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<blockquote data-quote="Voadam" data-source="post: 6544990" data-attributes="member: 2209"><p><strong>Monster Manual III</strong></p><p></p><p><a href="https://www.drivethrurpg.com/product/25927/Monster-Manual-III-35?affiliate_id=17596" target="_blank">Monster Manual III</a></p><p>3.5</p><p><strong>Boneclaw:</strong> The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms.</p><p>Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws.</p><p>Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faerûn. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later.</p><p><strong>Bonedrinker:</strong> Terrible undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally developed the ritual to create these monstrosities, using the fallen corpses of goblin and bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of these two goblinoid races. In theory, other humanoid creatures could be converted into bonedrinkers, but this would require twisting and adapting the original ritual.</p><p>The ritual that turns a bugbear corpse into a bonedrinker requires the <em>create undead</em> spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.</p><p>Many hobgoblin warlords and their bodyguards became bonedrinkers as a result of unorthodox burial rituals.</p><p><strong>Bonedrinker Lesser:</strong> Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins.</p><p>The ritual that turns a bugbear corpse into a bonedrinker requires the <em>create undead</em> spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). Transforming a goblin corpse into a lesser bonedrinker is a similar but less exacting process, requiring create undead cast by a caster of 12th level or higher with 7 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.</p><p><strong>Charnel Hound:</strong> Charnel hounds are a stunning achievement of some crazed necromancer or god of death.</p><p><strong>Deathshrieker:</strong> The deathshrieker is an undead spirit that embodies the horrible cries and shrieks of the dying as they utter their last gasps of life. It roams lonely and forgotten battlefields, charnel houses, or sites of terrible plagues, filling the air with its mournful and soul-sapping screams. It relives the final moments of those who have died from slow, agonizing deaths due to violence, disease, or some other tragedy. Typically, the larger the death and despair of an area, the larger the deathshrieker, although relatively small areas that hosted truly despicable acts of violence can bring one into being as well.</p><p><strong>Deathshrieker Advanced:</strong> Truly cataclysmic battles sometimes spawn deathshriekers of incredible power.</p><p><strong>Drowned:</strong> The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all.</p><p><strong>Dust Wight:</strong> Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy.</p><p><strong>Ephemeral Swarm:</strong> Ephemeral swarms are the ghostly collections of many little creatures that suffered a common death. Just as when a spirit of a particular creature lingers on as a ghost, when many small creatures die a violent death, they may linger on as a vengeful ephemeral swarm. The undead swarm is composed of the psychic agony and anguish of the newly departed.</p><p>Ephemeral swarms sometimes manifest in cities recovering from a terrible animal or vermin infestation. These undead swarms are the remnants of one or more swarms that were previously exterminated.</p><p><strong>Grimweird:</strong> Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane.</p><p><strong>Necronaut:</strong> Necronauts are created by demons on plains of bones in the Abyss.</p><p>Necronauts form near sinister planar rifts that haunt the Mournland.</p><p><strong>Plague Spewer:</strong> ?</p><p>they are rumored to be the undead remains of giants whom the great dragons of Argonnessen cursed with a foul plague.</p><p><strong>Salt Mummy:</strong> Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor; often, such a creature has taken a great sin with it to its subterranean grave, the horror of which eventually creates a linkage to the Negative Energy Plane.</p><p>Clerics of the Blood of Vol sometimes seal the corpses of slain assassins, corrupt officials, and criminals in caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies. Most salt mummies, however, are found underground—the remains of evil adventurers, goblinoids, and other humanoid creatures killed in Khyber and ravaged by the salt deposits.</p><p><strong>Vasuthant:</strong> ?</p><p>Although their empire perished more than ten thousand years before Dale reckoning, the remains of many Aryvandaar sorcerers continue to haunt their empire’s ancient ruins as vasuthants—ambitious, power-hungry sun elves consumed by utter darkness.</p><p><strong>Vasuthant Horrific:</strong> A horrific vasuthant has grown massive and terrifying after centuries of absorbing life energy.</p><p></p><p><strong>Zombie:</strong> As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies.</p><p>As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies.</p></blockquote><p></p>
