Undead Origins


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TSR Jam 1999
2e
Zombie, Walking Corpse: ?
Crawling Claw, Severed Hand: ?
Dracolich: ?
Rauglothgor, Sacred One: ?
Aghaztamn, Sacred One: ?
Shargrailar, Sacred One: ?
Undead Minion: ?
Kamal, Wight, Humanoid-Sized Shape With Burning Yellow Eyes: ?
Larghauseth, Flashfire, Zombie Dragon Young Adult Red, Huge Rocky Shape, Dragon-Zombie, Undead Abomination, Dragon, Undead Dragon, Undead Dragon Servitor: Larghauseth, known to humans as “Flashfire,” died some time ago from unsuccessfully quaffing a dracolich potion. The Cult cell, experimenting with some of the knowledge revealed to it by its copy of the Tome of the Dragon, transformed his corpse into a zombie dragon.
The two dragons here are undead abominations created through the actions of this cell of the Cult of the Dragon from failed attempts to create dracoliches.
Oskurouh, Skeleton Dragon Juvenile Blue, Large Skeletal Draconic Shape, Undead Abomination, Dragon, Undead Dragon, Undead Dragon Servitor: The two dragons here are undead abominations created through the actions of this cell of the Cult of the Dragon from failed attempts to create dracoliches.
Undead, Undead Being, Undead Creature: The truth is that anyone who dies within five miles of the [Azak-Zil] mines rises up again with the next full moon as one of the undead, unless the the corpse is blessed before reanimation occurs. All those who rise again are consumed by greed and the desire to personally acquire all treasure unearthed from the mines. This double-edged curse is brought on by a lich, an 18th-levle evil cleric who has chosen the mines as its lair and now controls the undead.
The artifact that is causing the dead to rise, and granting the lich additional powers of control over them, is stored inside a hidden cabinet under the lich's throne, in a treasure chest filled with gold nuggets. It can only be found if the nuggets are brushed aside. Near the bottom of the chest is an ellipsoid of bluish metal about a foot long and some three inches in diameter, within which may be found a large amethyst crystal: the two together make up the artifact (neither has any effect if separated, but the artifact reactivates when the crystal is returned to its casing).
Ghoul, Subterranean Monster, Greedy Miner: ?
Ghast, Subterranean Monster, Greedy Miner: ?
Krakev the Ominous, Clerical Lich, Lich Evil Cleric 18: ?
Swordwraith, Human Swordwraith: ?
Ghost, Ghost of a Dwarven Miner: ?
Lacedon: ?
Juju Zombie, Woman, Watcher, Undead Doorwarden, Undead Monk, Foul Undead, Undead Invader: ?
Desperate Apparition, Ghostly Monk, Monk, Spectral Monk, Spectral Aged Monk, Spirit: ?
Ghoul, Tormentor, Unnatural Creature, Servant, Foul Undead, Undead Invader: ?
Death: ?
Azalin: ?
Wight, Foul Undead, Undead Invader: ?
Ghoul, Foul Undead, Undead Invader: ?
Juju Zombie, Foul Undead, Undead Invader: ?
Master Bralkain, Vampire Wizard 9, Hideous Creature, Vampiric Leader, Leader, Undead Servant, Undead Wizard, Vampire-Mage, Foul Undead, Undead Invader, Master Vampire: Azalin made good use of them, transforming them into undead servants utterly under his control.
Zombie, Simple Mindless Zombie, Shambling Zombie: ?
 

Uncaged: Faces of Sigil (2e)
2e
Undead, Undead Creature: ?
Lord Porpen, Death Knight, Repulsive Monster: Lord Porpen is a death knight from the prime-material world of Krynn, a former Knight of Solamnia who was cursed by the deity Hiddukel for seeing that his rival, an innocent man, hung in the king's court.
Ghast: ?
Ghost: ?
Dracolich: ?
Mummy: ?
Skeleton: ?
Wight: ?
 

