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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7538877" data-attributes="member: 2209"><p><strong>3.5 WotC</strong></p><p></p><p>3.5 WotC[spoiler]SRD 3.5:</p><p>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror)</p><p>Few mortal creatures have ever attempted to eat an entire dirgewood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary - some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. (Creature Collection III)</p><p>The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead. (Creature Collection III)</p><p>Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead. (Creature Collection III)</p><p>Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Epic Monsters)</p><p>Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise. (Into the Black)</p><p>Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undead creature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (The Dread Codex)</p><p>Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead.</p><p>Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. (The Dread Codex)</p><p>A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. (The Dread Codex)</p><p>Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. (Tome of Horrors III)</p><p><em>Oath of Blood</em> spell. (Heroes of Horror)</p><p><strong>Allip:</strong> An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.</p><p>The allip is the spirit of someone driven to suicide by madness.</p><p>Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity.</p><p>For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. (Dragon 336)</p><p><strong>Bodak:</strong> Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. </p><p>Humanoids who die from a bodak’s death gaze attack are transformed into bodaks 24 hours later.</p><p>Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. (Dragon 336)</p><p>A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. (Dragon 336)</p><p><strong>Devourer:</strong> <em>Create Greater Undead Spell</em></p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. </p><p>“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.</p><p>Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis)</p><p>“Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis)</p><p>Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence.</p><p>The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. (Complete Book of Denizens)</p><p>All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. (Dragon 336)</p><p>In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. (Dragon 336)</p><p>Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident. (Manual of Monsters)</p><p>The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. (Monster Encyclopaedia 2 Dark Bestiary)</p><p>A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. (Monster Encyclopaedia 2 Dark Bestiary)</p><p><strong>Ghoul:</strong> An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight.</p><p>Most humanoids who engage in such activities and return from the grave are mere ghouls. (Libris Mortis)</p><p>Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. (Fiendish Codex I Hordes of the Abyss)</p><p>Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. (Fiendish Codex I Hordes of the Abyss)</p><p>A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls. (Fiendish Codex I Hordes of the Abyss)</p><p>Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. (Dragon 336)</p><p>The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. (Advanced Bestiary)</p><p>The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever.</p><p>Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect.</p><p>Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based.</p><p>An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight.</p><p>A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects. (Monster Geographica Underground)</p><p>A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. (Monster Geographica Underground)</p><p>An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. (Monster Geographica Marsh and Aquatic)</p><p>An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Forest)</p><p>An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. (Monster Geographica Plains and Desert)</p><p>Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. (Monster Geographica Forest)</p><p>An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. (The Dread Codex)</p><p>An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex)</p><p>An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex)</p><p>Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. (The Dread Codex)</p><p>Humanoids who die from a demonling nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised)</p><p>Humanoids who die from a mature nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul.</p><p>An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight.</p><p>An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight.</p><p>An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III)</p><p><em>Create Undead Spell</em></p><p><em>Field of Ghouls</em> spell. (Libris Mortis)</p><p><em>Ghoul Gauntlet</em> spell. (Libris Mortis)</p><p><em>Change Zombie</em> spell. (The Dread Codex)</p><p><strong>Lacedon: </strong>?</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. (Tome of Horrors Revised)</p><p>A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in that they have always existed and have always been. (Tome of Horrors III)</p><p>An afflicted humanoid of four or fewer Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.</p><p>Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p><strong>Ghast:</strong> An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight.</p><p>The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. (Advanced Bestiary)</p><p>A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast.</p><p>Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. (Monster Geographica Forest)</p><p>An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. (Monster Geographica Plains and Desert)</p><p>An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. (The Dread Codex)</p><p>Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. (The Dread Codex)</p><p>If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Libris Mortis)</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Libris Mortis)</p><p>The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. (Dragon 336)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast. (Creature Collection III)</p><p>An afflicted humanoid of 4-5 Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight. (Strange Lands: Lost Tribes of the Scarred Lands)</p><p><em>Create Undead Spell</em></p><p><strong>Lich:</strong> A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. </p><p>“Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery.</p><p>The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. </p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. </p><p>Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence.</p><p>The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor).</p><p>Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency.</p><p>When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. (Heroes of Horror)</p><p>The comparable rite for clerical liches involves create undead, harm, and unhallow. (Dragon 336)</p><p>To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil. (Complete Guide to Liches)</p><p>Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. (Complete Guide to Liches)</p><p>No one knows for certain how the first liches came to be. (Complete Guide to Liches)</p><p>Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. (Complete Guide to Liches)</p><p>The creation of a lich requires a willing, living subject. (Complete Guide to Liches)</p><p>The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required. (Complete Guide to Liches)</p><p>In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich.</p><p>The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers.</p><p>Spellcasting: Caster level 11</p><p>Feats: Craft Wondrous Item</p><p>The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich.</p><p>Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom.</p><p> Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made.</p><p>With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches.</p><p>The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life. </p><p>Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends</p><p> and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points.</p><p>The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom.</p><p>The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages. (Complete Guide to Liches)</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.</p><p>Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution.</p><p>Only the spell create undead can form a mohrg from a corpse that is not a murderer. (Dragon 336)</p><p><em>Create Undead</em> Spell</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. </p><p>Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. </p><p>Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. (Heroes of Horror)</p><p>For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. (Heroes of Horror)</p><p>Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. (Dragon 336)</p><p>On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. (Dragon 336)</p><p>A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (Epic Monsters)</p><p><em>Create Undead Spell</em></p><p><strong>Mummy Lord: </strong>Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.</p><p><strong>Mummy 18 HD:</strong> A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (srd 3.5 epic)</p><p><em>Mummy Dust</em> epic spell (srd 3.5 epic)</p><p><strong>Nightshades: </strong>Nightshades are powerful undead composed of equal parts darkness and absolute evil.</p><p>Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. (Dragon 336)</p><p><strong>Nightcrawler:</strong> ?</p><p>Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 27 or more, as a nightcrawler. (Dragon 336)</p><p><strong>Nightwalker:</strong> ?</p><p>Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 19 to 26, as a nightwalker. (Dragon 336)</p><p><strong>Nightwing:</strong> ?</p><p>Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. From 11 to 18, the creature might rise as a nightwing. (Dragon 336)</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds.</p><p>According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. (Tome of Horrors Revised)</p><p>Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds. (Advanced Bestiary)</p><p>Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. (Monster Geographica Forest)</p><p>Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. (The Dread Codex)</p><p>Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. (Libris Mortis)</p><p>In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. (Dragon 336)</p><p><em>Create Greater Undead Spell</em></p><p><strong>Shadow Greater:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. </p><p>“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p>A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. (Monster Manual V)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis)</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. (Tome of Horrors Revised)</p><p>As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Complete Minions)</p><p>Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated. (Bestiary Malfearous)</p><p>As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Monster Geographica Underground)</p><p>As a full round action, an undead ooze can expel the skeletons in its body. (Monster Geographica Underground)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest)</p><p>If a victim dies while engulfed by a bone slime, it becomes a skeleton. (The Dread Codex)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex)</p><p>A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. (Dangerous Denizens The Monsters of Tellene)</p><p>Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods)</p><p>Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead.</p><p>In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III)</p><p>Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches)</p><p>As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton. (Monster Encyclopaedia 2 Dark Bestiary)</p><p><em>Animate Dead spell</em></p><p><em>Plague of Undead</em> spell. (Libris Mortis)</p><p><em>Plague of Undead</em> spell. (Heroes of Horror)</p><p><em>My Life for Yours</em> spell. (The Dread Codex)</p><p><em>Puppets of Death</em> spell. (Complete Guide to Liches)</p><p><strong>Spectre: </strong>Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. </p><p>Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later) (3.5 epic srd)</p><p>A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. (Dragon 315)</p><p>Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds. (Advanced Bestiary)</p><p>When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on.</p><p>Spectres are born from sudden acts of violence. (Dragon 336)</p><p>The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time. (Tome of Horrors Revised)</p><p><em>Create Greater Undead Spell</em></p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). </p><p>If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD.</p><p>Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. (Monster Manual V)</p><p>He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. (Monster Manual V)</p><p>Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. (Heroes of Horror)</p><p>Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.</p><p>Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. (Advanced Bestiary)</p><p>The vampire is a powerful undead monster that spawns its own followers from living humans.</p><p>Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires. (Complete Guide to Vampires)</p><p>When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire. (Complete Guide to Vampires)</p><p><strong>Vampire Spawn:</strong> Vampire spawn are undead creatures that come into being when vampires slay mortals. </p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. </p><p>If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD.</p><p>By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. (Monster Manual V)</p><p>A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Libris Mortis)</p><p>A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Libris Mortis)</p><p>Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis)</p><p>A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis)</p><p>If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit.</p><p>An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Libris Mortis)</p><p>If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Libris Mortis)</p><p>A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Libris Mortis)</p><p>Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire.</p><p>Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. (Dragon 336)</p><p><strong>Wight:</strong> Any humanoid slain by a wight becomes a wight in 1d4 rounds.</p><p>A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. </p><p>Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. (Dragon 336)</p><p>After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens)</p><p>Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. (Advanced Bestiary)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (The Dread Codex)</p><p>Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. (Libris Mortis)</p><p>Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain. (Creature Collection III)</p><p>For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control.