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<blockquote data-quote="Voadam" data-source="post: 7232208" data-attributes="member: 2209"><p><strong>Castle Keeper's Guide to the Haunted Highlands</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/125984/Castles--Crusades-Castle-Keepers-Guide-to-the-Haunted-Highlands?affiliate_id=17596" target="_blank">Castle Keeper's Guide to the Haunted Highlands</a></p><p>Castles & Crusades</p><p><strong>Barrow Wight:</strong> A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.</p><p><strong>Bhuta:</strong> When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.</p><p><strong>Blood Wight:</strong> Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground.</p><p><strong>Bogeyman:</strong> Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.</p><p><strong>Brine Zombie:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.</p><p>If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Brykolakas:</strong> Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.</p><p><strong>Coffer Corpse:</strong> A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.</p><p><strong>Cinder Ghoul:</strong> A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after they died.</p><p><strong>Crypt Thing:</strong> Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.</p><p><strong>Crypt Guardian:</strong> ?</p><p><strong>Eldritch Head:</strong> These disembodied heads are the craftsmanship of fell necromancers.</p><p>Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults.</p><p><strong>Demilich:</strong> A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.</p><p><strong>Draug:</strong> The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Dust Ghoul:</strong> When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead, flesh-eating creature composed of dust and earth.</p><p><strong>Fear Guard:</strong> Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.</p><p><strong>Fire Phantom:</strong> When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom: A humanoid creature composed of rotted and burnt flesh swathed in elemental fire.</p><p><strong>Fye:</strong> Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place.</p><p><strong>Hoarfrost Maiden:</strong> Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.</p><p><strong>Lantern Goat:</strong> Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demi-humans often meet with a dire end while trekking alone in the hills.</p><p>Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.</p><p><strong>Grave Risen:</strong> Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen.</p><p>These undead creatures are the cursed remainder of dwarves who were buried alive after the quake.</p><p><strong>Mortuary Cyclone:</strong> A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).</p><p><strong>Mummy of the Deep:</strong> It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into un-life and revive the soul as a mummy of the deep.</p><p><strong>Red Jester:</strong> Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.</p><p><strong>Shadow Lesser:</strong> According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.</p><p><strong>Shadow Rat:</strong> ?</p><p><strong>Shadow Rat Swarm:</strong> ?</p><p><strong>Skeleton Small Beast:</strong> These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.</p><p><strong>Soul Reaper:</strong> ?</p><p><strong>Spectral Hero:</strong> Spectral Heroes are the undead spirits of heroes who served well their deity in life.</p><p><strong>Wolf Ghoul:</strong> ?</p><p><strong>Wolf Shadow:</strong> ?</p><p><strong>Wolf Vampiric:</strong> ?</p><p><strong>Zombie Hulk:</strong> Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur.</p><p><strong>Zombie Plague:</strong> Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.</p><p>1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across.</p><p><strong>Urthrasta The Greater Mummy:</strong> ?</p><p><strong>Skeletal Cat:</strong> ?</p><p><strong>Zombie Bat:</strong> ?</p><p><strong>Orc Zombie:</strong> Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead.</p><p><strong>Lluvandro the Black:</strong> ?</p><p><strong>Y'Bras the Drinker Grave Knight Vampire:</strong> ?</p><p><strong>Lucarne the Wight Knight:</strong> ?</p><p><strong>Jelaquin:</strong> ?</p><p><strong>Nulsrad the Mummy:</strong> ?</p><p><strong>Grave Lords Vampire:</strong> ?</p><p><strong>Grave Lords Pleasure Slave:</strong> ?</p><p><strong>Ron Riccio Human Vampire Fighter 10:</strong> ?</p><p><strong>Miss Charity Lady of Thirst:</strong> ?</p><p></p><p><strong>Lacedon:</strong> A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Skeleton:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Zombie:</strong> A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Spectre:</strong> Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.</p><p>Rune of Undeath victim with more than 10 HD.</p><p><strong>Shadow:</strong> According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil.</p><p>A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.</p><p>Rune of Undeath victim with less than 5 HD.</p><p><strong>Vampire Spawn:</strong> If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn.</p><p><strong>Vampire:</strong> Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure.</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Ghoul:</strong> This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned.</p><p>As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls.</p><p><strong>Ghast:</strong> ?</p><p><strong>Wight:</strong> This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.