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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7009285" data-attributes="member: 2209"><p><strong>Basic and 0E</strong></p><p></p><p>Basic[spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/110274/DD-Basic-Set-Rulebook-B-X-ed-Basic?affiliate_id=17596"" target="_blank">Basic Set Moldvay</a> [spoiler]</p><p><strong>Undead:</strong> Any victim who dies from having his or her blood drained by a giant vampire bat must save vs. Spells or become an undead creature 24 hours after death. (If D&D EXPERT rules are used this may be a vampire.)</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> Animated skeletons are undead creatures often found near graveyards, dungeons, or other deserted places. They are used as guards by the high level magic-user or cleric who animated them.</p><p><strong>Thoul:</strong> A thoul is a magical combination of a ghoul, a hobgoblin, and a troll.</p><p><strong>Wight:</strong> Any person totally drained of life energy by a wight will become a wight in 1-4 days.</p><p>Any character slain by a velya will return from death in three days as a wight. (DMR2 Creature Catalogue)</p><p><strong>Zombie:</strong> Zombies are undead humans or demi-humans animated by some evil cleric or magic-user.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/110792/DD-Expert-Set-Rulebook-B-X-ed-Basic?affiliate_id=17596"" target="_blank">Expert Set Cook</a>[spoiler]</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectre:</strong> A character slain by a spectre will rise the next night as a spectre.</p><p><strong>Undead:</strong> Undead are evil creatures whose forms were created through dark magic.</p><p><strong>Vampire:</strong> A character slain by a vampire will return from death as a vampire in 3 days.</p><p>Any victim who dies from having his or her blood drained by a giant vampire bat must save vs. Spells or become an undead creature 24 hours after death. (If D&D EXPERT rules are used this may be a vampire.) (Basic Set Moldvay)</p><p><strong>Wraith:</strong> Characters slain by a wraith will become wraithes under the control of the one that killed them after one day.</p><p></p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>FIFTH LEVEL MAGIC-USER AND ELF SPELLS</p><p>Animate Dead Range: 60'</p><p>Duration: indefinite</p><p>This spell allows the caster to make animated skeletons or zombies from normal skeletons or dead bodies within the range of the spell. These animated dead will obey the caster until they are destroyed or dispelled by a cleric or dispel magic.</p><p>The spell animates 1 hit die of skeletons or zombies for every level the caster has. Thus a 12th level magic-user could animate 12 human skeletons or 6 human zombies. Skeletons have AC 7 and the same hit dice as the original creature. Zombies have AC 8 and one more hit die than the living creature had. Character levels are not counted when a character is animated, thus a first level magic-user animated as a zombie will have 2d8 hit points. Animated creatures do not have any spells or special abilities.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/17171/DD-Rules-Cyclopedia-Basic?affiliate_id=17596"" target="_blank">Rules Cyclopedia</a> [spoiler]</p><p><strong>Undead:</strong> The undead are creatures that were once alive but now owe their existence to powerful supernatural or magical forces upon their spirits or bodies.</p><p>A 1st level character hit by an energy drain attack is killed and often returns as an undead under the control of the slayer. If not specified, this occurs 24-72 hours after death.</p><p>Any victims who die from having their blood drained by a giant vampire bat must make a saving throw vs. spells or become an undead creature 24 hours after death.</p><p>Finally, there are renegades among dragons who deliberately choose to serve one of the Spheres of Power during their existence on the Prime Plane. They can no longer conduct the Ceremony of Sublimation from the moment they become renegades. Spells (possibly clerical) may be granted by their patron Immortal in the chosen sphere. Renegades either become mavericks if they retain followers, undead creatures if followers of Entropy (such as the Night Dragon in the series, "The Voyage of the Princess Ark"), or are destroyed at the end of their lives in the Known World. (Dragon 168)</p><p>Undead are abominations that should not normally exist, except that sometimes intense emotions or evil magic interfere with order in the Prime plane. Some undead maintain links with Limbo.</p><p>Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180)</p><p>Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. (Dragon 180)</p><p><em>Create Magical Monsters</em> spell.</p><p><strong>Beholder Undead:</strong> An undead beholder is similar to a living one, but is a construct created for some specific evil purpose. All undead beholders are constructs; "real" beholders never become undead.</p><p><strong>Ghoul:</strong> ?</p><p>Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180)</p><p>These creatures exist in the Prime plane due to entropic magic. (Dragon 180)</p><p><strong>Haunt:</strong> A haunt is an undead soul of some creature (usually human) unable to rest.</p><p>Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. (Dragon 180)</p><p><strong>Haunt Banshee:</strong> It is rumored that a banshee is the soul of an evil female elf, atoning for its misdeeds in life.</p><p><strong>Haunt Ghost:</strong> A Neutral ghost is a human soul who has become trapped, unable to rest, either because the body remains unburied, or because the being was greatly betrayed, harmed, or cursed.</p><p>If the body decayed beyond any possible recovery, was damaged to a point it couldn't conceivably live, or was already disposed of (cremated, buried deep in the ground, etc.), then the soul is in danger of becoming a ghost. Make a Wisdom Check based on the original character's score. If it succeeds, the soul immediately returns to Limbo. If not, it becomes a ghost trapped in the Prime plane. (Dragon 180)</p><p>If the mummy is destroyed before it achieves its goal, the curse prevents the soul from then earning eternal rest. It must then attempt to return to the Prime plane, again, and seek revenge on those who destroyed its corpse. It returns as a ghost that can cast curses of insanity. Only a wish or a remove curse spell cast by a 20th-level spell-caster can cure a mummy's curse. (Dragon 180)</p><p><strong>Haunt Poltergeist:</strong> ?</p><p>Although treated as an undead form, the poltergeist is in truth the extension of a Minion of Chaos. (Dragon 180)</p><p>A Minion of Chaos can also create poltergeists. Each poltergeist it creates temporarily reduces the Minion's hit points by 10%, rounded up (or by 5 hp, whichever is greater). If the poltergeist is destroyed in the Prime plane, those hit points are recovered. (Dragon 180)</p><p><strong>Lich:</strong> A lich is a powerful undead monster of magical origin. It looks like a skeleton wearing fine garments, and was once an evil and chaotic magic-user or cleric of level 21 or greater (often 27-36).</p><p>Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180)</p><p>Magic is required to create a lich, allowing the soul of the lich-to-be to travel to Limbo where it must accomplish a quest. The object of the quest is usually to gain some form of evil magic or a spell that will bind the soul back to its body and suspend its decay. Depending on the time the lich's soul takes to meet its goals, the body may reach an advanced stage of decay. There have been cases of liches that accomplished their quests quickly enough to prevent major deterioration of their bodies, but as long as a few bones are left, a lich may yet succeed in its scheme. If nothing is left of the body, the lich cannot further its quest and is trapped in Limbo. (Dragon 180)</p><p><strong>Mummy:</strong> Mummies are undead monsters; the carefully-prepared and bandage-swathed remains of long-dead nobles and guardians—who lurk near deserted ruins and tombs. Mummies are often created as guardians for these tombs; they are charged with the task of killing anyone who breaks into the tomb, even if they must follow the trespassers to the very ends of the earth.