</p><p>As a standard action, a bleak crow can capture the soul of adying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow.</p><p>The undead servant is identical with a zombie of equal size.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.</p><p>An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain. (Creature Collection III)</p><p>Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches)</p><p>Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p><strong>Wraith: </strong>Wraiths are incorporeal creatures born of evil and darkness. </p><p>Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. </p><p>Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. (Heroes of Horror)</p><p>Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. (Dragon 336)</p><p>Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p><em>Create Greater Undead Spell</em></p><p><strong>Dread Wraith:</strong> The oldest and most malevolent wraiths.</p><p>Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. (Advanced Bestiary)</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic.</p><p>“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).</p><p>Creatures killed by a mohrg rise after 1d4 days as zombies.</p><p>If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside.</p><p>As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. (Monster Manual III)</p><p>As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies. (Monster Manual III)</p><p>Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch. (Monster Manual V)</p><p>Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. (Libris Mortis)</p><p>Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Libris Mortis)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis)</p><p>Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Libris Mortis)</p><p>Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Libris Mortis)</p><p>Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Libris Mortis)</p><p>Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror)</p><p>Any creature killed by a dread mohrg rises as a zombie in 1d4 days. (Advanced Bestiary)</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Revised)</p><p>Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. (Complete Minions)</p><p>After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens)</p><p>Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. (Creatures of Freeport)</p><p>Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. (Creatures of Freeport)</p><p>Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. (Dragon 336)</p><p>a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. (Dragon 336)</p><p>Most dragons who drink directly from the Well of Dragons are stricken down and die immediately, animating as mindless zombie dragons in 1d4 days. (Dragon 344)</p><p>Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods)</p><p>Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies. (Monster Encyclopaedia 1 Ravagers of the Realms)</p><p>Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life. (Monster Geographica Underground)</p><p>The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. (Monster Geographica Underground)</p><p>Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds. (Monster Geographica Marsh and Aquatic)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest)</p><p>As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook.</p><p>The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefit of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. (Monster Geographica Plains and Desert)</p><p>On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. (Monster Geographica Plains and Desert)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert)</p><p>Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2)</p><p>Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2)</p><p>Living creatures killed by a deadwood tree rise in 16 rounds as zombies. (The Dread Codex)</p><p>Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. (The Dread Codex)</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex)</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (The Dread Codex)</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. (Tome of Horrors Revised)</p><p>Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.</p><p>Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails. (Tome of Horrors II).</p><p><em>Animate Dead Spell</em></p><p><em>Greater Seed of Undeath</em> spell. (Complete Mage)</p><p><em>My Life for Yours spell</em>. (The Dread Codex)</p><p><em>Plague of Undead</em> spell. (Libris Mortis)</p><p><em>Plague of Undead</em> spell. (Heroes of Horror)</p><p><em>Puppets of Death</em> spell. (Complete Guide to Liches)</p><p><em>Seed of Undeath</em> spell. (Complete Mage)</p><p></p><p><em>Animate Dead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 3, Death 3, Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Targets: One or more corpses touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.</p><p>The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)</p><p>Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.</p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. </p><p>Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.</p><p>Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.</p><p></p><p><em>Create Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p>Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.</p><p></p><p><em>Create Greater Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 8, Death 8, Sor/Wiz 8</p><p>This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p>[/spoiler]</p><p></p><p>3.5 Psionics SRD:</p><p>[spoiler]<strong>Caller in Darkness:</strong> A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.[/spoiler]</p><p></p><p>3.5 Epic SRD:</p><p>[spoiler]<strong>Atropal:</strong> ?</p><p><strong>Demilich: </strong>“Demilich” is a template that can be added to any lich.</p><p>A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part.</p><p>The process of becoming a demilich can be undertaken only by a lich acting of its own free will.</p><p>Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.</p><p><strong>Hunefer:</strong> ?</p><p><strong>Lavawight:</strong> Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.</p><p><strong>Shadow of the Void:</strong> ?</p><p><strong>Shape of Fire:</strong> ?</p><p><strong>Winterwight: </strong>Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.</p><p></p><p><strong>Mummy 18 HD: </strong>A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (srd 3.5 epic)</p><p><em>Mummy Dust</em> epic spell (srd 3.5 epic)</p><p></p><p><strong>Spectre:</strong> Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/148765/Monster-Manual-35?affiliate_id=17596" target="_blank">Monster Manual</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Allip:</strong> An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.</p><p><strong>Bodak:</strong> Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.</p><p>Humanoids who die from this attack are transformed into bodaks 24 hours later.</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.</p><p>“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6.</p><p><strong>Ghost Human Fighter 5:</strong> ?</p><p><strong>Ghoul:</strong> Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul. </p><p>An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p>Ghoul Fever.</p><p><strong>Lacedon:</strong> ?</p><p><strong>Ghast:</strong> An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p>Ghoul Fever.</p><p><strong>Lich:</strong> A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.</p><p>Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing.</p><p>“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.</p><p>The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.</p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force.</p><p>Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.</p><p><strong>Lich Human Wizard 11:</strong> ?</p><p><strong>Lich Nonhumanoid:</strong> ?</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p><strong>Mummy Lord:</strong> Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death.</p><p>Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.</p><p><strong>Nightshade:</strong> Nightshades are powerful undead composed of equal parts darkness and absolute evil.</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.</p><p>“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p><strong>Human Warrior Skeleton:</strong> ?</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Chimera Skeleton:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Advanced Megaraptor Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Young Adult Red Dragon Skeleton:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.</p><p><strong>Vampire Human Fighter 5:</strong> ?</p><p><strong>Vampire Half-Elf Monk 9/Shadowdancer 4:</strong> ?</p><p><strong>Vampire Spawn:</strong> Vampire spawn are undead creatures that come into being when vampires slay mortals.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.</p><p>If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD.</p><p><strong>Wight:</strong> Wights are undead creatures given a semblance of life through sheer violence and hatred.</p><p>Any humanoid slain by a wight becomes a wight in 1d4 rounds.</p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness.</p><p>Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p><strong>Dreadwraith:</strong> The oldest and most malevolent wraiths.</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic.</p><p>“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system</p><p>Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control.</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?</p><p><strong>Troglodyte Zombie:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p><strong>Wyvern Zombie:</strong> ?</p><p><strong>Umber Hulk Zombie:</strong> ?</p><p><strong>Gray Render Zombie:</strong> ?</p><p></p><p>Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.</p><p>An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/25927/Monster-Manual-III-35?cPath=9730_9731&it=1&affiliate_id=17596" target="_blank">Monster Manual III</a>[spoiler]</p><p><strong>Boneclaw:</strong> The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms.</p><p>Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws.</p><p>Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faerûn. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later.</p><p>Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims.</p><p>This rite requires the spells create undead (caster level 15+) and greater magic fang. (Dragon 336)</p><p><strong>Bonedrinker:</strong> Terrible undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally developed the ritual to create these monstrosities, using the fallen corpses of goblin and bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of these two goblinoid races. In theory, other humanoid creatures could be converted into bonedrinkers, but this would require twisting and adapting the original ritual.</p><p>The ritual that turns a bugbear corpse into a bonedrinker requires the <em>create undead</em> spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.</p><p>Many hobgoblin warlords and their bodyguards became bonedrinkers as a result of unorthodox burial rituals.</p><p><strong>Bonedrinker Lesser:</strong> Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins.</p><p>The ritual that turns a bugbear corpse into a bonedrinker requires the <em>create undead</em> spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). Transforming a goblin corpse into a lesser bonedrinker is a similar but less exacting process, requiring create undead cast by a caster of 12th level or higher with 7 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.</p><p><strong>Charnel Hound:</strong> Charnel hounds are a stunning achievement of some crazed necromancer or god of death.</p><p>The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper.</p><p>No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation.</p><p>The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell).</p><p>On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. (Dragon 336)</p><p><strong>Deathshrieker:</strong> The deathshrieker is an undead spirit that embodies the horrible cries and shrieks of the dying as they utter their last gasps of life. It roams lonely and forgotten battlefields, charnel houses, or sites of terrible plagues, filling the air with its mournful and soul-sapping screams. It relives the final moments of those who have died from slow, agonizing deaths due to violence, disease, or some other tragedy. Typically, the larger the death and despair of an area, the larger the deathshrieker, although relatively small areas that hosted truly despicable acts of violence can bring one into being as well.</p><p><strong>Deathshrieker Advanced:</strong> Truly cataclysmic battles sometimes spawn deathshriekers of incredible power.</p><p><strong>Drowned:</strong> The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all.</p><p>Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. (Dragon 336)</p><p><strong>Dust Wight:</strong> Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy.</p><p><strong>Ephemeral Swarm:</strong> Ephemeral swarms are the ghostly collections of many little creatures that suffered a common death. Just as when a spirit of a particular creature lingers on as a ghost, when many small creatures die a violent death, they may linger on as a vengeful ephemeral swarm. The undead swarm is composed of the psychic agony and anguish of the newly departed.</p><p>Ephemeral swarms sometimes manifest in cities recovering from a terrible animal or vermin infestation. These undead swarms are the remnants of one or more swarms that were previously exterminated.</p><p><strong>Grimweird:</strong> Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane.</p><p><strong>Necronaut:</strong> Necronauts are created by demons on plains of bones in the Abyss.</p><p>Necronauts form near sinister planar rifts that haunt the Mournland.</p><p><strong>Plague Spewer:</strong> ?</p><p>they are rumored to be the undead remains of giants whom the great dragons of Argonnessen cursed with a foul plague.</p><p><strong>Salt Mummy:</strong> Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor; often, such a creature has taken a great sin with it to its subterranean grave, the horror of which eventually creates a linkage to the Negative Energy Plane.</p><p>Clerics of the Blood of Vol sometimes seal the corpses of slain assassins, corrupt officials, and criminals in caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies. Most salt mummies, however, are found underground—the remains of evil adventurers, goblinoids, and other humanoid creatures killed in Khyber and ravaged by the salt deposits.</p><p><strong>Vasuthant:</strong> ?</p><p>Although their empire perished more than ten thousand years before Dale reckoning, the remains of many Aryvandaar sorcerers continue to haunt their empire’s ancient ruins as vasuthants—ambitious, power-hungry sun elves consumed by utter darkness.</p><p><strong>Vasuthant Horrific:</strong> A horrific vasuthant has grown massive and terrifying after centuries of absorbing life energy.</p><p></p><p><strong>Zombie:</strong> As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies.</p><p>As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51646/Monster-Manual-IV-35?cPath=9730_9731&affiliate_id=17596" target="_blank">Monster Manual IV</a>[spoiler]</p><p><strong>Bloodhulk:</strong> Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with the endurance to absorb an amazing amount of punishment before falling.</p><p>A bloodhulk is created through a foul ritual that saturates a creature’s flesh with the blood of sacrificed victims.</p><p>Creating a bloodhulk requires a ritual of bloody sacrifice culminating in a spell of animation. Most living corporeal beings can be made into these horrors.</p><p>The animate dead spell normally allows the creation of only skeletons and zombies. It can also create bloodhulks, though the process is more difficult.</p><p>• You can create bloodhulk warriors, giants, or crushers based solely on the size of the corpse you wish to animate:</p><p>A Medium corpse is required for a bloodhulk fighter, Large for a giant, and Huge for a crusher. Smaller and larger corpses cannot be made into bloodhulks. The creation of a bloodhulk changes the original corpse too much for it to retain most of its original features.</p><p>• In addition to the usual material components, you must supply blood from three recently slain creatures the same size as the potential bloodhulk.</p><p>• Bloodhulks are considered to have double their Hit Dice for the purpose of creating and controlling them. Thus, the number of bloodhulks you can create is equal to your Hit Dice (instead of twice your Hit Dice) if you are not in a desecrated area. You can control no more than 2 HD worth of bloodhulks per caster level; if you are attempting to control different sorts of undead creatures, the bloodhulks are considered to have twice as many Hit Dice as are shown in their entries for the purpose of determining the total number of undead you can control.</p><p><strong>Defacer:</strong> A defacer arises when a spellcaster creates an undead being from the corpse of a doppelganger or other creature that assumes others’ visages.</p><p>A spellcaster of 14th or higher level can create a defacer by casting create undead on the corpse of a creature that mimics other creatures, such as a doppelganger.</p><p>Changelings turned into undead sometimes spontaneously rise as defacers instead of what their creators intended. When Dolurrh is coterminous, dead changelings become defacers under circumstances when they might otherwise become ghosts.</p><p><strong>Necrosis Carnex:</strong> A necrosis carnex is created from several corpses bound together with cold iron bands.</p><p>They have a simple and stark existence, stemming entirely from their origin as purposefully created undead.</p><p>A spellcaster of 11th level or higher can create a necrosis carnex with an animate dead spell. To do so requires three corpses from Medium creatures and cold-hammered iron bands worth 200 gp. None of this material is consumed in the casting and but instead becomes the undead amalgam of the carnex. When used to create a necrosis carnex, the animate dead spell has a casting time of 10 minutes.</p><p><strong>Plague Walker:</strong> A plague walker is an undead weapon created by evil mages and clerics.</p><p>As undead creatures crafted for use in war, plague walkers have no place in the natural environment. Tales claim that they arise as the result of a rare contagion, but in truth any diseased corpse serves to produce these monstrosities.</p><p>Creating a plague walker is a relatively simple process, though its cost prevents most spellcasters from producing the creatures in great numbers outside of wartime. Any arcane or divine caster of 6th level or higher who can cast necromancy spells can craft a plague walker. Doing so involves performing a horrific ritual that requires 800 gp worth of unholy water, the corpses of four Medium creatures that died of disease, and two days of prayer. (Two Small corpses are equivalent to one Medium corpse, and one Large body counts as two Medium corpses.) At the end of the ritual, the remains meld into a single plague walker, which obeys its creator’s commands to the best of its ability.</p><p><strong>Web Mummy:</strong> “Web mummy” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.</p><p>When ready to reproduce, a tomb spider finds a suitable corpse (or kills such a creature), implants its eggs, and wraps the corpse in webbing. The host corpse animates as a web mummy and protects its creator.</p><p>Web mummies are undead creatures animated by a spider with a connection to negative energy.</p><p>A tomb spider lays its eggs in a humanoid, monstrous humanoid, or giant’s body, animating the corpse as a web mummy.</p><p><strong>Vitreous Drinker:</strong> The creatures were reputedly created by Vecna for some nefarious purpose.[/spoiler] </p><p></p><p><a href="http://www.drivethrurpg.com/product/54391/Monster-Manual-V-35?cPath=9730_9731&affiliate_id=17596" target="_blank">Monster Manual V</a>[spoiler]</p><p><strong>Blackwing:</strong> The orcs caught and brutalized eagles for sport until their depraved mystics discovered the necessary ritual to create powerful undead servitors—the first blackwings.</p><p>The necromantic ritual used to create blackwings requires the intact body of a giant eagle.</p><p>Blackwings are created from the corpses of giant eagles. The corpse must be buried within the area of an unhallow spell for at least six months. Then, a spellcaster of 18th level or higher must cast create undead on the remains.</p><p><strong>Deadborn Vulture Zombie:</strong> When a deadborn vulture is reduced to 0 hit points, it immediately dies and becomes a deadborn vulture zombie that retains the vulture’s disease ability.</p><p>A deadborn vulture reanimates as a zombie after it dies.</p><p><strong>God-Blooded Orcus-Blooded:</strong> Orcus-blooded” is an acquired template that can be added to any evil undead creature. The sacrifice of good-aligned creatures totaling 20 or more Hit Dice causes an aspect of Orcus to appear and bathe the petitioner with black, tarry blood poured from a golden chalice. The undead creature covered in this blood then grows goatlike horns and gains the Orcus-blooded template. </p><p><strong>Haunt:</strong> Haunts are spirits that left unfi nished business in life and have returned to seek recompense.</p><p><strong>Bridge Haunt:</strong> A bridge haunt is a ghostly undead that lingers near the bridge where it came into being after the death of the living creature it once was.</p><p>This is a bridge haunt, the incorporeal spirit of someone who died at this bridge.</p><p><strong>Forest Haunt:</strong> Forest haunts are the spirits of fey-touched trees that seek vengeance on intruders within their forest domain. When a dryad is killed, she can curse those who slew her with her dying breath. This curse fuels the spirit of the oak to which she is tied, causing it to stalk the forest until her killers are slain, and sometimes beyond.</p><p>This is a forest haunt, the spirit of a tree touched by the fey. When a dryad is destroyed and speaks a curse with her dying breath, a forest haunt is born.</p><p><strong>Taunting Haunt:</strong> A taunting haunt is the twisted, jealous spirit of a deceased bard, jester, or other performer.</p><p>This is a taunting haunt, the bitter spirit of a troubadour, jester, or bard.</p><p><strong>Phantom:</strong> “Phantom” is an acquired template that can be applied to any corporeal creature</p><p><strong>Phantom Ghast Ninja:</strong> By using a secret ritual, Kugan’s master granted him the phantom template for his years of honorable and successful service.</p><p><strong>Sanguineous Drinker:</strong> Occasionally, small packs of three to nine individuals form in areas of intense death and suffering.</p><p>Necromancers and cunning undead spellcasters create sanguineous drinkers.</p><p>Necromancers create them from corpses boiled in blood. Particularly evil and bloodthirsty creatures might spontaneously rise as sanguineous drinkers if they die in an environment soiled with blood and corrupted by negative energy.</p><p>A spellcaster of 15th level or higher can use the create undead spell to animate a sanguineous drinker.</p><p><strong>Skull Lord:</strong> Dark rumors speak of the skull lords, powerful undead beings created by the magic unleashed at the death of the mighty necromancer Vrakmul.</p><p>The twelve skull lords arose from the ashes of the Black Tower of Vrakmul. Whether they were created intentionally by that mad necromancer or came forth spontaneously from the foul energies of his fallen sanctum, none can say.</p><p>Alternatively, skull lords might simply be a powerful new form of undead with no specific background or number. Skull lords might be the result of failed attempts at achieving lichdom, the undead remains of a race of three-headed beings, or a single creature formed from the magical amalgamation of three corpses.</p><p>The Battle of Bones is a popular destination for Faerûn’s necromancers, and it is rumored that the first skull lords were spawned in that cursed place.</p><p><strong>Bonespur:</strong> Bonespurs are animalistic monstrosities created only for fighting and killing.</p><p>A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.</p><p>A spellcaster of 8th level or higher can create a bonespur using the create undead spell. Creating a bonespur requires skeletal remains equivalent to six Medium creatures.</p><p><strong>Serpentir:</strong> Serpentirs are dreadful snakelike undead formed from several skeletons.</p><p>A spellcaster of 10th level or higher can create a serpentir using the create undead spell. Creating a serpentir requires skeletal remains equivalent to six Medium creatures.</p><p>A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.</p><p><strong>Spectral Rider:</strong> Each spectral rider is born of particular circumstances.</p><p>Blackguards and evil knights are the individuals who most commonly become spectral riders after death. However, even the holiest of paladins can be polluted by foul necromantic magic and twisted into these dark warriors. The rituals that create a spectral rider involve unspeakable desecrations of the corpse. In the case of paladins or holy knights, deception is used to lure the spirit back to its body, binding a pure soul to tainted dead flesh.</p><p>A spellcaster of 12th level or higher can create a spectral rider using a create greater undead spell. The PC must fi nd a suitable subject corpse—a mounted warrior of at least 6th level at the time of his or her death.</p><p>Once per month, a skull lord can engage in a 12-hour ritual under the dark moon to create a spectral rider from the remains of a mounted warrior.</p><p></p><p><strong>Skeleton:</strong> A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.</p><p><strong>Vampire:</strong> Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath.</p><p>He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day.</p><p><strong>Vampire Spawn:</strong> By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn.</p><p><strong>Zombie:</strong> Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage.</p><p>Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51645/Libris-Mortis-The-Book-of-Undead-35?cPath=9730_9731&affiliate_id=17596" target="_blank">Libris Mortis</a>[spoiler]</p><p><strong>Angel of Decay:</strong> ?</p><p><strong>Atropal Scion:</strong> Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of fl esh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.</p><p><strong>Blaspheme:</strong> Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians.</p><p>Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifi ces to evil powers.</p><p><strong>Bleakborn:</strong> Sometimes a newly created bleakborn spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances.</p><p><strong>Blood Amniote:</strong> If a blood amniote deals as many points of Constitution damage during its existence as its full normal hit point total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total.</p><p><strong>Bloodmote Cloud:</strong> ?</p><p><strong>Bone Rat Swarm:</strong> ?</p><p><strong>Boneyard:</strong> ?</p><p><strong>Brain in a Jar:</strong> The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers.</p><p><strong>Cinderspawn:</strong> Cinderspawn are burnt-out undead remnants of creatures of elemental fire.</p><p><strong>Corpse Rat Swarm:</strong> ?</p><p><strong>Crypt Chanter:</strong> Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later.</p><p><strong>Deathlock:</strong> Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave.</p><p><strong>Dessicator:</strong> Desiccators are the dried-out undead remnants of creatures of elemental water.</p><p><strong>Dream Vestige:</strong> The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over.</p><p>When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige’s full normal total.</p><p><strong>Entomber:</strong> Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants.</p><p><strong>Entropic Reaper:</strong> Entropic reapers are undead that arise in Limbo.</p><p><strong>Evolved Undead:</strong> An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long lifetime.</p><p>When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this “evolution” occurs, the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature connection, plus an additional 1% chance for each previous evolution.</p><p>“Evolved undead” is an acquired template that can be added to any undead with an Intelligence score.</p><p><strong>Forsaken Skin:</strong> Creatures killed by a forsaken shell slough their skins after 1d4 rounds. These sloughed skins are new forsaken shells under the spawner’s control.</p><p><strong>Ghost Brute:</strong> Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts.</p><p>A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion.</p><p>However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.</p><p>“Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8.</p><p><strong>Gravetouched Ghoul:</strong> Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul.</p><p>In rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard Monster Manual statistics for a ghoul, but instead the base creature gains the gravetouched ghoul template.</p><p>“Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher.</p><p><strong>Hulking Corpse:</strong> ?</p><p><strong>Mummified Creature:</strong> Mummies are undead creatures, embalmed using ancient necromantic lore.</p><p>“Mummified creature” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.</p><p>The process of becoming a mummy is usually involuntary, but expressing the wish to become a mummy to the proper priests (and paying the proper fees) can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do.</p><p><strong>Murk:</strong> A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under the control of its killer within 1d4 rounds.</p><p><strong>Necromental:</strong> A necromental is the undead remnant of an elemental creature.</p><p>“Necromental” is an acquired template that can be added to any elemental.</p><p><strong>Necropolitan:</strong> Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration.</p><p>“Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid.</p><p>Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.</p><p>The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.</p><p>The ceremony that lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.</p><p><strong>Plague Blight:</strong> Plague blights are animated corpses of humanoids who died from plague or rot.</p><p><strong>Quell:</strong> ?</p><p><strong>Raiment:</strong> A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim.</p><p><strong>Revived Fossil:</strong> Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone or other geological deposits, but revived fossils are the freed and animated remains of the dead.</p><p>Revived fossils cannot be created with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be revived.</p><p>“Revived fossil” is an acquired template that can be added to any corporeal creature.</p><p><strong>Skin Kite:</strong> When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin.</p><p><strong>Skirr:</strong> ?</p><p><strong>Skulking Cyst:</strong> A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell).</p><p><em>Necrotic Cyst</em> spell.</p><p><strong>Slaughter Wight:</strong> Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead.</p><p>Sometimes a newly created slaughter wight spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances.</p><p><strong>Slaymate:</strong> Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death.</p><p><strong>Spectral Lyricist:</strong> In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.</p><p><strong>Swarm-Shifter:</strong> “Swarm-shifter” is an acquired template that can be added to any corporeal undead with an Intelligence score.</p><p><strong>Tomb Motes:</strong> Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials.</p><p><strong>Umbral Creature:</strong> “Umbral creature” is an acquired template that can be added to any aberration, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8.</p><p><strong>Visage:</strong> The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.</p><p>Any evil outsider slain by a visage becomes a visage 24 hours after death.</p><p><strong>Voidwraith:</strong> ?</p><p><strong>Wheep:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead.</p><p>Most humanoids who engage in such activities and return from the grave are mere ghouls.</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds.</p><p><strong>Wight:</strong> Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds.</p><p><strong>Zombie:</strong> Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3724/Heroes-of-Horror-35?affiliate_id=17596" target="_blank">Heroes of Horror</a>[spoiler]</p><p><strong>Jonah Parsons Human Ghost Expert 4:</strong> Less than a year ago, Jonah and Annalee Parsons were a happy couple in a happy community. They had just found out that they were expecting a child. While Jonah, a researcher and scribe by profession, was working overtime to provide for all that they would soon need, Annalee was busily converting their unused barn into a study for her husband, now that his former study was going to become the new baby’s room.</p><p>Not long into the pregnancy, however, Jonah began to notice a change in his wife. She wasn’t doing anything different or unusual, but she just didn’t seem like the same person. The one person in whom he could confide his concerns blamed them on the combination of the changes of pregnancy and the anxiety felt by every expectant father. But Jonah was not convinced, and he began to investigate his wife’s condition. Within three months, Jonah was dead—stabbed to death by town guards in his own study; records indicate that he was “slain while attempting to resist a lawful arrest.”</p><p>What actually happened is that Jonah began to suspect that something had infected his wife’s mind, soul, or both. But before he could discover what was really going on, and perhaps find a way to bring back the Annalee he once knew, the thing inside her sensed his suspicion and contrived a way to silence him. The unholy scion made its mother, now some five months pregnant, scratch and beat herself before running in terror to the local constable. She claimed her husband had gone mad and locked himself into his study after nearly killing her. When the soldiers arrived, they took Jonah by surprise and, in the confusion, mortally wounded him.</p><p>The story picks up some five months after the death of Jonah Parsons. His daughter, Eve, was born recently, and with her birth came the return of her father as a ghost. What Jonah had begun to uncover is that inside his barn dwelled a dark entity that began to take over the unborn child growing inside his wife as she worked to convert the site into a study for him. Unknown to anyone, the site had once been the location of a shrine dedicated to Cas, the demigod of spite, and that lingering taint was an open invitation to demonic forces to take up residence in Cas’s absence.</p><p>Cas, rarely one to forgive a slight of any kind, offered Jonah’s restless soul a glimpse of what the Lord of Spite would see as hope. Jonah arose as a ghost, filled with the knowledge that the source of his wife’s madness and his own death was the child she had borne in her womb.</p><p><strong>Haunting Presence:</strong> Sometimes when undead are created they come into being without a physical form and are merely presences of malign evil. Haunting presences usually occur as the result of atrocious crimes. Tied to particular locations or objects, these beings might reveal their unquiet natures only indirectly, at least at first.</p><p>As a haunting presence, an undead is impossible to affect or even sense directly. A haunting presence is more fleeting than undead who appear as incorporeal ghosts or wraiths, or even those undead enterprising enough to range the Ethereal Plane. Each haunting presence is tied to an object or location and can only be dispelled by exorcism or the destruction of the object or location. Despite having no physicality, each haunting presence still possesses the identity of a specific kind of undead. For instance, one haunting presence might be similar to a vampire, while another is more like a wraith.</p><p><strong>Bane Wraith:</strong> They result when someone dies a violent and gruesome death, accompanied by the deaths of his family, friends, and everything he loved and worked for. Bane wraiths develop most frequently, but not exclusively, in or near tainted regions.</p><p><strong>Bloodrot:</strong> While sages originally believed that bloodrots were slain oozes animated by necromantic spells, they have now come to understand that the bloodrot is not a true ooze at all, despite its oozelike form. Rather, a bloodrot is formed from the remaining fluids of a creature dissolved in acid or otherwise liquefied.</p><p><strong>Tainted Minion:</strong> A tainted minion is a mortal who has been transformed into a horrific undead servant of evil.</p><p>“Tainted minion” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least mild levels of both corruption and depravity (referred to hereafter as the base creature). It is most often applied to a creature that dies because its corruption score exceeds the maximum for severe corruption for a creature with its Constitution score.</p><p><strong>Tainted Minion Human Fighter 5:</strong> ?</p><p></p><p><strong>Undead:</strong> Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect.</p><p><em>Oath of Blood</em> spell.</p><p><strong>Lich:</strong> When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich.</p><p>A dread necromancer who is not humanoid does not gain this class feature.</p><p><strong>Mummy:</strong> Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place.</p><p>For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit.</p><p><strong>Skeleton:</strong> <em>Plague of Undead</em> spell.</p><p><strong>Vampire:</strong> Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven.</p><p><strong>Wraith:</strong> Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect.</p><p><em>Plague of Undead</em> spell.</p><p><strong>Corpse Gatherer:</strong> Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers.</p><p></p><p>OATH OF BLOOD</p><p>Necromancy</p><p>Level: Cleric 5, sorcerer/wizard 5</p><p>Components: V, S, M, DF</p><p>Casting Time: 1 minute</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One living creature</p><p>Duration: See below</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell. It extends the reach of the geas beyond death. If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is determined by the caster level of this spell, as per create undead. Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death.</p><p>Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target.</p><p>PLAGUE OF UNDEAD</p><p>Necromancy [Evil]</p><p>Level: Cleric 9, dread necromancer 9, sorcerer/wizard 9</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Targets: One or more corpses within range</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell unleashes great necromantic power, raising a host of undead creatures. Plague of undead turns the bones or bodies of dead creatures within the spell’s range into undead skeletons or zombies with maximum hit points for their Hit Dice. The undead remain animated until destroyed. (A destroyed zombie or skeleton can’t be animated again.)</p><p>Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can’t create more HD of undead than four times your caster level.</p><p>The undead you create remain under your control indefinitely and follow your spoken commands. However, no matter how many times you use this spell or animate dead, you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit. If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Anytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released.</p><p>The bones and bodies required for this spell follow the same restrictions as animate dead. All the material to be animated by this spell must be within range when the spell is cast.</p><p>Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/23333/Bestiary-of-Krynn-Revised-35?affiliate_id=17596" target="_blank">Bestiary of Krynn Revised</a>[spoiler]</p><p><strong>Ankholian Undead:</strong> Ankholian undead are the result of imbuing standard undead with the properties of a fireshadow.</p><p>Texts found in the libraries of the Tower of Wayreth say the ankholian undead first arose early on during the Age of Might when a wizard named Ankholus attempted to create a fireshadow (DRAGONLANCE Campaign Setting, page 225). These texts state that Ankholus, though powerful, had a limited understanding of planar entities and assumed the fireshadow was an undead creature that could be easily recreated. The fate of Ankholus was never made clear, though the texts speculate that he succumbed to an ankholian form of undeath as a lich.</p><p>“Ankholian undead” is an acquired template that can be added to any corporeal undead creature.</p><p>The breath weapon and heat aura of an ankholian undead also affect other undead in a unique way. When damaged by an ankholian undead’s breath weapon or heat, corporeal undead creatures must succeed at a Reflex save or gain the ankholian undead template.</p><p><strong>Ankholian Owlbear Zombie:</strong> ?</p><p><strong>Ankholian Zombie:</strong> Any living creature slain by an ankholian undead becomes an ankholian undead zombie in 1d4 rounds.</p><p><strong>Daemon Warrior:</strong> Daemon warriors are the soldiers of Chaos, created by the mad god from the souls of the dead trapped in torment within the Abyss.</p><p><strong>Knight Haunt:</strong> Knight haunts are the spectral remains of members of one of Krynn’s Knightly Orders whose spirits now inhabit the armor and weapons they bore in life.</p><p>Up until the Chaos War, almost all knight haunts were former Knights of Solamnia who, for some reason, were unable to pass onto the hereafter. Many had fallen in battle and had unfinished business, while others remained after death as guardians of places which they had once sworn to defend. With the formation of the Knights of Takhisis, a few fallen individuals of that Order also rose as knight haunts. The War of Souls brought about a marked rise in the numbers of knight haunts, not only the from Solamnics and Dark Knights, but also some members of the Legion of Steel. However, after the return of the gods and the opening of the Gate of Souls once again, these numbers dropped considerably.</p><p><strong>Remnant:</strong> Remnants are the spectral remains of powerful wizards and sorcerers who died as a result of a large surge in magic or whose magic consumed them.</p><p>Any arcane spellcaster slain by a remnant becomes a remnant in 1d4 rounds. His body is consumed by a rush of magical forces, and his spirit remains.</p><p><strong>Shadow Wight:</strong> A shadow wight is a horrid creation of Chaos. The first shadow wights were created from the slain souls of Knights of Solamnia and Takhisis, as well as other dead spirits.</p><p><strong>Frost Wight:</strong> ?</p><p><strong>Undead Beast:</strong> Undead beasts are the result of wanton destruction visited upon forest animals by priests of Chemosh. Many believe that after the slaughter of countless animals, the priests conduct a foul rite that twists the remains of the animals into the unnatural shape of a stahnk or gholor.</p><p>Like all matters supernatural, rumors abound that sometimes the intervention of a cleric of Chemosh is not needed to bring forth an undead beast. Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events.</p><p><em>Create Undead Beast</em> spell.</p><p><strong>Undead Beast Stahnk:</strong> Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events.</p><p><strong>Undead Beast Gholor:</strong> ?</p><p><strong>Witchlin:</strong> Wichtlins were once elves, half-elves, or the animal companions of elven or half-elven druids and rangers, transformed by the power of Chemosh into creatures of hatred. Legends among the elves tell of a Silvanesti queen, Sylvyana, known as the Ghoul Queen for her abhorrent devotion to necromancy. The god of the undead, Chemosh, granted her a timeless existence in return for her services, and it was apparently her dark curse upon those subjects who rose up against her that created the wichtlins.</p><p>Wichtlin druids and rangers lose access to spellcasting and supernatural abilities, but retain their animal companions. These companions also acquire the wichtlin template, their type changing to undead.</p><p>“Wichtlin” is an acquired template that can be added to any elf, half-elf, or fey or the animal companion of a druid or ranger.</p><p>An elf or half-elf slain by a wichtlin rises in seven days as a wichtlin.</p><p><strong>Witchlin Kagonesti Elf Ranger 4:</strong> This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale.</p><p><strong>Witchlin Elk Animal Companion:</strong> This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale.</p><p></p><p><strong>Undead:</strong> Child of Chemosh Improved Create Spawn ability.</p><p>Child of Chemosh Greater Create Spawn ability.</p><p><strong>Corporeal Undead:</strong> These are undead with physical bodies, usually their own. Their souls are bound to them, usually in such a way as to darken their natures and make them hateful and dangerous to the living.</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead are souls prevented from leaving Krynn and joining the Progression of Souls for some reason.</p><p><strong>Allip:</strong> Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.</p><p><strong>Devourer:</strong> Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger.</p><p><strong>Ghost:</strong> Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued.</p><p><strong>Mohrg:</strong> Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger.</p><p><strong>Shadow:</strong> Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.<strong>Lich:</strong> Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh.</p><p><strong>Zombie:</strong> Child of Chemosh Greater Create Spawn ability.