Van Richten's Guide to the Vistani (2e)
2e
Undead, Undead Creature, The Dead: ?
Unliving Animal: ?
Geist: Further, the Vistani believe that one who dies in shame cannot leave this world. Hence, a dead Vistana reputedly follows a person who saw him die, unable to speak or do anything, until the offending voyeur dies. If a Vistana dies in battle or otherwise in the company of others, all other Vistani turn away and close their eyes, just for a moment.
There is a 10% chance that an adventurer is haunted by a Vistana's ghost if the hero witnesses the sudden death of the Vistana (in battle or in a death trap, for example). The likelihood rises to 50% if the hero had a chance to look away (from a gypsy dying of poison or falling to his death, for example), and failed to avert his or her gaze. If haunting occurs, the Vistana rises as a geist (see the RAVENLOFT MONSTROUS COMPENDIUM, volume three), who follows the adventurer everywhere he goes.
Geist, Vistana's Ghost, Vistana Geist: ?
Ghost: ?
Ghostly Gypsy: ?
Ghost of Castle Tristenoira: ?
Mob of Voiceless Ghosts: ?
Ghoul: ?
Starved Ghoul: ?
Lich: ?
Regretful Lich: ?
Mummy: ?
Vampire: ?
Baron Metus, Vampire, Nightstalker: ?
Erasmus Van Richten, Vampire: ?
Shanshirron D'Oltier, Vampire: ?
Zombie: ?
Zombie, Voracious Undead: ?
Zombie, Unintelligent Creature, Corpse, Walking Dead: ?
Lord Azalin: ?
Lord Strahd von Zarovich, The Devil Strahd: ?
Animated Dead Vistana: In short, Lord Azalin placed a magical ward against undead upon me, then animated the dead Vistana and bade me learn if it still possessed the ability to travel through the Mists and find its people.
 

War Captain's Companion (2e)
2e
Undead: ?
Undead Servitor: ?
Undead Raider: ?
Undead Human: ?
Undead Pirate: ?
Death Knight, Fey Death Knight: ?
Dirk Cartel, The Black Father, Death Knight, Black Market Pioneer, Most Feared Death Knight: Dirk Cartel has not changed his name from the time he was a Solamnic Knight, over 300 years ago. When he found his wife being courted by another man, Dirk lost control of his rage, killing them both. He later was cursed to be a death knight.
Lancet Cartel, Death Knight, Black Market Pioneer, Former Solamnic Knight, Wanderer: Lancet Cartel was a Solamnic Knight from Tarsis. He was soon bored by the everyday activities of the Knighthood. so he traveled southwest to the Ice Mountain Bay, where he was hired as the security mate on the trade barge Slar of Whitestone. The captain of the barge, Mandauran, was a disillusioned paladin of Kiri-Jolith. Mandauran left the order when he was reprimanded for killing a man who was assaulting a woman. He was told that the actions he took were too extreme, in spite of the violence of the assault. He left the organization, bought the barge, and left Sancrist Island for the mainland.
While on board, the two former Solamnic Knights spoke commonly of the injustices they suffered. One night, their complaints were heard by Kiri-Jolith. The deity cursed them both, rendering them wanderers as well.
Mandauran, Death Knight, Former Solamnic Knight, Wanderer: The captain of the barge, Mandauran, was a disillusioned paladin of Kiri-Jolith. Mandauran left the order when he was reprimanded for killing a man who was assaulting a woman. He was told that the actions he took were too extreme, in spite of the violence of the assault. He left the organization, bought the barge, and left Sancrist Island for the mainland.
While on board, the two former Solamnic Knights spoke commonly of the injustices they suffered. One night, their complaints were heard by Kiri-Jolith. The deity cursed them both, rendering them wanderers as well.
Sabra Cartel, Death Knight, Black Market Pioneer: ?
Vex Cartel, Death Knight, Black Market Pioneer, Mysterious Figure: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich, Undead Pirate: ?
Lich Captain: ?
The Dark Pharaoh, Undead Mummy of Unusual Powers: ?
Mummy Captain: ?
Skeleton: ?
Vampire Captain: ?
Wight: ?
Zombie: ?
Juju Zombie: ?
 