</p><p>Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180)</p><p>A mummy is the result of a curse cast by someone who is already dead and desires revenge on the mummy-to- be. The caster of the curse refused eternal rest and remained in Limbo in order to take its revenge. (Dragon 180)</p><p>The curse has the power to send a soul eater (see AC9 Creature Catalogue) after its victim's soul soon after the latter's arrival in Limbo. The soul eater will stalk the victim until the latter can locate and destroy the caster of the curse. If the soul eater effectively defeats the soul, it will drag it back to the victim's mummified corpse, to which it will be bound. (Dragon 180)</p><p><strong>Nightshade:</strong> They are all extremely rare, usually created or summoned for a specific purpose by a more powerful being.</p><p>Very rare on Mystara, these undead are constructs built by fiends to further some grand, evil scheme. Fiends use the souls of shades as the basic element to build nightshades. (Dragon 180)</p><p><strong>Nightshade Nightcrawler:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Phantom:</strong> ?</p><p><strong>Phantom Apparition:</strong> Any human or demihuman slain by an apparition will become one in one week; the only way to avoid this fate is to cast a dispel evil spell on the body before casting a raise dead (all within the week's time). If a raise dead is cast without the dispel evil, the character will revive, apparently none the worse for the experience—but will begin to fade a week later, turning into an apparition.</p><p>Although treated as an undead, the apparition is the reflection in the Prime plane of a Master of Chaos. (Dragon 180)</p><p>For the same cost as a making poltergeist, a Master of Chaos can also create an apparition in the Prime plane. (Dragon 180)</p><p><strong>Phantom Shade:</strong> ?</p><p>The shade is the undead servant of a fiend. It is the corrupted soul of someone who was captured in Limbo and taken away to the fiend's plane. (Dragon 180)</p><p><strong>Phantom Vision:</strong> ?</p><p>The vision is an amalgam of the souls of warriors who died on a battlefield and found a way to return to the site. Their emotions were so intense at the time of their death that they couldn't leave the place. (Dragon 180)</p><p><strong>Skeleton:</strong> Animated skeletons are undead creatures often used as guards by the high level magic-user or cleric who animated them, or by greater undead creatures who command them.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> A character slain by a spectre will rise the next night as a spectre.</p><p><strong>Spirit:</strong> Spirits are powerful evil beings inhabiting the bodies (or body parts) of others; they are among the nastiest of undead monsters.</p><p><strong>Spirit Druj:</strong> ?</p><p>The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay. (Dragon 180)</p><p><strong>Spirit Odic:</strong> ?</p><p>The odic is the soul of an evil monster whose body was totally destroyed before the soul's return to the Prime plane. (Dragon 180)</p><p><strong>Spirit Revenant:</strong> ?</p><p>The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay. (Dragon 180)</p><p><strong>Vampire:</strong> Any character slain by a vampire will return from death in three days.</p><p><strong>Wight:</strong> Any</p><p>person totally drained of life energy by a wight will become a wight in Id4 days.</p><p><strong>Wraith:</strong> A victim slain by a wraith will become a wraith in one day.</p><p><strong>Zombie:</strong> They are empty corpses animated by an evil magic-user or cleric.</p><p><em>Animate Dead</em> spell.</p><p></p><p>Fourth Level Clerical Spells</p><p>Animate Dead</p><p>Range: 60'</p><p>Duration: Permanent</p><p>Effect: Creates zombies or skeletons This spell allows the caster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell.</p><p>For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD.</p><p>Animated creatures do not have any spells, but are immune to sleep and charm effects and poison. Lawful clerics must take care to use this spell only for good purpose. Animating the dead is usually a Chaotic act.</p><p></p><p>Fifth Level Magical Spells</p><p>Animate Dead</p><p>Range: 60'</p><p>Duration: Permanent</p><p>Effect: Creates zombies or skeletons This spell allows the spellcaster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell.</p><p>For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn 't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD.</p><p>Animated creatures do not have any spells.</p><p></p><p>Eighth Level Magical Spells</p><p>Create Magical Monsters</p><p>Range: 60'</p><p>Duration: Two turns</p><p>Effect: Creates one or more monsters This spell is similar to the 7th level create normal monsters spell, except that it can create monsters with some special abilities (up to two asterisks). The range and duration are double those of the lesser spell. All other details are the same: the creatures are chosen by the caster, appear out of thin air, and vanish at the end of the spell duration.</p><p>The total number of Hit Dice of monsters appearing is equal to the level of the magic-user casting the spell (again, dropping fractions if the caster's level is not an exact multiple of the creatures' Hit Dice). The spell does not create humans or demihumans, but can create undead. Creatures of 1-1 Hit Die count as 1 Hit Die; creatures of 1/2 Hit Die or less count as 1/2 Hit Die each.</p><p>Special Note: This spell can create a construct (as defined in Chapter 14) if the spellcaster uses the materials normally required for the construct's creation. Only one construct will appear, regardless of the caster's Hit Dice; but it is permanent, and does not vanish at the end of the spell duration—though it still may be dispelled at normal chances of success. This construct may have only two asterisks (special abilities) or less; see Chapter 14 for lists of the known types of constructs and the number of special abilities they have. The cost of materials is a minimum of 5,000 gold pieces per asterisk (or more, depending on your campaign). Chapter 16 contains more rules for enchanting magical items (including constructs), and has suggestions regarding nondispellable constructs.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/16989/DMR2-Creature-Catalog-Basic?affiliate_id=17596"" target="_blank">DMR2 Creature Catalogue</a>[spoiler]</p><p><strong>Darkhood:</strong> ?</p><p><strong>Dragon Undead:</strong> An undead dragon is the body of a dead dragon animated by an undead spirit.</p><p><strong>Ghoul Elder:</strong> ?</p><p><strong>Gray Philosopher:</strong> A gray philosopher is the undead spirit of a chaotic cleric who died with some important philosophical deliberations unresolved in his or her mind.</p><p><strong>Gray Philosopher Malice:</strong> Over the centuries, the evil notions of the philosopher take on substance and gain a will of their own. These animated thoughts are known as malices.</p><p><strong>Haunt Lesser:</strong> Like the greater haunts (banshees, ghosts and poltergeist, described under Haunt in the D&D® Rules Cyclopedia), the lesser haunt is the ghost-like spirit of some dead character or creature which is unable to rest for some reason (the need to pass on some message or to fulfill a broken oath, for example).</p><p><strong>Mesmer:</strong> ?</p><p><strong>Topi:</strong> Topis are undead human or humanoid creatures similar to zombies. Before these creatures are animated, however, the corpses are shrunk until they are only two feet tall, giving them dark, wrinkled, leathery skin. This process is long and complex, and is known only to certain primitive tribes.</p><p><strong>Vampire Nosferatu:</strong> The nosferatu's victims return from the dead three days later only if the nosferatu intended for them to do so.