the choppy waters of Crystalmir and drowned. Now, when Solinari is full, her watery ghost visits the Pukal manor, drenching everything with water and leaving her hosts with a nasty cold.
Ghoul: ?
Ghast: ?
Haunt: ?
Lich: ?
Fistandantilus, Lich Wizard 23: ?
Mummy: ?
Phantom: These hills were an ancient battleground during the Age of Light; thousands died here. Now hundreds of phantoms and spirits remain bound to the site of their death until their bones can be laid to rest.
Phantom, Undead Horror: ?
Poltergeist: ?
Poltergeist, Spirit of a 13-Year-Old Son: ?
Shadow: Victims reduced to 0 Str [by a shadow] will be transformed into shadows.
Skeleton: Skeletons are mindless animated bones.
Skeleton, Mindless Animated Bones: ?
Skeleton Warrior, Skeletal Warrior: These undead lords were created when their life essences were trapped within their golden circlets.
The thirteen knights who remained loyal to him [Lord Soth] throughout his deeds of evil became skeletal warriors under his command.
Desperate to guard his secrets and enraged by his wife's alleged infidelities, Soth turned back from his quest. The burning mountain fell. Soth reached Dargaard Keep in time to watch his wife and child perish in flames. He did not lift a finger to save them. Instead, he walked to his burning throne and sat there. The throne became his pyre. The fire killed the innocent—the elven woman and her son—but only transformed the guilty. Soth became a death knight; his retainers burned away to skeletal warriors; and the elven priestesses became banshees, eternally circling his throne and keening his sins.
Soth sat down in the great hall of his keep, seared by the roaring flames. He waited for death. But death never came. He was transformed into a death knight. In mockery of his lost honor, his retainers were changed to skeletal warriors to serve him and the elven women who triggered his damnation became banshees, keening his crimes every night in the halls of Dargaard.
Skeleton Warrior, Undead Lord: ?
Spectral Minion, Spirit of a Humanoid Who Died Before They Could Fulfill a Task They Had Vowed to Perform: These are the spirits of humanoids who died before they could fulfill a task they had vowed to perform.
Spectral Minion Berserker, Minion Who Has Given Up Hope of Ever Being Released From Their State: These are minions who have given up hope of ever being released from their state.
Spectral Minion Guardian: ?
Spectral Minion Philosopher: ?
Spectral Minion Reveler: These are foolish minions doomed to revel through eternity.
Spectral Minion Reveler, Foolish Minion: ?
Spectral Minion Searcher: These are always armed, and stalk through their territory searching for the item that will allow them to fulfill their quest.
Spectral Minion Warrior, Spirit of One Locked in Combat at the Time of Death: These are the spirits of those locked in combat at the time of death.
Restless Spectral Minion, Undead Horror: ?
Spectral Warrior, Spirit of an Ancient Warrior: ?
Spectre: ?
Mindless Spectre: If the character's Constitution falls to zero [from using the golden circlet], he becomes a mindless spectre, abandoning the Circlet of Pride to another.
Spirit: These hills were an ancient battleground during the Age of Light; thousands died here. Now hundreds of phantoms and spirits remain bound to the site of their death until their bones can be laid to rest.
Jasla, Spirit: The young hunter Berem and his sister Jasla discovered the Foundation Stone. Berem coveted the gems in the stone and pried one lose. Jasla counselled him against it. They struggled and Jasla struck her head on the foundation stone. She died. Fearing discovery, Berem fled with the gem hidden in a pocket of his tunic. The gem bonded with the man's flesh, becoming imbedded in his chest. Jasla's spirit was drawn into the Foundation Stone, occupying the void left when Berem stole the stone.
Heris Jerrold, Spirit: This artifact is the third in the Circle of Love, created by Sirrion for the goddess Mishakal during the Age of Dreams. To prove the strength of love over deceit, Mishakal drew the girl Mirri to the young enemy warrior Trae. They fell in love. Allied with Trae's brother Heris, the lovers set to establishing peace between their warring nations. The evil god Hiddukel, however, betrayed the lovers, imprisoning each of their spirits in one artifact from the Circle of Love. Trae is bound in the Trueheart's Warding.
Trae Jerrold, Spirit: This artifact is the third in the Circle of Love, created by Sirrion for the goddess Mishakal during the Age of Dreams. To prove the strength of love over deceit, Mishakal drew the girl Mirri to the young enemy warrior Trae. They fell in love. Allied with Trae's brother Heris, the lovers set to establishing peace between their warring nations. The evil god Hiddukel, however, betrayed the lovers, imprisoning each of their spirits in one artifact from the Circle of Love. Trae is bound in the Trueheart's Warding.
Mirri Witikell, Spirit: This amulet was crafted during the Age of Dreams by Sirrion and given to Mishakal so that she would intercede with Shinare for him. In time, the amulet came into the possession of Trae Jerrold, who gave it to Mirri Witikell upon their betrothal. The wicked schemes of Hiddukel betrayed these young loves, entrapping Mirri's life force in the amulet itself.
This artifact is the third in the Circle of Love, created by Sirrion for the goddess Mishakal during the Age of Dreams. To prove the strength of love over deceit, Mishakal drew the girl Mirri to the young enemy warrior Trae. They fell in love. Allied with Trae's brother Heris, the lovers set to establishing peace between their warring nations. The evil god Hiddukel, however, betrayed the lovers, imprisoning each of their spirits in one artifact from the Circle of Love. Trae is bound in the Trueheart's Warding.
Magius, Spirit: ?
Evil Wizard Spirit, Mad Mage Spirit: ?
Undead Beast Stahnk: ?
Undead Beast Stahnk, Mindless Horror, Rotting Monster of Flesh and Bone: ?
Undead Beast Gholor: ?
Vampire, Vampiress: ?
Lord Kryl Shadestalker, Master Kryl, The Lord of Deceit, Human Vampire Wizard 9, Tall Handsome Figure, Bitter Destructive Beast, Dark Man, Vampire, Vampire Lord, True Terror: ?
Marissa, Vampire, Dark Lady With Sharp Teeth, Beloved: Master Kryl stole Marissa's life-breath, making her one of his ilk.
The vampire Kryl once fell in love with a human woman who would not return his affections. He changed her into a vampire, thinking that she would then be his for eternity.
Vampiress, Dark Lady With Sharp Teeth, Minion: ?
Wichtlin: An elf killed by a wichtlin becomes like his slayer in seven days.
Wichtlin, Elven Undead, Pair of Floating Eyeballs and Pair of Skeletal Hands, Blackened Elven Skeleton Draped With Rotting Flesh: ?
Wight: ?
Wraith: ?
Zombie: ?
 

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