Well of Worlds [Planescape] (2e)
2e
Undead: ?
Ghast: REINFORCEMENTS: The dead buried in this section of the cemetery will be the first that the fiends eventually raise up to reinforce their efforts. One of the fiends on the losing side steps back from the battle for a moment, raises its hands, and magically forces open the 20 graves here. Spirits of unlucky petitioners flow from the fiend's center of power and slam into the bodies, animating them to attack the enemy.
♦ If the summoner is a baatezu, a solid flow of red-streaked light streams from the church's altar to the bodies until all 20 have become animated, becoming wights.
♦ A tanar'ri summoner causes the statue of the goddess to explode, its shards landing on the graves and sinking into the coffins. Ghasts emerge from a tanar'ri's call.
Ghast, More Powerful Undead: ?
Skeleton: ?
Spectre: Casting speak with dead reveals that this was the king who ordered the secret caverns built. The project was barely begun when disaster after disaster struck. The construction had to be abandoned. The king came up here to contemplate his losses but fell victim to a rock slide that crushed him and carried his bones far downstream. His spirit remains here, where he died.
Spectre, Translucent Form, Barbaric-Looking King: ?
Wight: REINFORCEMENTS: The dead buried in this section of the cemetery will be the first that the fiends eventually raise up to reinforce their efforts. One of the fiends on the losing side steps back from the battle for a moment, raises its hands, and magically forces open the 20 graves here. Spirits of unlucky petitioners flow from the fiend's center of power and slam into the bodies, animating them to attack the enemy.
♦ If the summoner is a baatezu, a solid flow of red-streaked light streams from the church's altar to the bodies until all 20 have become animated, becoming wights.
♦ A tanar'ri summoner causes the statue of the goddess to explode, its shards landing on the graves and sinking into the coffins. Ghasts emerge from a tanar'ri's call.
Wight, More Powerful Undead: ?
 

WGR4 The Marklands (2e)
2e
Undead, Undead Creature: ?
Modified Undead: ?
Spectral Undead: The Celadon Forest has its share of ruins and mysterious places, but none as strange as the star-shaped castle ruin named Star Haunt. The castle is said to have been built by an ancient Oeridian tribe overwhelmed by an inner madness. Its walls glow in the dark due to a phosphorescent moss (and to magic itself).
Monsters lurk within and have a natural defense, for creatures inside the keep become affected by a displacement magic (as per the cloak) after some weeks of dwelling there. Eventually, it is said, they fade and become spectral undead. Wraiths and specters are seen here, and the wails of ghosts and banshees can be heard.
The doom that befell the original occupants is as unknown as the magic and treasures the castle ruins may hold.
Vengeful Undead: ?
Stalking Undead: ?
Banshee: The Celadon Forest has its share of ruins and mysterious places, but none as strange as the star-shaped castle ruin named Star Haunt. The castle is said to have been built by an ancient Oeridian tribe overwhelmed by an inner madness. Its walls glow in the dark due to a phosphorescent moss (and to magic itself).
Monsters lurk within and have a natural defense, for creatures inside the keep become affected by a displacement magic (as per the cloak) after some weeks of dwelling there. Eventually, it is said, they fade and become spectral undead. Wraiths and specters are seen here, and the wails of ghosts and banshees can be heard.
The doom that befell the original occupants is as unknown as the magic and treasures the castle ruins may hold.
Banshee, Spectral Undead: ?
Ghast: ?
Ghost: The Celadon Forest has its share of ruins and mysterious places, but none as strange as the star-shaped castle ruin named Star Haunt. The castle is said to have been built by an ancient Oeridian tribe overwhelmed by an inner madness. Its walls glow in the dark due to a phosphorescent moss (and to magic itself).
Monsters lurk within and have a natural defense, for creatures inside the keep become affected by a displacement magic (as per the cloak) after some weeks of dwelling there. Eventually, it is said, they fade and become spectral undead. Wraiths and specters are seen here, and the wails of ghosts and banshees can be heard.
The doom that befell the original occupants is as unknown as the magic and treasures the castle ruins may hold.
Ghost, Spectral Undead: ?
Ghoul: ?
Geshender, Lich: ?
Lich: ?
Specter: The Celadon Forest has its share of ruins and mysterious places, but none as strange as the star-shaped castle ruin named Star Haunt. The castle is said to have been built by an ancient Oeridian tribe overwhelmed by an inner madness. Its walls glow in the dark due to a phosphorescent moss (and to magic itself).
Monsters lurk within and have a natural defense, for creatures inside the keep become affected by a displacement magic (as per the cloak) after some weeks of dwelling there. Eventually, it is said, they fade and become spectral undead. Wraiths and specters are seen here, and the wails of ghosts and banshees can be heard.
The doom that befell the original occupants is as unknown as the magic and treasures the castle ruins may hold.
Specter, Spectral Undead: ?
Son of Kyuss: ?
Vampire-Mage: ?
Vampire: ?
Sinister Vampiric Ruler, Tyrannical Minor Noble of Infamous Evil, Noble, Depraved Noble Master, Man: ?
Wraith: The Celadon Forest has its share of ruins and mysterious places, but none as strange as the star-shaped castle ruin named Star Haunt. The castle is said to have been built by an ancient Oeridian tribe overwhelmed by an inner madness. Its walls glow in the dark due to a phosphorescent moss (and to magic itself).
Monsters lurk within and have a natural defense, for creatures inside the keep become affected by a displacement magic (as per the cloak) after some weeks of dwelling there. Eventually, it is said, they fade and become spectral undead. Wraiths and specters are seen here, and the wails of ghosts and banshees can be heard.
The doom that befell the original occupants is as unknown as the magic and treasures the castle ruins may hold.
Wraith, Spectral Undead: ?
Zombie: ?
 