</p><p><strong>Velya:</strong> A creature can only become a velya through an ancient and forgotten curse.</p><p><strong>Velya Swamp:</strong> The swamp velya's origin is identical to its ocean cousin.</p><p><strong>Wyrd Normal:</strong> A wyrd (pronounced weerd) is an undead spirit inhabiting the body of an elf.</p><p><strong>Wyrd Greater:</strong> It is the result of a powerful undead spirit entering the body of a high-level elf.</p><p></p><p><strong>Wight:</strong> Any character slain by a velya will return from death in three days as a wight.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/16974/GAZ1-The-Grand-Duchy-of-Karameikos-Basic?affiliate_id=17596" target="_blank">Gaz1 The Grand Duchy of Karameikos</a>[spoiler]</p><p><strong>Nosferatu:</strong> ? [/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/16975/GAZ3-The-Principalities-of-Glantri-Basic?affiliate_id=17596" target="_blank">GAZ3 The Principalities of Glantri</a>[spoiler]</p><p><strong>Vampire:</strong> Alone among his kind, prince Morphail can choose whether his victim will be a vampire or a nosferatu.</p><p><strong>Nosferatu:</strong> A nosferatu has all the abilities of the vampire, but may choose whether its victims come back as nosferatu or not.</p><p>Alone among his kind, prince Morphail can choose whether his victim will be a vampire or a nosferatu.</p><p><strong>Undead:</strong> Third Circle Necromancer power.</p><p><strong>Lich:</strong> Fifth Circle Necromancer power</p><p><strong>Prince Morphail Gorevitch-Woszlany:</strong> Prince Morphail's power is due to his obsession with immortality. He managed to gain an Immortal's attention, and promised to serve him for as long as he would live in this world, if the Immortal would reveal him the path to Immortality. The Immortal was Alphaks (see module Ml), a Lord of Entropy. He accepted Morphail's kind offer, and gave him a great quest at the end of which Morphail became a nosferatu.</p><p><strong>Lady Natacha Datchenka, Nosferatu M12:</strong> ?</p><p><strong>Sir Boris Gorevitch-Woszlany, Nosferatu M18:</strong> ?</p><p><strong>Lady Tatyana Gorevitch-Woszlany, Vampire M12:</strong> ?</p><p><strong>Sire Claude d'Ambreville, Vampire F10:</strong> ?</p><p><strong>Sir Mikhail, Vampire T16:</strong> ?</p><p><strong>Lord Youri Ivanov, Vampire M10:</strong> ?</p><p><strong>Lady Szasza Markovitch, Nosferatu M12:</strong> ?</p><p><strong> Lord Piotr-Grygory Timenko, Vampire M9:</strong> ?</p><p><strong>Lord Laszlo Wutyla, Nosferatu M9:</strong> ?</p><p><strong>Lady Myra McDuff, Haunt M10:</strong> Years ago, a large orcish tribe from the Wendarian Reaches overran her barony. After the orcish king forced her to marry him and bear his child, he assassinated her. After the garrison from Fort Nordling drove the orcs back to the mountains, Myra returned to the tower as a ghost and tricked the Viceroy into believing she was still alive.</p><p><strong>Prince Brannart McGregor Lich M33:</strong> He attained the status of lichdom years ago when overusing the powers of the Radiance.</p><p></p><p>Create Undead (Third Circle): Upon completion of studies in the Third Circle, a necromancer may create undead monsters. He must first research the arcane ceremony and components needed to create each type of undead desired and write them down in his Book of Necrology. Finding these dark ceremonies is similar to spell research (see "Creating Spells and Magical Items"); each two HD of undead equals a level of spell research. For example, creating zombies requires first level spell research, wraiths require second level research, fifth level for vampires, ninth level for revenants, etc. Necromancers cannot create liches at any level whatsoever.</p><p>Each undead a necromancer creates remains permanently under the necromancer's control; the control undead ability is not needed. The necromancer cannot create more HD of undead during any one ceremony than he has levels of experience. The ceremony takes 1d6 turns for creatures with no special abilities (no asterisk after their HD statistics). Otherwise, the ceremony takes 1d6 hours per asterisk. For example, a ceremony to create skeletons takes 1d6 turns; creating vampires takes Id6 hours; ghosts require 4d6 hours. A body is necessary for each corporeal undead (skeletons, zombies, wights, vampires, etc). Only a portion of a body is required for immaterial undead (wraiths, haunts, phantoms and spirits), although each part must come from a different body. Created undead are permanent and cannot be dispelled, except for skeletons and zombies.</p><p>A roll of 01 causes the necromancer's life-force to be partially drained, his attempt failing lamentably. He suffers Id6 points of damage per HD of undead he attempted to create, plus 5 for each asterisk (no save). If the necromancer dies, he immediately becomes an undead of the type he attempted to create.</p><p>Attain Lichdom (Fifth Circle): The High Master of Necromancy can become a lich of the appropriate level. The ordeal of becoming a lich takes a day per level of experience. Once a lich, the necromancer remains one forever. He controls undead as per rules on Lieges and Pawns (see DM Masters Book, page 22 for more detail). This power replaces the normal necromancer's control undead ability. The lich otherwise retains all other abilities particular to necromancers.</p><p>The prime components of this power are a pint of venom from a nightcrawler's tail stinger and the skull of a red imp (see "Critters from the Cauldron").</p><p>There are other liches in the world, but only one at any time can be a necromancer lich (the High Master).</p><p>A roll of 01 determines the High Master's ultimate fate. He immediately becomes a true Immortal, a screaming demon (see D&D® Immortal set) under the DM's control. The creature gates to the Sphere of Entropy after totally wrecking the necromancer's tower and ravaging his dominion, if any.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/132809/GAZ10-The-Orcs-of-Thar-Basic?affiliate_id=17596" target="_blank">GAZ10 Orcs of Thar</a>[spoiler]</p><p><strong>Thar, Nosferatu Orc 29/SH12:</strong> The undead's anger was such that the creature reached Thar and caught him off guard and alone. Thar was defeated and shortly after became a nosferatu himself.</p><p>[/spoiler]</p><p></p><p>Dragon Magazine[spoiler]</p><p>Dragon 163[spoiler]</p><p><strong>Night Dragon:</strong> Night Dragons are particularly chaotic dragons that have become the undead servants of Immortals in the Sphere of Entropy.</p><p><strong>Night Dragon Lesser:</strong> ?</p><p><strong>Night Dragon Greater:</strong> ?[/spoiler]</p><p></p><p>Dragon 168 [spoiler]</p><p><strong>Undead:</strong> Finally, there are renegades among dragons who deliberately choose to serve one of the Spheres of Power during their existence on the Prime Plane. They can no longer conduct the Ceremony of Sublimation from the moment they become renegades. Spells (possibly clerical) may be granted by their patron Immortal in the chosen sphere. Renegades either become mavericks if they retain followers, undead creatures if followers of Entropy (such as the Night Dragon in the series, "The Voyage of the Princess Ark"), or are destroyed at the end of their lives in the Known World.[/spoiler]</p><p></p><p>Dragon 174[spoiler]</p><p><strong>Errant Soul:</strong> It is an undead that rose from the remains of a being who was once powerful through the use of cinnabryl. The original being aged beyond its natural life span, then died when it ran out of cinnabryl or when the cinnabar poison subsided from its body. The chances of an errant soul forming are equal to 1% per century of the being's final age at the time of his death. For example, a 350-year-old creature dying of one of these two causes has a 3% chance of becoming an errant soul. This presumes the original body is intact and left in a crypt or another secure area where it becomes a dry, mummified husk. The errant soul rises on the 10th day after the being's death.