</p><p></p><p>Create Undead Beast</p><p>Necromancy [Evil]</p><p>Level: Clr 8 (Chemosh)</p><p>Components: V, S, M, DF</p><p>Casting Time: 2 hours</p><p>Range: Close (25 ft. +5 ft./2 levels)</p><p>Target: See text</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This evil spell is one granted only by Chemosh to his worshippers. With it, you can create an undead beast of your choosing. This spell requires you to cast it upon the corpses of any number of animals. The Hit Dice of these animals must be equal to those of the undead beast you wish to create. Creatures created by this spell are automatically under your control, and you can bestow control of the creature to any other individual of your choice. If the controller of an undead beast dies, the creature is free to act of its own accord.</p><p>Material Component: A small clay statue of the creature to be created. This spell must be cast upon the remains of many animals. You must place a black onyx gem worth at least 50 stl per HD of the undead to be created into the mouth of the statue. The magic of this spell melts both the statue and the gem, using them as the basic foul viscous fluids that merge and breathe tainted life into the animal corpses.</p><p></p><p>Improved Create Spawn (Su) At 2nd level, a Child of Chemosh with the ability to create spawn (such as a wight or vampire) may do so with victims it has not personally slain. The Child of Chemosh must have witnessed the death of the target creature within the last 24 hours and must spend one hour with the corpse. At the end of this vigil, the creature is assumed to have just been slain for the purposes of how soon the creature will rise as a spawn of the Child of Chemosh.</p><p>Children of Chemosh without the ability to create spawn do not benefit from this ability. Children of Chemosh whose victims rise as free-willed undead (such as ghouls and ghasts) may spend one hour in vigil with the corpse before it rises, in which case the newly created undead is under the child’s control until the child is destroyed.</p><p>Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.</p><p></p><p>Greater Create Spawn (Su) At 4th level, the Child of Chemosh’s ability to create spawn improves even further. The child no longer needs to have been personally present at the death of the target creature, and the creature may have been dead for up to a week. This ability otherwise works exactly like the improved create spawn ability above.</p><p>Children of Chemosh without the ability to create spawn gain the ability to create zombies from any humanoid they slay, just as a mohrg does (see Monster Manual). Children of Chemosh whose victims rise as free-willed undead may choose to create zombies instead or spend time in vigil as described under Improved Create Spawn above.</p><p>Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.[/spoiler]</p><p></p><p>Denizens of Dread</p><p>[spoiler]</p><p><strong>Akikage (Shadow Assassin):</strong> Creatures spawned from ninjas and assassins who died while trying to destroy an assigned victim.</p><p><strong>Ancient Dead:</strong> Created by the ritual preservation of a corpse and animated by dark magic.</p><p>“Ancient Dead” is a template that can be applied to any living creature.</p><p><strong>Animator:</strong> Animator is an acquired template that can be added to any nonmagical object.</p><p><strong>Arayashka (Snow Wraith):</strong> Arayashka are the souls of people who were killed by an arayashka.</p><p>Any humanoid slain by an arayashka and buried in an area where snow may fall rises as an arayashka during the next snowstorm.</p><p><strong>Bastellus (Dream Stalker):</strong> Victims who die due to the bastellus’s dream invasion become a bastellus in 1d4 days.</p><p><strong>Bat Skeletal Bat:</strong> ?</p><p><strong>Boneless:</strong> First created in the laboratories of Darkon’s ruler through a bizarre ritual that separated and animated separately the bones and flesh of a corpse.</p><p>“Boneless” is an acquired template that can be added to any corporeal creature (other than undead) that once had a skeleton.</p><p><strong>Bowlyn:</strong> Without exception, the bowlyn were sailors on oceangoing vessels who died from an accident at sea.</p><p><strong>Cat Crypt:</strong> ?</p><p><strong>Cloaker Dread Undead:</strong> Undead Cloakers are rumored to be the tragic remnant of a resplendant cloaker drained by undead.</p><p><strong>Corpse Candle:</strong> Corpse candles are incorporeal spirits of murdered individuals that attempt to coerce the living into gaining revenge upon their killers.</p><p><strong>Crimson Bones:</strong> Crimson bones are gruesome undead created when a humanoid is flayed alive in a sacrificial ritual.</p><p>Crimson bones are not created purposely; they rise spontaneously from the dead, driven by hatred of the living and lust for vengeance. </p><p><strong>Geist:</strong> Geists are the undead spirits of creatures that died a traumatic death with either a task uncompleted or an evil deed unpunished.</p><p>“Geist” is a template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger.</p><p><strong>Bussengeist:</strong> Bussengeists are the spirits of people whose actions or inaction caused a great tragedy in which they were killed.</p><p><strong> Poltergeist:</strong> Beings that become poltergeists often died in scenes of great violence and emotional turmoil.</p><p><strong>Ghoul Lord:</strong> Ghoul Lords are the cursed souls of humanoids who dared to taste the flesh of their own race. These individuals gain the dire attention of the Dark Powers and are corrupted by their cannibalistic sins. They become twisted creatures, eventually dying and rising again in the form of ghoul lords, masters of the ravenous dead.</p><p>“Ghoul lord” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p>A humanoid or monstrous humanoid reduced to 0 Constitution or less by a ghoul lord’s ravenous fever dies and rises as a ghoul lord in 24 hours if the body is not destroyed.</p><p><strong>Spectral Hag:</strong> A spectral hag arises when a hag dies during an evil ceremony.</p><p>“Spectral Hag” is an acquired template that can be added to any hag.</p><p><strong>Hound Dread Phantom Hound:</strong> Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master.</p><p><strong>Hound Dread Carcass Hound:</strong> Carcass hounds are zombielike, mindless animated corpses.</p><p><strong>Jolly Roger:</strong> A jolly roger is the restless corpse of a pirate or ship’s captain that died at sea.</p><p><strong>Lebentod:</strong> Lebendtod are a dangerous form of undead first created by the necromancer Meredoth. </p><p>“Lebendtod” is An acquired template that can be added to any humanoid creature.</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is left completely undisturbed, the creature rises as a lebendtod.</p><p><strong>Lich Elemental:</strong> “Elemental Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.</p><p><strong>Mist Ferryman:</strong> A few sages hold that they are manifestations of the mists themselves, but most believe they represent the fate of those who die in the Misty Border, doomed to wander forever.</p><p>If an afflicted victim dies of ferryman's rot, her skin flakes away into</p><p>dust, leaving a skeletal corpse that rises as a mist ferryman in 6 rounds and retreats into the Mists.</p><p><strong>Mist Horror:</strong> Some maintain that they are the spirits of evil beings who attracted the attentions of the Dark Powers but who were not evil enough to imprison in their own domain.</p><p>Other scholars have posited the theory that mist horrors are created from the bodies of creatures slain by a mist golem.</p><p>“Mist horror” is a template that can be applied to any living creature.</p><p><strong>Odem:</strong> Odems are remnants of the spirits of evil humanoids that did not have the force of will to become ghosts.</p><p><strong>Death's Head Tree Death's Head:</strong> When the heads ripen, they break off from the Death's Head tree and float away. When this happens, the heads’ type becomes “undead.”</p><p><strong>Undead Treant:</strong> Thoroughly corrupted by evil in life, many</p><p>dread treants assumed a vampiric existence in death.</p><p><strong>Radiant Spirit:</strong> Radiant spirits manifest when a powerful paladin or lawful good cleric is killed before completing an important spiritual quest.</p><p><strong>Remnant Aquatic:</strong> Remnants are the spirits of humanoids whose bodies were thrown into a watery, unconsecrated grave after they had been worked to death.</p><p><strong>Rushlight:</strong> The rushlight is created from the spirit of an evil creature who has been burned alive.</p><p><strong>skeleton Pyroskeleton:</strong> Created from the skeletons of murdered humanoids.</p><p>The undead priestess Radaga of Kartakass was the first to create pyroskeletons. On a night when the Mists were thick, Radaga and her minions took the corpses of six murdered soldiers and cast enlarge person, produce flame, protection from energy and animate dead on them. As the skeletons began to stir, enlarge person was cast on each a second time. The Mists fused with the newly created undead to allow enlarge person to increase the skeletons a second time. Others have since learned the methods, and each creator often experiments with the process until they create a distinct variant.</p><p><strong>Skeleton Strahd Skeleton:</strong> Animated by Barovia's darklord.</p><p>Whether as a result of Count Strahd's own research or because of some inherent property of the land of Barovia is unknown.</p><p><strong>Skeleton Strahd's Skeletal Steed:</strong> Strahd’s skeletal steeds are</p><p>the animated remains of heavy warhorses whose riders have fallen in battle against the lord of Barovia.</p><p><strong>Spirit Waif:</strong> A spirit waif is the restless soul of a murdered child. Having become the victim of some nefarious beast, the child’s soul remains trapped on this plane.</p><p><strong>Valpurleiche (Hanged Man):</strong> The valpurleiche, or hanged man, is the tortured form of a hanged humanoid filled with a tremendous amount of spite and hate during his execution. Some valpurleiches are created from the souls of those who were wrongly executed. Others are simply enraged criminals who want revenge despite their just sentence.</p><p><strong>Vampire Chiang-Shi:</strong> If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a chiang-shi if it had 5 or more Hit Dice.</p><p><strong>Vampire Nosferatu:</strong> If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a nosferatu if it had 5 or more Hit Dice.</p><p><strong>Vampire Nosferatu Cerebral vampire:</strong> Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.</p><p><strong>Vampire Vrykolaka:</strong> If the vrykolaka drains the victim’s Constitution to 0 or less, the victim returns as a vrykolaka if it had 5 or more Hit Dice.</p><p><strong>Vampire Dwarven Vampire:</strong> If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a dwarven vampire if it had 5 or more Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire rises 1d4 days after the vampire’s visit.</p><p><strong>Vampire Elven Vampire:</strong> If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as an elven vampire if it had 5 or more HD.</p><p><strong>Vampire Gnome Vampire:</strong> To create a new minion, a gnomish vampire must drain a gnome victim's Constitution to 0 or less, then place the corpse in the same sarcophagus in which the vampire itself sleeps. The gnomish vampire must then lie atop its victim for three full days, not even leaving to feed, allowing its negative energy to seep into the victim. At the end of this period, the victim returns as a gnomish vampire if it had 5 or more Hit Dice.</p><p><strong>Vampire Halfling Vampire:</strong> A halfling victim slain by a vampire's Constitution drain returns as a halfling vampire if it had 5 or more HD.</p><p><strong>Wight Dread:</strong> Any humanoid slain by a dread wight becomes a dread wight in 1d4 rounds.</p><p>Any humanoid slain by a greater dread wight becomes a dread wight in 1d4 rounds.</p><p><strong>Wight Dread Greater:</strong> Any giant slain by a greater dread wight becomes a greater dread wight.</p><p><strong>Zombie Cannibal:</strong> An individual slain by a cannibal zombie rises swiftly to join his slayer and the pack as a new cannibal zombie.</p><p><strong>Zombie Desert:</strong> The first desert zombies were the product of the experimentations of one of Har’Akir’s most powerful spellcasters, the ancient dead known as Senmet. Since his time, other powerful wizards and sorcerers in that desert realm have learned how to raise up the dead to serve them as desert zombies.</p><p><strong>Zombie Mud:</strong> Mud zombies generally hail from Darkon, where Azalin Rex has discovered how to create minions that would keep going despite insurmountable problems, such as missing arms or legs.</p><p><strong>Zombie Sea:</strong> ?</p><p><strong>Zombie Strahd:</strong> Barovia’s darklord has mastered the secret of creating more potent zombies than the usual animated corpses.</p><p><strong>Zombie Fog:</strong> ?</p><p><strong>Fog Cadaver:</strong> The fog can animate any humanoid corpse within its mist-filled area. It can animate corpses that are buried in the ground unless they were blessed at the time of burial or are buried in sanctified ground. The fog can animate up to 10 dead bodies each round. A zombie fog can animate a total number of cadavers at any one time equal to its current hit points.</p><p><strong>Zombie Lord:</strong> Zombie lords are created only through a rather unlikely set of circumstances. A humanoid of evil alignment must first be slain by an undead creature, without joining the ranks of the undead himself. Then, an attempt to restore the dead individual to life, such as through a raise dead spell, must go awry, with the deceased individual failing the necessary Fortitude save. If that happens, the deceased may enter undeath as a decayed, corpselike zombie lord.</p><p>“Zombie lord” is a template that can be added to any humanoid or monstrous humanoid.</p><p></p><p><strong>Ghast:</strong> If a ghoul lord slays its victim with its claws or bite, the</p><p>victim returns as a ghast in 1d4 days.</p><p>Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast.</p><p><strong>Ghost:</strong> Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal.</p><p>“Ghost” is an acquired template that can be applied to any living creature.</p><p><strong>Skeleton:</strong> A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse).</p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial.</p><p>If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice.</p><p>A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial.</p><p>If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn.</p><p>Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.</p><p>A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial.</p><p>If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.</p><p>If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit.</p><p>An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial.</p><p>If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD.</p><p>A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD.</p><p><strong>Zombie:</strong> Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later.</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse).</p><p>Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea.</p><p>Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies.</p><p>Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54246/Dangerous-Denizens-The-Monsters-of-Tellene?term=tellene&affiliate_id=17596" target="_blank">Dangerous Denizens The Monsters of Tellene</a>[spoiler]</p><p><strong>Eaten One:</strong> created from fallen heroes who have been partially consumed by oozes or other hideous creatures.