[QUOTE="Voadam, post: 6544990, member: 2209"] [b]Monster Manual III[/b] [URL=https://www.drivethrurpg.com/product/25927/Monster-Manual-III-35?affiliate_id=17596]Monster Manual III[/URL] 3.5 [b]Boneclaw:[/b] The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms. Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws. Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faerûn. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later. [b]Bonedrinker:[/b] Terrible undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally developed the ritual to create these monstrosities, using the fallen corpses of goblin and bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of these two goblinoid races. In theory, other humanoid creatures could be converted into bonedrinkers, but this would require twisting and adapting the original ritual. The ritual that turns a bugbear corpse into a bonedrinker requires the [i]create undead[/i] spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years. Many hobgoblin warlords and their bodyguards became bonedrinkers as a result of unorthodox burial rituals. [b]Bonedrinker Lesser:[/b] Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins. The ritual that turns a bugbear corpse into a bonedrinker requires the [i]create undead[/i] spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). Transforming a goblin corpse into a lesser bonedrinker is a similar but less exacting process, requiring create undead cast by a caster of 12th level or higher with 7 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years. [b]Charnel Hound:[/b] Charnel hounds are a stunning achievement of some crazed necromancer or god of death. [b]Deathshrieker:[/b] The deathshrieker is an undead spirit that embodies the horrible cries and shrieks of the dying as they utter their last gasps of life. It roams lonely and forgotten battlefields, charnel houses, or sites of terrible plagues, filling the air with its mournful and soul-sapping screams. It relives the final moments of those who have died from slow, agonizing deaths due to violence, disease, or some other tragedy. Typically, the larger the death and despair of an area, the larger the deathshrieker, although relatively small areas that hosted truly despicable acts of violence can bring one into being as well. [b]Deathshrieker Advanced:[/b] Truly cataclysmic battles sometimes spawn deathshriekers of incredible power. [b]Drowned:[/b] The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all. [b]Dust Wight:[/b] Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy. [b]Ephemeral Swarm:[/b] Ephemeral swarms are the ghostly collections of many little creatures that suffered a common death. Just as when a spirit of a particular creature lingers on as a ghost, when many small creatures die a violent death, they may linger on as a vengeful ephemeral swarm. The undead swarm is composed of the psychic agony and anguish of the newly departed. Ephemeral swarms sometimes manifest in cities recovering from a terrible animal or vermin infestation. These undead swarms are the remnants of one or more swarms that were previously exterminated. [b]Grimweird:[/b] Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane. [b]Necronaut:[/b] Necronauts are created by demons on plains of bones in the Abyss. Necronauts form near sinister planar rifts that haunt the Mournland. [b]Plague Spewer:[/b] ? they are rumored to be the undead remains of giants whom the great dragons of Argonnessen cursed with a foul plague. [b]Salt Mummy:[/b] Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor; often, such a creature has taken a great sin with it to its subterranean grave, the horror of which eventually creates a linkage to the Negative Energy Plane. Clerics of the Blood of Vol sometimes seal the corpses of slain assassins, corrupt officials, and criminals in caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies. Most salt mummies, however, are found underground—the remains of evil adventurers, goblinoids, and other humanoid creatures killed in Khyber and ravaged by the salt deposits. [b]Vasuthant:[/b] ? Although their empire perished more than ten thousand years before Dale reckoning, the remains of many Aryvandaar sorcerers continue to haunt their empire’s ancient ruins as vasuthants—ambitious, power-hungry sun elves consumed by utter darkness. [b]Vasuthant Horrific:[/b] A horrific vasuthant has grown massive and terrifying after centuries of absorbing life energy. [b]Zombie:[/b] As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies. [/QUOTE]
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