WGR5 Iuz the Evil (2e)
2e
Undead, Undead Creature: ?
Undead Flan Warrior: ?
More Powerful Undead: ?
Spectral Undead, Deadly Monster: ?
Undead Warrior: ?
Undead Servitor: ?
Unusual Undead: ?
Undead Guard: ?
Banshee: ?
Ghast: ?
Ghast Leader: ?
Ghost: ?
Ghoul: ?
Lacedon Ghoul: ?
Ghoul, Undead With Something of a Mind of Its Own: ?
Lerrek, Lich Priest 19: ?
Dahlvier, Lich Mage 18: ?
Lerrek, Demilich: His lair has magical items appropriate to such a monster, and Lerrek has also cast a wish so that, if slain as a lich, he will reform as a demilich within six hours.
Mummy: ?
Slow Shadow: ?
Skeleton, Normal Animated Skeleton: Bonechain spell.
Ebon Skull magic item.
Skeleton, Minor Undead: ?
Son of Kyuss, Unusual Undead: ?
Spectre, Horror, Spectral Undead, Greater Undead: ?
Spectre Able to Use Spells: ?
Vampire: ?
Maskaleyne, Vampire Mage 12, Vampire-Mage, Ex-Servant of the House of Naelex: ?
Drow Vampire, Mage 14: ?
Vampiric Courtesan Mage 7: ?
Wight: ?
Wight Guardian: ?
Wight, Undead With Something of a Mind of Its Own, Greater Zombie: ?
Wraith: ?
Swordwraith, Spectral Undead, Greater Undead: ?
Juju Zombie: Twenty richly-dressed alu-fiends serve as her "handmaidens," and Althea particularly enjoys watching chained human males being energy drained to death by slow succubus bites. The resultant juju zombies are then used as bodyguards around her chambers.
Lifebane spell.
Juju Zombie, Ordinary Soldier: ?
Zombie: Many thousands have been sacrificed and a typical strategy employed by Iuz's priests in the fertile farmlands here vividly demonstrates the brutal treatment meted out to the survivors. Often, a farming village of 100 people will have twenty or so slain and animated as zombies, to work at the very simplest menial duties on the land.
A regular punishment for junior clerics and priests of Iuz throughout the Bandit Lands, if they have disappointed or offended their seniors, is to be sent to this area to bring back Sons of Kyuss as zombies. This can be done by casting remove curse or cure disease on a Son, but that means touching the horror, of course.
The mage Zemyatin who
slew all the people here and animated them as zombies is hopelessly insane, an escapee from the Legions of the Deranged, and he now believes himself to be the one true priest of Iuz left on Oerth.
Zombie, Lesser Undead: ?
Zombie Guardian: ?
Orc Zombie: ?
Zombie-Like Undead Creature Which Will Explode Into a Great Acid-Laden Firestorm When Destroyed: Null's treasured pet project is an undead creature, zombie-like, which will explode into a great acid-laden firestorm when destroyed. The trick is trying to get it to not explode if destroyed within 20 feet of a priest or mage of Iuz, and that is causing Null some difficulty.