</p><p>[/spoiler]</p><p></p><p>Dragon 180[spoiler]</p><p><strong>Undead:</strong> Undead are abominations that should not normally exist, except that sometimes intense emotions or evil magic interfere with order in the Prime plane. Some undead maintain links with Limbo.</p><p>Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.</p><p>Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.</p><p><strong>Ghoul:</strong> Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.</p><p>These creatures exist in the Prime plane due to entropic magic.</p><p><strong>Mummy:</strong> Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.</p><p>A mummy is the result of a curse cast by someone who is already dead and desires revenge on the mummy-to- be. The caster of the curse refused eternal rest and remained in Limbo in order to take its revenge.</p><p>The curse has the power to send a soul eater (see AC9 Creature Catalogue) after its victim's soul soon after the latter's arrival in Limbo. The soul eater will stalk the victim until the latter can locate and destroy the caster of the curse. If the soul eater effectively defeats the soul, it will drag it back to the victim's mummified corpse, to which it will be bound.</p><p><strong>Lich:</strong> Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.</p><p>Magic is required to create a lich, allowing the soul of the lich-to-be to travel to Limbo where it must accomplish a quest. The object of the quest is usually to gain some form of evil magic or a spell that will bind the soul back to its body and suspend its decay. Depending on the time the lich's soul takes to meet its goals, the body may reach an advanced stage of decay. There have been cases of liches that accomplished their quests quickly enough to prevent major deterioration of their bodies, but as long as a few bones are left, a lich may yet succeed in its scheme. If nothing is left of the body, the lich cannot further its quest and is trapped in Limbo.</p><p><strong>Wight:</strong> Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead.</p><p>These creatures exist in the Prime plane due to entropic magic.</p><p>After being killed by a wight, a victim's soul first goes to Limbo. There, it is stalked by the wight's mind, as the wight enters a catatonic trance that allows it to send its own soul after its victim. A wight's soul looks like a dark, frightening shadow straight from the deceased's worse nightmare.</p><p>The wight's soul is more powerful in Limbo than in the Prime plane, and it knows many tricks. It can cast the following spells once per visit in Limbo: hold person, phantasmal force, web, continual darkness, and hallucinatory terrain. It can also enter Limbo within 1d4 miles of its victim. The wight can sense the general direction of its victim. The energy drain ability functions in Limbo. A soul totally drained of its energy is forever destroyed. The wight's soul uses this ability to heal damage on its Prime plane body at the rate of 1d4 hp per hit die drained.</p><p>If it catches the hunted soul, the wight can instead bind it to the victim's corpse, thus creating another wight. If the victim's soul can stay clear of the wight for four Prime plane days (almost seven months in Limbo), the undead will give up the hunt. If the soul defeats the wight, the undead awakens from its trance. It may attempt a trance every night for four nights. The trance lasts 1d4 hours in the Prime plane, at which point the wight's intolerable hunger for flesh awakens it. Destroying the body of a ghoul or wight in the Prime plane also destroys its soul.</p><p><strong>Spectre:</strong> Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.</p><p>These are the corrupted souls of evil beings whose hatreds drove them to return to the Prime plane.</p><p>Spectres, however, often are followers of Entropy sent back to the Prime plane by a fiend to complete a quest.</p><p><strong>Wraith:</strong> Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.</p><p>These are the corrupted souls of evil beings whose hatreds drove them to return to the Prime plane.</p><p><strong>Haunt:</strong> Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.</p><p><strong>Spirit:</strong> Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths.</p><p><strong>Skeleton:</strong> These are the lowest manifestations of evil magic. Someone in the Prime plane simply animated the remains of dead bodies, which does not affect their souls.</p><p><strong>Zombie:</strong> These are the lowest manifestations of evil magic. Someone in the Prime plane simply animated the remains of dead bodies, which does not affect their souls.</p><p><strong>Ghost:</strong> If the body decayed beyond any possible recovery, was damaged to a point it couldn't conceivably live, or was already disposed of (cremated, buried deep in the ground, etc.), then the soul is in danger of becoming a ghost. Make a Wisdom Check based on the original character's score. If it succeeds, the soul immediately returns to Limbo. If not, it becomes a ghost trapped in the Prime plane.</p><p>If the mummy is destroyed before it achieves its goal, the curse prevents the soul from then earning eternal rest. It must then attempt to return to the Prime plane, again, and seek revenge on those who destroyed its corpse. It returns as a ghost that can cast curses of insanity. Only a wish or a remove curse spell cast by a 20th-level spell-caster can cure a mummy's curse.</p><p><strong>Vampire:</strong> The “gift” of vampirism is a magical disease created by an Immortal of Entropy and brought to the Prime plane in an attempt to spread sorrow and destruction. Mortal magic or medicine cannot cure this disease. It prevents the soul of a victim from entering Limbo at the time of death; the soul remains in the corpse to rise again later.</p><p><strong>Phantom Apparition:</strong> Although treated as an undead, the apparition is the reflection in the Prime plane of a Master of Chaos.</p><p>For the same cost as a making poltergeist, a Master of Chaos can also create an apparition in the Prime plane.</p><p><strong>Phantom Shade:</strong> The shade is the undead servant of a fiend. It is the corrupted soul of someone who was captured in Limbo and taken away to the fiend's plane.</p><p><strong>Phantom Vision:</strong> The vision is an amalgam of the souls of warriors who died on a battlefield and found a way to return to the site. Their emotions were so intense at the time of their death that they couldn't leave the place.</p><p><strong>Haunt Poltergeist:</strong> Although treated as an undead form, the poltergeist is in truth the extension of a Minion of Chaos.</p><p>A Minion of Chaos can also create poltergeists. Each poltergeist it creates temporarily reduces the Minion's hit points by 10%, rounded up (or by 5 hp, whichever is greater). If the poltergeist is destroyed in the Prime plane, those hit points are recovered.</p><p><strong>Spirit Druj:</strong> The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay.</p><p><strong>Spirit Revenant:</strong> The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay.</p><p><strong>Spirit Odic:</strong> The odic is the soul of an evil monster whose body was totally destroyed before the soul's return to the Prime plane.</p><p><strong>Nightshade:</strong> Very rare on Mystara, these undead are constructs built by fiends to further some grand, evil scheme. Fiends use the souls of shades as the basic element to build nightshades.</p><p><strong>Minion of Chaos:</strong> These chaotic denizens of Limbo were lost souls once.</p><p><strong>Master of Chaos:</strong> A Minion of Chaos may become a Master of Chaos if it destroys a Master in combat.</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>0D&D[spoiler]</p><p><a href="http://www.rpgnow.com/product/28306/ODD-Dungeons--Dragons-Original-Edition-0e?affiliate_id=17596" target="_blank">OD&D Dungeons and Dragons</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Ghoul:</strong> Any man-type killed by a Ghoul becomes one.