</p><p>The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death.</p><p><strong>Wraith:</strong> Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood.</p><p>Rune of Undeath victim with more than 5 HD.</p><p>The wraiths were dwarves killed in the great quake.</p><p><strong>Ghost:</strong> While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin.</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Lich:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer.</p><p></p><p>RUNE OF UNDEATH: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7232208, member: 2209"] [b]Castle Keeper's Guide to the Haunted Highlands[/b] [URL=http://www.drivethrurpg.com/product/125984/Castles--Crusades-Castle-Keepers-Guide-to-the-Haunted-Highlands?affiliate_id=17596]Castle Keeper's Guide to the Haunted Highlands[/URL] Castles & Crusades [b]Barrow Wight:[/b] A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. [b]Bhuta:[/b] When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. [b]Blood Wight:[/b] Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground. [b]Bogeyman:[/b] Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. [b]Brine Zombie:[/b] Brine zombies are the remnants of a ship’s crew that has perished at sea. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Brykolakas:[/b] Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved. [b]Coffer Corpse:[/b] A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual. [b]Cinder Ghoul:[/b] A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after they died. [b]Crypt Thing:[/b] Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. [b]Crypt Guardian:[/b] ? [b]Eldritch Head:[/b] These disembodied heads are the craftsmanship of fell necromancers. Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults. [b]Demilich:[/b] A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. [b]Draug:[/b] The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Dust Ghoul:[/b] When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead, flesh-eating creature composed of dust and earth. [b]Fear Guard:[/b] Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. [b]Fire Phantom:[/b] When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom: A humanoid creature composed of rotted and burnt flesh swathed in elemental fire. [b]Fye:[/b] Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place. [b]Hoarfrost Maiden:[/b] Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell. [b]Lantern Goat:[/b] Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demi-humans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. [b]Grave Risen:[/b] Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen. These undead creatures are the cursed remainder of dwarves who were buried alive after the quake. [b]Mortuary Cyclone:[/b] A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). [b]Mummy of the Deep:[/b] It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into un-life and revive the soul as a mummy of the deep. [b]Red Jester:[/b] Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery. [b]Shadow Lesser:[/b] According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows. [b]Shadow Rat:[/b] ? [b]Shadow Rat Swarm:[/b] ? [b]Skeleton Small Beast:[/b] These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock. [b]Soul Reaper:[/b] ? [b]Spectral Hero:[/b] Spectral Heroes are the undead spirits of heroes who served well their deity in life. [b]Wolf Ghoul:[/b] ? [b]Wolf Shadow:[/b] ? [b]Wolf Vampiric:[/b] ? [b]Zombie Hulk:[/b] Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur. [b]Zombie Plague:[/b] Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead. 1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across. [b]Urthrasta The Greater Mummy:[/b] ? [b]Skeletal Cat:[/b] ? [b]Zombie Bat:[/b] ? [b]Orc Zombie:[/b] Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead. [b]Lluvandro the Black:[/b] ? [b]Y'Bras the Drinker Grave Knight Vampire:[/b] ? [b]Lucarne the Wight Knight:[/b] ? [b]Jelaquin:[/b] ? [b]Nulsrad the Mummy:[/b] ? [b]Grave Lords Vampire:[/b] ? [b]Grave Lords Pleasure Slave:[/b] ? [b]Ron Riccio Human Vampire Fighter 10:[/b] ? [b]Miss Charity Lady of Thirst:[/b] ? [b]Lacedon:[/b] A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Skeleton:[/b] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Zombie:[/b] A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Spectre:[/b] Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds. Rune of Undeath victim with more than 10 HD. [b]Shadow:[/b] According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. Rune of Undeath victim with less than 5 HD. [b]Vampire Spawn:[/b] If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn. [b]Vampire:[/b] Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure. Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer. [b]Ghoul:[/b] This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned. As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls. [b]Ghast:[/b] ? [b]Wight:[/b] This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights. The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death. [b]Wraith:[/b] Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood. Rune of Undeath victim with more than 5 HD. The wraiths were dwarves killed in the great quake. [b]Ghost:[/b] While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin. Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer. [b]Lich:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer. RUNE OF UNDEATH: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. [/QUOTE]
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