Bonechain (Necromancy)
Level: 4
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: None
A bonechain spell requires special preparation in the form of material components. For each link in the "chain," the priest must possess one bone from a deceased human(oid) creature. Any bone may be employed, although tradition prefers finger or rib bones. Each bone utilized as a material component must come from a separate creature or the spell fails when a second bone from the same creature is activated. The maximum number of bones usable in the spellcasting is equal to the priest's experience level. Each bone can be placed up to 20 feet from any other bone employed in the spell. A distance of greater than 20 feet negates the continuation of the bonechain.
When the spell is cast, at the point where each bone is placed, a skeleton springs up and will do the bidding of the priest casting the spell, automatically fighting the nearest enemy of the priest, if appropriate. Skeletons activate at the rate of 1 per 2 segments of a round, from the bone nearest the spellcaster outward. Each activated skeleton has a minimum of 5 hp, is otherwise a normal animated skeleton, and can spring up from the site where a bone has been concealed if this is plausible. Bones buried in earth, hidden in plasterwork or within wooden panelling, etc., can spring forth as skeletons. Bones buried below foot-thick marble slabs could not do so. DM discretion is required. Skeletons animated by a bonechain remain in existence until the dawn following the casting of the bonechain spell, unless destroyed earlier.
This spell was specifically developed to enable ambushes, with bones planted in the ground in a circle or column, and for protection, with ranks of bones hidden in alcoves, urns and the like along corridors and passages. The material components for the spell are the bones employed and an Unholy symbol of Iuz.

Lifebane (Evocation, Necromancy)
Level: 5
Range: 0
Components: V, S, M
Duration: Instantaneous/Special
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
This spell allows the priest to drain the vital force of a humanoid creature and energize himself in the process. To cast the spell successfully, the priest must make a successful hand-to-hand combat roll to touch the target creature. If this is done, the target loses 1d6 points of Constitution temporarily. The priest gains 1d4 hit points per point of Constitution drained, but may not exceed his normal maximum hit point total. If the target creature is reduced to a Constitution of zero or below by this spell, it becomes a juju zombie under the control of the priest which slew it. Constitution points lost from a lifebane spell are regained otherwise, at a rate of 1 point per day after an initial delay of 1 day. However, there is a 1% chance per level of the priest that a lifebane spell will drain 1 point of Constitution from a victim permanently. This chance is reduced by -2% per point of Constitution the victim has above 14 prior to the lifebane attack.

Ebon Skull: This sinister black humanoid skull, bearing glinting rubies in its eye sockets, is a potent magical item, which even Iuz has forgotten how to craft. Only three are known to be in existence at this time. Priests or wizards possessing such a skull have a considerable wealth of powers granted to them.
The holder of an ebon skull can animate dead 3/day and create a bonechain, even without prepared bones, of up to 16 skeletons 1/day. All forms of darkness spells do not affect the skull owner, who is likewise immune to cold-based attacks and energy drains. Spells cast at the skull-owner which directly impair physical ability scores, such as ray of enfeeblement, are negated. Magic jar spells and all illusion/phantasm spells of 3rd level or below do not affect the skull owner. Worse still, a priestly owner of an ebon skull may turn good-aligned clerics as if they were paladins of the same level. Finally, once per day, the skull owner can conjure a drifting cloud of chilling black mist with an area of effect and movement equivalent to a cloudkill. The cloud inflicts 6d4 points of damage on any creature caught within it. After two rounds of continuous exposure, a creature so caught must also make a saving throw versus paralyzation or be unable to move for 1d10 rounds.
 

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