</p><p><strong>Wight:</strong> Men-types killed by Wights become Wights. An opponent who is totally drained of life energy by a Wight becomes a Wight.</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectre:</strong> Men-types killed by Spectres become Spectres.</p><p><strong>Vampire:</strong> Men-types killed by Vampires become Vampires.</p><p></p><p>Animate Dead: The creation of animated skeletons or zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8th the Magic-User is, thus a “Sorcerer” gets one die or from 1–6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with.</p><p>[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/17172/ODD-Supplement-II-Blackmoor-0e?affiliate_id=17596" target="_blank">Blackmoor</a>[spoiler]</p><p><strong>Ixitxachitl Vampire:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Lacedon Leader:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7009285, member: 2209"] [b]Basic and 0E[/b] Basic[spoiler] [URL='http://www.rpgnow.com/product/110274/DD-Basic-Set-Rulebook-B-X-ed-Basic?affiliate_id=17596"']Basic Set Moldvay[/URL] [spoiler] [b]Undead:[/b] Any victim who dies from having his or her blood drained by a giant vampire bat must save vs. Spells or become an undead creature 24 hours after death. (If D&D EXPERT rules are used this may be a vampire.) [b]Ghoul:[/b] ? [b]Skeleton:[/b] Animated skeletons are undead creatures often found near graveyards, dungeons, or other deserted places. They are used as guards by the high level magic-user or cleric who animated them. [b]Thoul:[/b] A thoul is a magical combination of a ghoul, a hobgoblin, and a troll. [b]Wight:[/b] Any person totally drained of life energy by a wight will become a wight in 1-4 days. Any character slain by a velya will return from death in three days as a wight. (DMR2 Creature Catalogue) [b]Zombie:[/b] Zombies are undead humans or demi-humans animated by some evil cleric or magic-user.[/spoiler] [URL='http://www.rpgnow.com/product/110792/DD-Expert-Set-Rulebook-B-X-ed-Basic?affiliate_id=17596"']Expert Set Cook[/URL][spoiler] [b]Mummy:[/b] ? [b]Spectre:[/b] A character slain by a spectre will rise the next night as a spectre. [b]Undead:[/b] Undead are evil creatures whose forms were created through dark magic. [b]Vampire:[/b] A character slain by a vampire will return from death as a vampire in 3 days. Any victim who dies from having his or her blood drained by a giant vampire bat must save vs. Spells or become an undead creature 24 hours after death. (If D&D EXPERT rules are used this may be a vampire.) (Basic Set Moldvay) [b]Wraith:[/b] Characters slain by a wraith will become wraithes under the control of the one that killed them after one day. [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. FIFTH LEVEL MAGIC-USER AND ELF SPELLS Animate Dead Range: 60' Duration: indefinite This spell allows the caster to make animated skeletons or zombies from normal skeletons or dead bodies within the range of the spell. These animated dead will obey the caster until they are destroyed or dispelled by a cleric or dispel magic. The spell animates 1 hit die of skeletons or zombies for every level the caster has. Thus a 12th level magic-user could animate 12 human skeletons or 6 human zombies. Skeletons have AC 7 and the same hit dice as the original creature. Zombies have AC 8 and one more hit die than the living creature had. Character levels are not counted when a character is animated, thus a first level magic-user animated as a zombie will have 2d8 hit points. Animated creatures do not have any spells or special abilities.[/spoiler] [URL='http://www.rpgnow.com/product/17171/DD-Rules-Cyclopedia-Basic?affiliate_id=17596"']Rules Cyclopedia[/URL] [spoiler] [b]Undead:[/b] The undead are creatures that were once alive but now owe their existence to powerful supernatural or magical forces upon their spirits or bodies. A 1st level character hit by an energy drain attack is killed and often returns as an undead under the control of the slayer. If not specified, this occurs 24-72 hours after death. Any victims who die from having their blood drained by a giant vampire bat must make a saving throw vs. spells or become an undead creature 24 hours after death. Finally, there are renegades among dragons who deliberately choose to serve one of the Spheres of Power during their existence on the Prime Plane. They can no longer conduct the Ceremony of Sublimation from the moment they become renegades. Spells (possibly clerical) may be granted by their patron Immortal in the chosen sphere. Renegades either become mavericks if they retain followers, undead creatures if followers of Entropy (such as the Night Dragon in the series, "The Voyage of the Princess Ark"), or are destroyed at the end of their lives in the Known World. (Dragon 168) Undead are abominations that should not normally exist, except that sometimes intense emotions or evil magic interfere with order in the Prime plane. Some undead maintain links with Limbo. Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180) Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. (Dragon 180) [i]Create Magical Monsters[/i] spell. [b]Beholder Undead:[/b] An undead beholder is similar to a living one, but is a construct created for some specific evil purpose. All undead beholders are constructs; "real" beholders never become undead. [b]Ghoul:[/b] ? Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180) These creatures exist in the Prime plane due to entropic magic. (Dragon 180) [b]Haunt:[/b] A haunt is an undead soul of some creature (usually human) unable to rest. Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. (Dragon 180) [b]Haunt Banshee:[/b] It is rumored that a banshee is the soul of an evil female elf, atoning for its misdeeds in life. [b]Haunt Ghost:[/b] A Neutral ghost is a human soul who has become trapped, unable to rest, either because the body remains unburied, or because the being was greatly betrayed, harmed, or cursed. If the body decayed beyond any possible recovery, was damaged to a point it couldn't conceivably live, or was already disposed of (cremated, buried deep in the ground, etc.), then the soul is in danger of becoming a ghost. Make a Wisdom Check based on the original character's score. If it succeeds, the soul immediately returns to Limbo. If not, it becomes a ghost trapped in the Prime plane. (Dragon 180) If the mummy is destroyed before it achieves its goal, the curse prevents the soul from then earning eternal rest. It must then attempt to return to the Prime plane, again, and seek revenge on those who destroyed its corpse. It returns as a ghost that can cast curses of insanity. Only a wish or a remove curse spell cast by a 20th-level spell-caster can cure a mummy's curse. (Dragon 180) [b]Haunt Poltergeist:[/b] ? Although treated as an undead form, the poltergeist is in truth the extension of a Minion of Chaos. (Dragon 180) A Minion of Chaos can also create poltergeists. Each poltergeist it creates temporarily reduces the Minion's hit points by 10%, rounded up (or by 5 hp, whichever is greater). If the poltergeist is destroyed in the Prime plane, those hit points are recovered. (Dragon 180) [b]Lich:[/b] A lich is a powerful undead monster of magical origin. It looks like a skeleton wearing fine garments, and was once an evil and chaotic magic-user or cleric of level 21 or greater (often 27-36). Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180) Magic is required to create a lich, allowing the soul of the lich-to-be to travel to Limbo where it must accomplish a quest. The object of the quest is usually to gain some form of evil magic or a spell that will bind the soul back to its body and suspend its decay. Depending on the time the lich's soul takes to meet its goals, the body may reach an advanced stage of decay. There have been cases of liches that accomplished their quests quickly enough to prevent major deterioration of their bodies, but as long as a few bones are left, a lich may yet succeed in its scheme. If nothing is left of the body, the lich cannot further its quest and is trapped in Limbo. (Dragon 180) [b]Mummy:[/b] Mummies are undead monsters; the carefully-prepared and bandage-swathed remains of long-dead nobles and guardians—who lurk near deserted ruins and tombs. Mummies are often created as guardians for these tombs; they are charged with the task of killing anyone who breaks into the tomb, even if they must follow the trespassers to the very ends of the earth. Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. (Dragon 180) A mummy is the result of a curse cast by someone who is already dead and desires revenge on the mummy-to- be. The caster of the curse refused eternal rest and remained in Limbo in order to take its revenge. (Dragon 180) The curse has the power to send a soul eater (see AC9 Creature Catalogue) after its victim's soul soon after the latter's arrival in Limbo. The soul eater will stalk the victim until the latter can locate and destroy the caster of the curse. If the soul eater effectively defeats the soul, it will drag it back to the victim's mummified corpse, to which it will be bound. (Dragon 180) [b]Nightshade:[/b] They are all extremely rare, usually created or summoned for a specific purpose by a more powerful being. Very rare on Mystara, these undead are constructs built by fiends to further some grand, evil scheme. Fiends use the souls of shades as the basic element to build nightshades. (Dragon 180) [b]Nightshade Nightcrawler:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Phantom:[/b] ? [b]Phantom Apparition:[/b] Any human or demihuman slain by an apparition will become one in one week; the only way to avoid this fate is to cast a dispel evil spell on the body before casting a raise dead (all within the week's time). If a raise dead is cast without the dispel evil, the character will revive, apparently none the worse for the experience—but will begin to fade a week later, turning into an apparition. Although treated as an undead, the apparition is the reflection in the Prime plane of a Master of Chaos. (Dragon 180) For the same cost as a making poltergeist, a Master of Chaos can also create an apparition in the Prime plane. (Dragon 180) [b]Phantom Shade:[/b] ? The shade is the undead servant of a fiend. It is the corrupted soul of someone who was captured in Limbo and taken away to the fiend's plane. (Dragon 180) [b]Phantom Vision:[/b] ? The vision is an amalgam of the souls of warriors who died on a battlefield and found a way to return to the site. Their emotions were so intense at the time of their death that they couldn't leave the place. (Dragon 180) [b]Skeleton:[/b] Animated skeletons are undead creatures often used as guards by the high level magic-user or cleric who animated them, or by greater undead creatures who command them. [i]Animate Dead[/i] spell. [b]Spectre:[/b] A character slain by a spectre will rise the next night as a spectre. [b]Spirit:[/b] Spirits are powerful evil beings inhabiting the bodies (or body parts) of others; they are among the nastiest of undead monsters. [b]Spirit Druj:[/b] ? The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay. (Dragon 180) [b]Spirit Odic:[/b] ? The odic is the soul of an evil monster whose body was totally destroyed before the soul's return to the Prime plane. (Dragon 180) [b]Spirit Revenant:[/b] ? The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay. (Dragon 180) [b]Vampire:[/b] Any character slain by a vampire will return from death in three days. [b]Wight:[/b] Any person totally drained of life energy by a wight will become a wight in Id4 days. [b]Wraith:[/b] A victim slain by a wraith will become a wraith in one day. [b]Zombie:[/b] They are empty corpses animated by an evil magic-user or cleric. [i]Animate Dead[/i] spell. Fourth Level Clerical Spells Animate Dead Range: 60' Duration: Permanent Effect: Creates zombies or skeletons This spell allows the caster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell. For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD. Animated creatures do not have any spells, but are immune to sleep and charm effects and poison. Lawful clerics must take care to use this spell only for good purpose. Animating the dead is usually a Chaotic act. Fifth Level Magical Spells Animate Dead Range: 60' Duration: Permanent Effect: Creates zombies or skeletons This spell allows the spellcaster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell. For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn 't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD. Animated creatures do not have any spells. Eighth Level Magical Spells Create Magical Monsters Range: 60' Duration: Two turns Effect: Creates one or more monsters This spell is similar to the 7th level create normal monsters spell, except that it can create monsters with some special abilities (up to two asterisks). The range and duration are double those of the lesser spell. All other details are the same: the creatures are chosen by the caster, appear out of thin air, and vanish at the end of the spell duration. The total number of Hit Dice of monsters appearing is equal to the level of the magic-user casting the spell (again, dropping fractions if the caster's level is not an exact multiple of the creatures' Hit Dice). The spell does not create humans or demihumans, but can create undead. Creatures of 1-1 Hit Die count as 1 Hit Die; creatures of 1/2 Hit Die or less count as 1/2 Hit Die each. Special Note: This spell can create a construct (as defined in Chapter 14) if the spellcaster uses the materials normally required for the construct's creation. Only one construct will appear, regardless of the caster's Hit Dice; but it is permanent, and does not vanish at the end of the spell duration—though it still may be dispelled at normal chances of success. This construct may have only two asterisks (special abilities) or less; see Chapter 14 for lists of the known types of constructs and the number of special abilities they have. The cost of materials is a minimum of 5,000 gold pieces per asterisk (or more, depending on your campaign). Chapter 16 contains more rules for enchanting magical items (including constructs), and has suggestions regarding nondispellable constructs.[/spoiler] [URL='http://www.rpgnow.com/product/16989/DMR2-Creature-Catalog-Basic?affiliate_id=17596"']DMR2 Creature Catalogue[/URL][spoiler] [b]Darkhood:[/b] ? [b]Dragon Undead:[/b] An undead dragon is the body of a dead dragon animated by an undead spirit. [b]Ghoul Elder:[/b] ? [b]Gray Philosopher:[/b] A gray philosopher is the undead spirit of a chaotic cleric who died with some important philosophical deliberations unresolved in his or her mind. [b]Gray Philosopher Malice:[/b] Over the centuries, the evil notions of the philosopher take on substance and gain a will of their own. These animated thoughts are known as malices. [b]Haunt Lesser:[/b] Like the greater haunts (banshees, ghosts and poltergeist, described under Haunt in the D&D® Rules Cyclopedia), the lesser haunt is the ghost-like spirit of some dead character or creature which is unable to rest for some reason (the need to pass on some message or to fulfill a broken oath, for example). [b]Mesmer:[/b] ? [b]Topi:[/b] Topis are undead human or humanoid creatures similar to zombies. Before these creatures are animated, however, the corpses are shrunk until they are only two feet tall, giving them dark, wrinkled, leathery skin. This process is long and complex, and is known only to certain primitive tribes. [b]Vampire Nosferatu:[/b] The nosferatu's victims return from the dead three days later only if the nosferatu intended for them to do so. [b]Velya:[/b] A creature can only become a velya through an ancient and forgotten curse. [b]Velya Swamp:[/b] The swamp velya's origin is identical to its ocean cousin. [b]Wyrd Normal:[/b] A wyrd (pronounced weerd) is an undead spirit inhabiting the body of an elf. [b]Wyrd Greater:[/b] It is the result of a powerful undead spirit entering the body of a high-level elf. [b]Wight:[/b] Any character slain by a velya will return from death in three days as a wight.[/spoiler] [URL=http://www.rpgnow.com/product/16974/GAZ1-The-Grand-Duchy-of-Karameikos-Basic?affiliate_id=17596]Gaz1 The Grand Duchy of Karameikos[/URL][spoiler] [b]Nosferatu:[/b] ? [/spoiler] [URL=http://www.rpgnow.com/product/16975/GAZ3-The-Principalities-of-Glantri-Basic?affiliate_id=17596]GAZ3 The Principalities of Glantri[/URL][spoiler] [b]Vampire:[/b] Alone among his kind, prince Morphail can choose whether his victim will be a vampire or a nosferatu. [b]Nosferatu:[/b] A nosferatu has all the abilities of the vampire, but may choose whether its victims come back as nosferatu or not. Alone among his kind, prince Morphail can choose whether his victim will be a vampire or a nosferatu. [b]Undead:[/b] Third Circle Necromancer power. [b]Lich:[/b] Fifth Circle Necromancer power [b]Prince Morphail Gorevitch-Woszlany:[/b] Prince Morphail's power is due to his obsession with immortality. He managed to gain an Immortal's attention, and promised to serve him for as long as he would live in this world, if the Immortal would reveal him the path to Immortality. The Immortal was Alphaks (see module Ml), a Lord of Entropy. He accepted Morphail's kind offer, and gave him a great quest at the end of which Morphail became a nosferatu. [b]Lady Natacha Datchenka, Nosferatu M12:[/b] ? [b]Sir Boris Gorevitch-Woszlany, Nosferatu M18:[/b] ? [b]Lady Tatyana Gorevitch-Woszlany, Vampire M12:[/b] ? [b]Sire Claude d'Ambreville, Vampire F10:[/b] ? [b]Sir Mikhail, Vampire T16:[/b] ? [b]Lord Youri Ivanov, Vampire M10:[/b] ? [b]Lady Szasza Markovitch, Nosferatu M12:[/b] ? [b] Lord Piotr-Grygory Timenko, Vampire M9:[/b] ? [b]Lord Laszlo Wutyla, Nosferatu M9:[/b] ? [b]Lady Myra McDuff, Haunt M10:[/b] Years ago, a large orcish tribe from the Wendarian Reaches overran her barony. After the orcish king forced her to marry him and bear his child, he assassinated her. After the garrison from Fort Nordling drove the orcs back to the mountains, Myra returned to the tower as a ghost and tricked the Viceroy into believing she was still alive. [b]Prince Brannart McGregor Lich M33:[/b] He attained the status of lichdom years ago when overusing the powers of the Radiance. Create Undead (Third Circle): Upon completion of studies in the Third Circle, a necromancer may create undead monsters. He must first research the arcane ceremony and components needed to create each type of undead desired and write them down in his Book of Necrology. Finding these dark ceremonies is similar to spell research (see "Creating Spells and Magical Items"); each two HD of undead equals a level of spell research. For example, creating zombies requires first level spell research, wraiths require second level research, fifth level for vampires, ninth level for revenants, etc. Necromancers cannot create liches at any level whatsoever. Each undead a necromancer creates remains permanently under the necromancer's control; the control undead ability is not needed. The necromancer cannot create more HD of undead during any one ceremony than he has levels of experience. The ceremony takes 1d6 turns for creatures with no special abilities (no asterisk after their HD statistics). Otherwise, the ceremony takes 1d6 hours per asterisk. For example, a ceremony to create skeletons takes 1d6 turns; creating vampires takes Id6 hours; ghosts require 4d6 hours. A body is necessary for each corporeal undead (skeletons, zombies, wights, vampires, etc). Only a portion of a body is required for immaterial undead (wraiths, haunts, phantoms and spirits), although each part must come from a different body. Created undead are permanent and cannot be dispelled, except for skeletons and zombies. A roll of 01 causes the necromancer's life-force to be partially drained, his attempt failing lamentably. He suffers Id6 points of damage per HD of undead he attempted to create, plus 5 for each asterisk (no save). If the necromancer dies, he immediately becomes an undead of the type he attempted to create. Attain Lichdom (Fifth Circle): The High Master of Necromancy can become a lich of the appropriate level. The ordeal of becoming a lich takes a day per level of experience. Once a lich, the necromancer remains one forever. He controls undead as per rules on Lieges and Pawns (see DM Masters Book, page 22 for more detail). This power replaces the normal necromancer's control undead ability. The lich otherwise retains all other abilities particular to necromancers. The prime components of this power are a pint of venom from a nightcrawler's tail stinger and the skull of a red imp (see "Critters from the Cauldron"). There are other liches in the world, but only one at any time can be a necromancer lich (the High Master). A roll of 01 determines the High Master's ultimate fate. He immediately becomes a true Immortal, a screaming demon (see D&D® Immortal set) under the DM's control. The creature gates to the Sphere of Entropy after totally wrecking the necromancer's tower and ravaging his dominion, if any.[/spoiler] [URL=http://www.rpgnow.com/product/132809/GAZ10-The-Orcs-of-Thar-Basic?affiliate_id=17596]GAZ10 Orcs of Thar[/URL][spoiler] [b]Thar, Nosferatu Orc 29/SH12:[/b] The undead's anger was such that the creature reached Thar and caught him off guard and alone. Thar was defeated and shortly after became a nosferatu himself. [/spoiler] Dragon Magazine[spoiler] Dragon 163[spoiler] [b]Night Dragon:[/b] Night Dragons are particularly chaotic dragons that have become the undead servants of Immortals in the Sphere of Entropy. [b]Night Dragon Lesser:[/b] ? [b]Night Dragon Greater:[/b] ?[/spoiler] Dragon 168 [spoiler] [b]Undead:[/b] Finally, there are renegades among dragons who deliberately choose to serve one of the Spheres of Power during their existence on the Prime Plane. They can no longer conduct the Ceremony of Sublimation from the moment they become renegades. Spells (possibly clerical) may be granted by their patron Immortal in the chosen sphere. Renegades either become mavericks if they retain followers, undead creatures if followers of Entropy (such as the Night Dragon in the series, "The Voyage of the Princess Ark"), or are destroyed at the end of their lives in the Known World.[/spoiler] Dragon 174[spoiler] [b]Errant Soul:[/b] It is an undead that rose from the remains of a being who was once powerful through the use of cinnabryl. The original being aged beyond its natural life span, then died when it ran out of cinnabryl or when the cinnabar poison subsided from its body. The chances of an errant soul forming are equal to 1% per century of the being's final age at the time of his death. For example, a 350-year-old creature dying of one of these two causes has a 3% chance of becoming an errant soul. This presumes the original body is intact and left in a crypt or another secure area where it becomes a dry, mummified husk. The errant soul rises on the 10th day after the being's death. [/spoiler] Dragon 180[spoiler] [b]Undead:[/b] Undead are abominations that should not normally exist, except that sometimes intense emotions or evil magic interfere with order in the Prime plane. Some undead maintain links with Limbo. Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. [b]Ghoul:[/b] Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. These creatures exist in the Prime plane due to entropic magic. [b]Mummy:[/b] Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. A mummy is the result of a curse cast by someone who is already dead and desires revenge on the mummy-to- be. The caster of the curse refused eternal rest and remained in Limbo in order to take its revenge. The curse has the power to send a soul eater (see AC9 Creature Catalogue) after its victim's soul soon after the latter's arrival in Limbo. The soul eater will stalk the victim until the latter can locate and destroy the caster of the curse. If the soul eater effectively defeats the soul, it will drag it back to the victim's mummified corpse, to which it will be bound. [b]Lich:[/b] Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. Magic is required to create a lich, allowing the soul of the lich-to-be to travel to Limbo where it must accomplish a quest. The object of the quest is usually to gain some form of evil magic or a spell that will bind the soul back to its body and suspend its decay. Depending on the time the lich's soul takes to meet its goals, the body may reach an advanced stage of decay. There have been cases of liches that accomplished their quests quickly enough to prevent major deterioration of their bodies, but as long as a few bones are left, a lich may yet succeed in its scheme. If nothing is left of the body, the lich cannot further its quest and is trapped in Limbo. [b]Wight:[/b] Sentient undead with physical forms (ghouls, wights, mummies, liches) often require souls to be called back to the Prime plane from Limbo and be bound to their corpses. Souls that make it past a gate to eternal rest cannot be called back for the purpose of creating undead. These creatures exist in the Prime plane due to entropic magic. After being killed by a wight, a victim's soul first goes to Limbo. There, it is stalked by the wight's mind, as the wight enters a catatonic trance that allows it to send its own soul after its victim. A wight's soul looks like a dark, frightening shadow straight from the deceased's worse nightmare. The wight's soul is more powerful in Limbo than in the Prime plane, and it knows many tricks. It can cast the following spells once per visit in Limbo: hold person, phantasmal force, web, continual darkness, and hallucinatory terrain. It can also enter Limbo within 1d4 miles of its victim. The wight can sense the general direction of its victim. The energy drain ability functions in Limbo. A soul totally drained of its energy is forever destroyed. The wight's soul uses this ability to heal damage on its Prime plane body at the rate of 1d4 hp per hit die drained. If it catches the hunted soul, the wight can instead bind it to the victim's corpse, thus creating another wight. If the victim's soul can stay clear of the wight for four Prime plane days (almost seven months in Limbo), the undead will give up the hunt. If the soul defeats the wight, the undead awakens from its trance. It may attempt a trance every night for four nights. The trance lasts 1d4 hours in the Prime plane, at which point the wight's intolerable hunger for flesh awakens it. Destroying the body of a ghoul or wight in the Prime plane also destroys its soul. [b]Spectre:[/b] Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. These are the corrupted souls of evil beings whose hatreds drove them to return to the Prime plane. Spectres, however, often are followers of Entropy sent back to the Prime plane by a fiend to complete a quest. [b]Wraith:[/b] Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. These are the corrupted souls of evil beings whose hatreds drove them to return to the Prime plane. [b]Haunt:[/b] Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. [b]Spirit:[/b] Undead without physical forms (wraiths, spectres, haunts, spirits, etc) are perversions of their original souls. This happens in the cases of great sorrow or ultimate evil. Some souls trapped in Limbo for a very long time may turn into these beings and return to the Prime plane many years after their actual deaths. [b]Skeleton:[/b] These are the lowest manifestations of evil magic. Someone in the Prime plane simply animated the remains of dead bodies, which does not affect their souls. [b]Zombie:[/b] These are the lowest manifestations of evil magic. Someone in the Prime plane simply animated the remains of dead bodies, which does not affect their souls. [b]Ghost:[/b] If the body decayed beyond any possible recovery, was damaged to a point it couldn't conceivably live, or was already disposed of (cremated, buried deep in the ground, etc.), then the soul is in danger of becoming a ghost. Make a Wisdom Check based on the original character's score. If it succeeds, the soul immediately returns to Limbo. If not, it becomes a ghost trapped in the Prime plane. If the mummy is destroyed before it achieves its goal, the curse prevents the soul from then earning eternal rest. It must then attempt to return to the Prime plane, again, and seek revenge on those who destroyed its corpse. It returns as a ghost that can cast curses of insanity. Only a wish or a remove curse spell cast by a 20th-level spell-caster can cure a mummy's curse. [b]Vampire:[/b] The “gift” of vampirism is a magical disease created by an Immortal of Entropy and brought to the Prime plane in an attempt to spread sorrow and destruction. Mortal magic or medicine cannot cure this disease. It prevents the soul of a victim from entering Limbo at the time of death; the soul remains in the corpse to rise again later. [b]Phantom Apparition:[/b] Although treated as an undead, the apparition is the reflection in the Prime plane of a Master of Chaos. For the same cost as a making poltergeist, a Master of Chaos can also create an apparition in the Prime plane. [b]Phantom Shade:[/b] The shade is the undead servant of a fiend. It is the corrupted soul of someone who was captured in Limbo and taken away to the fiend's plane. [b]Phantom Vision:[/b] The vision is an amalgam of the souls of warriors who died on a battlefield and found a way to return to the site. Their emotions were so intense at the time of their death that they couldn't leave the place. [b]Haunt Poltergeist:[/b] Although treated as an undead form, the poltergeist is in truth the extension of a Minion of Chaos. A Minion of Chaos can also create poltergeists. Each poltergeist it creates temporarily reduces the Minion's hit points by 10%, rounded up (or by 5 hp, whichever is greater). If the poltergeist is destroyed in the Prime plane, those hit points are recovered. [b]Spirit Druj:[/b] The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay. [b]Spirit Revenant:[/b] The druj and the revenant are similar to the ghost in that the soul returned to the body sometime after death. The difference is that the original, evil character was 18th level or higher and his soul may reanimate the corpse even though it has reached an advanced state of decay. [b]Spirit Odic:[/b] The odic is the soul of an evil monster whose body was totally destroyed before the soul's return to the Prime plane. [b]Nightshade:[/b] Very rare on Mystara, these undead are constructs built by fiends to further some grand, evil scheme. Fiends use the souls of shades as the basic element to build nightshades. [b]Minion of Chaos:[/b] These chaotic denizens of Limbo were lost souls once. [b]Master of Chaos:[/b] A Minion of Chaos may become a Master of Chaos if it destroys a Master in combat. [/spoiler] [/spoiler] [/spoiler] 0D&D[spoiler] [URL=http://www.rpgnow.com/product/28306/ODD-Dungeons--Dragons-Original-Edition-0e?affiliate_id=17596]OD&D Dungeons and Dragons[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Ghoul:[/b] Any man-type killed by a Ghoul becomes one. [b]Wight:[/b] Men-types killed by Wights become Wights. An opponent who is totally drained of life energy by a Wight becomes a Wight. [b]Wraith:[/b] ? [b]Mummy:[/b] ? [b]Spectre:[/b] Men-types killed by Spectres become Spectres. [b]Vampire:[/b] Men-types killed by Vampires become Vampires. Animate Dead: The creation of animated skeletons or zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8th the Magic-User is, thus a “Sorcerer” gets one die or from 1–6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with. [/spoiler] [URL=http://www.rpgnow.com/product/17172/ODD-Supplement-II-Blackmoor-0e?affiliate_id=17596]Blackmoor[/URL][spoiler] [b]Ixitxachitl Vampire:[/b] ? [b]Lacedon:[/b] ? [b]Lacedon Leader:[/b] ?[/spoiler] [/spoiler] [/QUOTE]
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