</p><p><strong>Hound of Ill-Omen:</strong> ?</p><p><strong>Mummy Blood Hijarjany:</strong> The blood mummy (known as the “hijarjany”) results from mummification that excluded the removal of the organs (usually common folk).</p><p><strong>Mummy Heretic Ghoskinjany:</strong> These beings were horridly tortured and then mummified alive, a process that granted them great power and a terrible hatred for anything living.</p><p><strong>Mummy Noble Shojarijany:</strong> The Shojarijany, or “noble mummy,” resulted from the best mummification process available during the Middle Period.</p><p><strong>Mummy Rattlebon Thinchejany:</strong> ?</p><p><strong>Mummy Royal Shijarinjany:</strong> ?</p><p><strong>Mummy Servitor Jhurijany:</strong> Jhurijany, or “servitor mummies,” were created from commoners as servants to the kings, priests and to the undead masters.</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Reliqus:</strong> The reliquae of Tellene are rumored to be the creation of Queen Simura, a former ruler of Pekal who turned to the dark arts of necromancy late in her reign.</p><p><strong>Rusalka:</strong> Rusalka are the undead spirits of women who have met an untimely end through drowning, whether by murder or suicide.</p><p>Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep’Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and for a great while wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the water and all the water that earned the pirates their livelihood.</p><p>The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding bogs and rivers; the rusalka had come to Kalamar.</p><p><strong>Sheet Phantom:</strong> Sheet phantoms are the maligned spirits of those betrayed byfriends and family members. They return for revenge by inhabiting a piece of fabric related to their betrayal and death.</p><p>No one knows for certain where the sheet phantom originates, for the first documented case of the sheet phantom has been corrupted by urban legend. Coincidentally (or not), this sheet phantom was the spirit of an expert Mendarn tailor, Blesdar Forband. Blesdar was said to make the most magnificent clothing known throughout the region. But one customer, a noble by the name of Granden, refused payment until he saw perfection. Blesdar locked himself in his shop and worked. Completing his fifth attempt, the tailor proudly presented his</p><p>work to the noble. Granden turned down his efforts yet again. Finishing his sixth attempt with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. It was there that he realized the truth – Granden had cruelly kept Blesdar working so that he could spend time with the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. He was mourned only by those that knew and appreciated his work.</p><p>The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his wife had made them for him. Moments later, Granden fell to the floor dead. The noble’s chest had been crushed in.</p><p>Supposedly, since that event, sheet phantoms have appeared across the lands of Tellene. Some say Blesdar’s fabric had been resold and his vengeful spirit curses any who uses it. Others say that the story is no more than myth and some type of unseen demon stalks the land. The Brandobians call this creature a “blesdar,” with no other understanding of what it may be.</p><p><strong>Sheet Ghoul:</strong> If a person dies because of a sheet phantom’s constricting ability, or as a result of damage caused by another source while wearing the sheet phantom, the victim rises as a sheet ghoul in 1d4 days.</p><p><strong>Swordwraith Skarrnid:</strong> Swordwraiths are the evil spirits of defeated soldiers, come back from the darkness to wreak vengeance on any living creature that in some way resembles their former opponents.</p><p><strong>Treant Undead:</strong> The undead treant is a once-benevolent servant of nature now corrupted and twisted into a shell of its former self.</p><p>Although opposing forces have combated undead treants in the past, they are still no closer to understanding where these undead treants come from. The undead treants certainly do not multiply like natural creatures, nor do certain spells (those that normally create undead) work on dead trees.</p><p>Amongst the druids and rangers, theories of the undead treant abound, though none of them have been proven. One theory states that trees the monster animates become undead themselves. Another speculates that the undead treant’s touch passes on the undead curse to others of its kind. One more blames evil druids and their blighting magic, creating such creatures to serve out their bidding. And yet one more assumes that when an undead treant kills a living treant, it passes on its curse much like a vampire.</p><p></p><p><strong>Skeleton:</strong> A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/51631/Complete-Mage-35?affiliate_id=17596" target="_blank">Complete Mage</a>[spoiler]</p><p><strong>Zombie:</strong> <em>Seed of Undeath</em> spell.</p><p><em>Greater Seed of Undeath</em> spell.</p><p></p><p>SEED OF UNDEATH</p><p>Necromancy</p><p>Level: Cleric 4, sorcerer/wizard 4</p><p>Components: V, S, M</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: Living humanoid or animal touched</p><p>Duration: 1 day/level (D)</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>The subject’s face briefly takes on a gaunt, pale look and a death’s-head rictus before returning to normal.</p><p>You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject’s own life force. Seed of undeath does not in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains.</p><p>Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead).</p><p>Material Component: A black onyx gem worth 25 gp per HD of the subject.</p><p></p><p>SEED OF UNDEATH, GREATER</p><p>Necromancy</p><p>Level: Cleric 7, sorcerer/wizard 7</p><p>Components: V, S, M</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: 40-ft.-radius emanation</p><p>Every creature in the area briefly takes on a corpselike appearance, then returns to normal.</p><p>This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect.</p><p>Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected.</p><p>Material Component: A black onyx worth at least 5,000 gp.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/25831/Draconomicon-The-Book-of-Dragons-35?affiliate_id=17596" target="_blank">Draconomicon</a>[spoiler]</p><p><strong>Undead Dragon:</strong> It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p><strong>Dracolich:</strong> The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will.</p><p>The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body.</p><p>A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.</p><p>If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich.</p><p>“Dracolich” is an acquired template that can be added to any evil dragon.</p><p>A proto-dracolich transforms into a full-fledged dracolich in 2d4 days.</p><p>It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p><strong>Ancient Blue Dracolich:</strong> ?</p><p><strong>Proto-Dracolich:</strong> A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew.</p><p>The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will.</p><p>The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body.</p><p>A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse.</p><p>If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich.</p><p><strong>Ghostly Dragon:</strong> Ghostly dragons are most often created when a powerful dragon is slain and its hoard looted.</p><p>“Ghostly” is an acquired template that can be added to any dragon. The creature must have a Charisma score of at least 8.</p><p>It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p><strong>Ghostly Adult Green Dragon:</strong> ?</p><p><strong>Skeletal Dragon:</strong> Skeletal dragons are created via the animate dead spell and function as normal skeletons in most ways, though they retain a few of their draconic abilities and qualities even after death.</p><p>“Skeletal” is an acquired template that can be applied to any dragon.</p><p><strong>Skeletal Mature Adult Black Dragon:</strong> ?</p><p><strong>Vampiric Dragon:</strong> Thankfully, such creatures are rare in the extreme, most often created by energy draining effects or unique confluences of negative energy.</p><p>“Vampiric” is a template that can be added to any dragon of at least adult age.</p><p>An adult or older dragon slain by a vampiric dragon’s blood drain returns as a vampiric dragon.</p><p>It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons.</p><p><strong>Vampiric Mature Adult Red Dragon:</strong> ?</p><p><strong>Vampire Spawn:</strong> A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death.</p><p>If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD.</p><p><strong>Vampire:</strong> If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD.</p><p><strong>Zombie Dragon:</strong> A zombie dragon is created by use of the animate dead spell or by a vampiric dragon.</p><p>“Zombie” is a template that can be added to any dragon of at least adult age.</p><p>Young adult or younger dragons slain by a vampiric dragon's blood drain attack, or any dragons slain by its energy drain attack, rise instead as mindless zombie dragons.</p><p><strong>Zombie Young Adult White Dragon:</strong> ?</p><p></p><p>Dracolich Brew: This ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con) is created specifically for a dragon who wishes to become a dracolich. It automatically slays the dragon for which it is prepared (no save allowed).</p><p>Moderate necromancy; CL 11th; Brew Potion, Knowledge (arcana) 14 ranks; Price 5,000 gp.</p><p></p><p>Dracolich Phylactery: A dracolich’s phylactery is crafted from a solid, inanimate object of at least 2,000 gp value. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for the phylactery, since they must be able to resist decay.</p><p>When a dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted or attacked by magic. The spirit can remain in the phylactery indefinitely.</p><p>Strong necromancy; CL 13th; Craft Wondrous Item, control undead, gem or similar item of minimum value 2,000 gp; Price 50,000 gp plus value of gem; Cost 25,000 gp plus value of gem + 2,000 XP.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51643/Fiendish-Codex-I-Hordes-of-the-Abyss-35?affiliate_id=17596" target="_blank">Fiendish Codex I Hordes of the Abyss</a>[spoiler]</p><p><strong>Ghoul:</strong> Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul.</p><p>Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul.</p><p>A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls.[/spoiler]</p><p></p><p>Dragon Magazine[spoiler]</p><p>Dragon 315</p><p><strong>T'liz:</strong> Arcane spellcasters who perform a paroxysm of defiling magic sometimes become t’liz, undead defilers who walk the earth, feasting on the living energy of creatures rather than plants. Sometimes becoming a t’liz is accidental, but a defiler often seeks out undeath to prolong his life at the expense of the planet’s health.</p><p>“T’liz” is an acquired template that must be applied to any humanoid creature.</p><p><strong>Ghoul Fleshgivor:</strong> Repeat uses of rejuvenative corpse on</p><p>the temple ghouls has given Yorin some insight into the interaction of life energy and ghoulish hunger, and (with help from others in his church) he is on the brink of turning Hedris and Pont into a new type of undead, the fleshvigor, which gains power from eating the dead. Once perfected, the process could be used on other corporeal undead, and Yorin would gain great status in his church.</p><p>An afflicted humanoid who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghoul at the next midnight.</p><p><strong>Ghast Fleshgivor:</strong> An afflicted humanoid with 4 or more Hit Dice who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghast at the next midnight. </p><p>“Fleshvigor” is an acquired template that can be added to any non-skeletal corporeal undead</p><p></p><p><strong>Spectre:</strong> A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death.</p><p></p><p>Dragon 322</p><p><strong>Nether Hound:</strong> Kiaransalee, drow goddess of the undead and vengeance, is credited with the creation of nether hounds, slavering undead empowered to hunt down and slay her enemies. The truth is perhaps more complex, as other powers of undeath have also been known to send these fiendish undead after their foes. In fact, Kiaransalee has shared the nature of the nether hounds’ creation with her allies—particularly those who have sided with her against the demon lord Orcus.</p><p>The exact process of how nether hounds are created remains unknown, although it is thought to require acts only Kiaransalee and her night hag minions are corrupt enough to perform.</p><p>“Nether hound” is an acquired template that can be added to any corporeal undead with an Intelligence of 3 or more and nongood alignment.</p><p></p><p>Dragon 324</p><p><strong>Icy Prisoner:</strong> Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams.</p><p>Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds.</p><p><strong>Steaming Soldier:</strong> Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth.</p><p>Any humanoid slain by a steaming soldier becomes a steaming soldier in 1d4 rounds.</p><p></p><p>Dragon 334</p><p><strong>Humbaba:</strong> Some believe that they were first created by the gods of the afterlife.</p><p></p><p>Dragon 336</p><p><strong>Favored Spawn of Kyuss:</strong> Favored spawn of Kyuss cannot be created with create undead spell or with create greater undead; the secrets of their creation reside only with Kyuss and his most trusted minions.</p><p>“Favored Spawn of Kyuss” (known simply as the “favored” to cultists of Kyuss) is an inherited template that can be added to any living, corporeal creature.</p><p>By pressing its face against a helpless victim, the favored spawn of Kyuss can infest the victim with a rain of 2d6 worms. This ability is treated the same as its create spawn ability, but a victim slain by the resulting infestation rises as a favored spawn of Kyuss rather than a normal zombie.</p><p> </p><p><strong>Allip:</strong> The allip is the spirit of someone driven to suicide by madness.</p><p>Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity.</p><p>For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead.</p><p><strong>Bodak:</strong> Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well.</p><p>A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect.</p><p><strong>Bone Naga:</strong> Dark nagas know of a ritual to create a bone naga using animate dead. The ritual requires numerous components, including the ocular fluids of a divine caster and a sentient reptile. These can come from the same creature, if appropriate. Only taught to dark nagas, this rite contains a number of special somatic components that humanoids cannot emulate.</p><p>It is rumored that some free-willed bone nagas also possess the ability to perform the creation ritual and actively seek out their living brethren, enslaving them in undeath.</p><p><strong>Boneclaw:</strong> Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims.</p><p>This rite requires the spells create undead (caster level 15+) and greater magic fang.</p><p><strong>Charnel Hound:</strong> The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper.</p><p>No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation.</p><p>The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell).</p><p>On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull.</p><p><strong>Crawling Head:</strong> The first crawling head was created deliberately years ago, constructed from the severed head of a hill giant by a necromancer later slain by his own creation.</p><p>The rite requires create undead and the sacrifice of a giant who just fed on at least three sentient beings.</p><p><strong>Crimson Death:</strong> Legends tell that a crimson death is born from the destruction of a strong-willed vampire. This is not, in fact, the case. Crimson deaths might form from anyone who dies via exsanguination and whose body is then consumed or destroyed. A traveler in a marsh sucked dry by leeches and then consumed by other swamp creatures might rise as a crimson death. Similarly, a vampire who drains a victim and then cremates the body to prevent it from rising as another vampire might provoke the manifestation of a crimson death. The same hatred and iron will required to create ghosts or wraiths is necessary for the formation of a crimson death.</p><p><strong>Death Knight:</strong> the demon prince Demogorgon is credited with creating the first such horror. Some warriors seek out the undead existence of the death knight, but a mortal cannot perform the ritual without assistance. The transformation requires the active assistance of a powerful fiend. On rare occasions, death knights occur spontaneously upon the death of a favored servant of an archfiend or evil deity. Finally, and even less frequently, death knights might arise as the result of a curse. If an innocent dies due to a fallen paladin’s actions, that individual might pronounce a dying curse that results in eternal unlife for the former champion of light.</p><p><strong>Drowned:</strong> Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today.</p><p><strong>Effigy:</strong> Like so many undead, effigies form from the hate and rage of a dying individual. Such people must die under circumstances wherein they believe they have been deprived of their rightful due by the actions of others. For example, someone murdered on the verge of completing a major ambition or gaining a windfall might become an effigy. In addition, an effigy can only form if the individual died by fire, such as a fireball or flame strike spell, or a dragon’s breath.</p><p><strong>Famine Spirit:</strong> Not everyone who dies of hunger becomes a famine spirit. Specifically, someone must spend much of his life hungry or otherwise wanting for basic necessities.</p><p>Potential sources include people living in poverty or who dwell in famine-prone areas. The individual must, near the end of his life, have had the opportunity to raise himself from his current state, perhaps to acquire riches or move to more fertile lands. This chance must be snatched away by the actions of another person or sentient being, thus causing the individual to perish not only of starvation but also of frustration and cruelly shattered hopes. Only when all these conditions are met, a truly strong-willed individual becomes a famine spirit.</p><p><strong>Ghast:</strong> The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast.</p><p><strong>Ghost:</strong> Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence.</p><p>All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters.</p><p>In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead.</p><p><strong>Ghoul:</strong> Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin.</p><p><strong>Huecuva:</strong> Legend tells that a huecuva results from a curse levied on fallen clerics, druids, monks, and paladins. As punishment for their heresies, their patron deities condemn them to a state of eternal undeath.</p><p>In truth, this is only partially correct. Most deities who count paladins and druids among their servants are unlikely to inflict such an undead horror upon the world. Indeed these fallen souls are cursed by their patron—but that curse is simply the complete abandonment of the former servant’s soul, leaving him open to whatever evils might lurk in the depths of his spirit. Eventually, these evils consume him, leaving little but resentment and loathing for the deity that once favored him. Only then, when such powerful hate mingles with lingering divine energy does the fallen faithful become a huecuva.</p><p><strong>Lich:</strong> As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence.</p><p>The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor).</p><p>Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency.</p><p>The comparable rite for clerical liches involves create undead, harm, and unhallow.</p><p><strong>Mohrg:</strong> Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution.</p><p>Only the spell create undead can form a mohrg from a corpse that is not a murderer.</p><p><strong>Mummy:</strong> Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse.</p><p>On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage.</p><p><strong>Nightshade:</strong> Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler.</p><p><strong>Shadow:</strong> In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow.</p><p><strong>Spectre:</strong> When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on.</p><p>Spectres are born from sudden acts of violence.</p><p><strong>Sword Wraith:</strong> Like a ghost, a sword wraith is driven by a single-minded ambition that lingers after death—in this case, the desire to continue battle, to shed more blood. Unlike the ghost, however, the sword wraith’s purpose might not actually be his own. The bloodlust and dark desires of his fellow soldiers often mixes with the sword wraith’s own. Thus, the purpose that drives a sword wraith might belong to any one of the soldiers lying dead on the field, or might even be an entire platoon’s combined discipline and love of carnage. This can sometimes create sword wraiths from the noblest commanders and the lowliest scouts.</p><p><strong>Vampire:</strong> Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire.</p><p>Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh.</p><p><strong>Wight:</strong> Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim.</p><p><strong>Wraith:</strong> Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell.</p><p><strong>Spawn of Kyuss:</strong> The spawn began with Kyuss, an ancient priest of a forgotten deity who ruled an empire before the advent of modern civilization.</p><p>Any evil cleric can create a spawn of Kyuss by casting create undead as long as he is at least 15th level. The material component for creating a spawn of Kyuss, however, is slightly different than normal. This version of the spell must be cast over the grave of a killer who was buried without a coffin in unhallowed ground (a DC 25 Knowledge [local] check can usually determine if such a body lies near a specific settlement). If the caster has a preserved or live Kyuss worm he may substitute that for the 250 gp black onyx gem that is otherwise required to animate the body. As the spell is cast, the grave blooms with worms and maggots as the newly created spawn of Kyuss rises from within.</p><p>A Small, Medium, or Large creature slain by a worm from a favored spawn of Kyuss rises as a new spawn of Kyuss (not a favored spawn) 1d6+4 rounds later.</p><p>The nigh-indestructible sons of Kyuss were created by the then priest Kyuss for his own dark purposes.</p><p><strong>Zombie:</strong> Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful</p><p>into normal zombies.</p><p>a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size.</p><p></p><p>Dragon 339</p><p><strong>Animus:</strong> An animus is the product of a magical ritual performed on live humanoids by devils and clerics of Hextor.</p><p>“Animus” is an acquired template that can be added to any humanoid creature.</p><p><strong>Lich, Suel:</strong> Suel liches are ancient undead spellcasters who managed to survive the Rain of Colorless Fire that destroyed their homeland.</p><p>“Suel lich” is an acquired template that can be added to any humanoid arcane spellcaster of at least 15th level.</p><p></p><p>Dragon 340</p><p><strong>Cauldron Spawn:</strong> If bodies are placed within the cauldron of corruption and no spell is cast, 3 rounds later they arise as cauldron spawn.</p><p>“Cauldron spawn” is an acquired template that can be added to the corpse of any creature that was once a living corporeal creature with an Intelligence of 6 or higher. Such creatures must be Large or smaller to fit within the Cauldron of Corruption and gain this template.</p><p></p><p>Dragon 343</p><p><strong>Living Wall:</strong> Some living walls are deliberate creations by evil and cruel necromancers using rare spells, but some (particularly in Ravenloft) arise spontaneously when a person is entombed alive within a wall. This only happens when the terrified victim curses his slayer, his screams rising loud enough to be heard beyond the walls of his prison. When the victim dies, the curse soils his life energy, which becomes trapped in the wall. Eventually, madness overtakes the spirit and turns it chaotic evil, at which point all dead creatures within 300 feet of the wall rise, shamble to the wall, and join it, fusing together into a thing that seems like stone made from fused and transformed flesh.</p><p>“Living wall” is an acquired template that can be added to any Small, Medium, or Large corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or vermin creature with at least 4 Hit Dice.</p><p>[/spoiler]</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7538877, member: 2209"] [b]3.5 WotC[/b] 3.5 WotC[spoiler]SRD 3.5: [spoiler] [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror) Few mortal creatures have ever attempted to eat an entire dirgewood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary - some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. (Creature Collection III) The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead. (Creature Collection III) Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead. (Creature Collection III) Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Epic Monsters) Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise. (Into the Black) Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undead creature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. (Strange Lands: Lost Tribes of the Scarred Lands) Undead are once-living creatures animated by spiritual or supernatural forces. (The Dread Codex) Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead. Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. (The Dread Codex) A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. (The Dread Codex) Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. (Tome of Horrors III) [i]Oath of Blood[/i] spell. (Heroes of Horror) [B]Allip:[/B] An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. The allip is the spirit of someone driven to suicide by madness. Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity. For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. (Dragon 336) [B]Bodak:[/B] Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. Humanoids who die from a bodak’s death gaze attack are transformed into bodaks 24 hours later. Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. (Dragon 336) A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. (Dragon 336) [B]Devourer:[/B] [I]Create Greater Undead Spell[/I] [B]Ghost:[/B] Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. “Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6. Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis) “Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis) Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence. The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. (Complete Book of Denizens) All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. (Dragon 336) In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. (Dragon 336) Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident. (Manual of Monsters) The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms) If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. (Monster Encyclopaedia 2 Dark Bestiary) A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. (Monster Encyclopaedia 2 Dark Bestiary) [B]Ghoul:[/B] An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight. Most humanoids who engage in such activities and return from the grave are mere ghouls. (Libris Mortis) Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. (Fiendish Codex I Hordes of the Abyss) Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. (Fiendish Codex I Hordes of the Abyss) A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls. (Fiendish Codex I Hordes of the Abyss) Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. (Dragon 336) The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. (Advanced Bestiary) The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever. Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect. Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects. (Monster Geographica Underground) A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. (Monster Geographica Underground) An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. (Monster Geographica Marsh and Aquatic) An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Forest) An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. (Monster Geographica Plains and Desert) Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. (Monster Geographica Forest) An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. (The Dread Codex) An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex) An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex) Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. (The Dread Codex) Humanoids who die from a demonling nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised) Humanoids who die from a mature nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised) Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul. An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight. An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight. An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III) [I]Create Undead Spell[/I] [i]Field of Ghouls[/i] spell. (Libris Mortis) [i]Ghoul Gauntlet[/i] spell. (Libris Mortis) [I]Change Zombie[/I] spell. (The Dread Codex) [B]Lacedon: [/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. (Tome of Horrors Revised) A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in that they have always existed and have always been. (Tome of Horrors III) An afflicted humanoid of four or fewer Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight. Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. (Strange Lands: Lost Tribes of the Scarred Lands) [B]Ghast:[/B] An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight. The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. (Advanced Bestiary) A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast. Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. (Monster Geographica Forest) An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. (Monster Geographica Plains and Desert) An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. (The Dread Codex) Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. (The Dread Codex) If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Libris Mortis) Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Libris Mortis) The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. (Dragon 336) Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast. (Creature Collection III) An afflicted humanoid of 4-5 Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight. (Strange Lands: Lost Tribes of the Scarred Lands) [I]Create Undead Spell[/I] [B]Lich:[/B] A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. “Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence. The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor). Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency. When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. (Heroes of Horror) The comparable rite for clerical liches involves create undead, harm, and unhallow. (Dragon 336) To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil. (Complete Guide to Liches) Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. (Complete Guide to Liches) No one knows for certain how the first liches came to be. (Complete Guide to Liches) Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. (Complete Guide to Liches) The creation of a lich requires a willing, living subject. (Complete Guide to Liches) The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required. (Complete Guide to Liches) In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich. The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers. Spellcasting: Caster level 11 Feats: Craft Wondrous Item The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich. Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom. Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made. With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches. The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life. Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points. The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom. The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages. (Complete Guide to Liches) [B]Mohrg:[/B] Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution. Only the spell create undead can form a mohrg from a corpse that is not a murderer. (Dragon 336) [I]Create Undead[/I] Spell [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. (Heroes of Horror) For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. (Heroes of Horror) Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. (Dragon 336) On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. (Dragon 336) A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (Epic Monsters) [I]Create Undead Spell[/I] [B]Mummy Lord: [/B]Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. [B]Mummy 18 HD:[/B] A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (srd 3.5 epic) [I]Mummy Dust[/I] epic spell (srd 3.5 epic) [B]Nightshades: [/B]Nightshades are powerful undead composed of equal parts darkness and absolute evil. Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. (Dragon 336) [B]Nightcrawler:[/B] ? Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 27 or more, as a nightcrawler. (Dragon 336) [B]Nightwalker:[/B] ? Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 19 to 26, as a nightwalker. (Dragon 336) [B]Nightwing:[/B] ? Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. From 11 to 18, the creature might rise as a nightwing. (Dragon 336) [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds. According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. (Tome of Horrors Revised) Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds. (Advanced Bestiary) Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. (Monster Geographica Forest) Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. (The Dread Codex) Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. (Libris Mortis) In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. (Dragon 336) [I]Create Greater Undead Spell[/I] [B]Shadow Greater:[/B] ? [B]Skeleton:[/B] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. “Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. (Monster Manual V) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis) 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. (Tome of Horrors Revised) As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Complete Minions) Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated. (Bestiary Malfearous) As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Monster Geographica Underground) As a full round action, an undead ooze can expel the skeletons in its body. (Monster Geographica Underground) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest) If a victim dies while engulfed by a bone slime, it becomes a skeleton. (The Dread Codex) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex) A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. (Dangerous Denizens The Monsters of Tellene) Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods) Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead. In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template. Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III) Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches) As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton. (Monster Encyclopaedia 2 Dark Bestiary) [I]Animate Dead spell[/I] [i]Plague of Undead[/i] spell. (Libris Mortis) [i]Plague of Undead[/i] spell. (Heroes of Horror) [I]My Life for Yours[/I] spell. (The Dread Codex) [i]Puppets of Death[/i] spell. (Complete Guide to Liches) [B]Spectre: [/B]Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later) (3.5 epic srd) A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. (Dragon 315) Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds. (Advanced Bestiary) When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on. Spectres are born from sudden acts of violence. (Dragon 336) The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms) Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time. (Tome of Horrors Revised) [I]Create Greater Undead Spell[/I] [B]Vampire:[/B] “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD. Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. (Monster Manual V) He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. (Monster Manual V) Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. (Heroes of Horror) Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. (Advanced Bestiary) The vampire is a powerful undead monster that spawns its own followers from living humans. Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires. (Complete Guide to Vampires) When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire. (Complete Guide to Vampires) [B]Vampire Spawn:[/B] Vampire spawn are undead creatures that come into being when vampires slay mortals. A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD. By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. (Monster Manual V) A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Libris Mortis) A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Libris Mortis) Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis) A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis) If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Libris Mortis) If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Libris Mortis) A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Libris Mortis) Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire. Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. (Dragon 336) [B]Wight:[/B] Any humanoid slain by a wight becomes a wight in 1d4 rounds. A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. (Dragon 336) After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens) Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. (Advanced Bestiary) After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert) After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (The Dread Codex) Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. (Libris Mortis) Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain. (Creature Collection III) For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control. As a standard action, a bleak crow can capture the soul of adying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow. The undead servant is identical with a zombie of equal size. Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain. (Creature Collection III) Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches) Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms) [B]Wraith: [/B]Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. (Heroes of Horror) Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. (Dragon 336) Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms) [I]Create Greater Undead Spell[/I] [B]Dread Wraith:[/B] The oldest and most malevolent wraiths. Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. (Advanced Bestiary) [B]Zombie:[/B] Zombies are corpses reanimated through dark and sinister magic. “Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). Creatures killed by a mohrg rise after 1d4 days as zombies. If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. (Monster Manual III) As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies. (Monster Manual III) Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch. (Monster Manual V) Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. (Libris Mortis) Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Libris Mortis) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis) Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Libris Mortis) Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Libris Mortis) Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Libris Mortis) Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror) Any creature killed by a dread mohrg rises as a zombie in 1d4 days. (Advanced Bestiary) Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Revised) Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. (Complete Minions) After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens) Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. (Creatures of Freeport) Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. (Creatures of Freeport) Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. (Dragon 336) a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. (Dragon 336) Most dragons who drink directly from the Well of Dragons are stricken down and die immediately, animating as mindless zombie dragons in 1d4 days. (Dragon 344) Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods) Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. (Monster Encyclopaedia 1 Ravagers of the Realms) While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies. (Monster Encyclopaedia 1 Ravagers of the Realms) Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life. (Monster Geographica Underground) The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. (Monster Geographica Underground) Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds. (Monster Geographica Marsh and Aquatic) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest) As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook. The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefit of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. (Monster Geographica Plains and Desert) On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. (Monster Geographica Plains and Desert) After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert) Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2) Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2) Living creatures killed by a deadwood tree rise in 16 rounds as zombies. (The Dread Codex) Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. (The Dread Codex) Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex) After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (The Dread Codex) 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. (Tome of Horrors Revised) Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie. Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails. (Tome of Horrors II). [I]Animate Dead Spell[/I] [i]Greater Seed of Undeath[/i] spell. (Complete Mage) [I]My Life for Yours spell[/I]. (The Dread Codex) [i]Plague of Undead[/i] spell. (Libris Mortis) [i]Plague of Undead[/i] spell. (Heroes of Horror) [i]Puppets of Death[/i] spell. (Complete Guide to Liches) [i]Seed of Undeath[/i] spell. (Complete Mage) [I]Animate Dead[/I] Necromancy [Evil] Level: Clr 3, Death 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit) The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. [I]Create Undead[/I] Necromancy [Evil] Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. [I]Create Greater Undead[/I] Necromancy [Evil] Level: Clr 8, Death 8, Sor/Wiz 8 This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer [/spoiler] 3.5 Psionics SRD: [spoiler][B]Caller in Darkness:[/B] A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.[/spoiler] 3.5 Epic SRD: [spoiler][B]Atropal:[/B] ? [B]Demilich: [/B]“Demilich” is a template that can be added to any lich. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part. The process of becoming a demilich can be undertaken only by a lich acting of its own free will. Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. [B]Hunefer:[/B] ? [B]Lavawight:[/B] Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. [B]Shadow of the Void:[/B] ? [B]Shape of Fire:[/B] ? [B]Winterwight: [/B]Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. [B]Mummy 18 HD: [/B]A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (srd 3.5 epic) [I]Mummy Dust[/I] epic spell (srd 3.5 epic) [B]Spectre:[/B] Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later).[/spoiler] [URL=https://www.drivethrurpg.com/product/148765/Monster-Manual-35?affiliate_id=17596]Monster Manual[/URL][spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Allip:[/b] An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. [b]Bodak:[/b] Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. Humanoids who die from this attack are transformed into bodaks 24 hours later. [b]Devourer:[/b] ? [b]Ghost:[/b] Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. “Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6. [b]Ghost Human Fighter 5:[/b] ? [b]Ghoul:[/b] Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Ghoul Fever. [b]Lacedon:[/b] ? [b]Ghast:[/b] An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Ghoul Fever. [b]Lich:[/b] A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. Even the least of these creatures was a powerful person in life, so they often are draped in once-grand clothing. “Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items. [b]Lich Human Wizard 11:[/b] ? [b]Lich Nonhumanoid:[/b] ? [b]Mohrg:[/b] Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. [b]Mummy:[/b] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [b]Mummy Lord:[/b] Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. [b]Nightshade:[/b] Nightshades are powerful undead composed of equal parts darkness and absolute evil. [b]Nightcrawler:[/b] ? [b]Nightwalker:[/b] ? [b]Nightwing:[/b] ? [b]Shadow:[/b] Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. [b]Greater Shadow:[/b] ? [b]Skeleton:[/b] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. “Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [b]Human Warrior Skeleton:[/b] ? [b]Wolf Skeleton:[/b] ? [b]Owlbear Skeleton:[/b] ? [b]Troll Skeleton:[/b] ? [b]Chimera Skeleton:[/b] ? [b]Ettin Skeleton:[/b] ? [b]Advanced Megaraptor Skeleton:[/b] ? [b]Cloud Giant Skeleton:[/b] ? [b]Young Adult Red Dragon Skeleton:[/b] ? [b]Spectre:[/b] Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. [b]Vampire:[/b] “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature. A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. [b]Vampire Human Fighter 5:[/b] ? [b]Vampire Half-Elf Monk 9/Shadowdancer 4:[/b] ? [b]Vampire Spawn:[/b] Vampire spawn are undead creatures that come into being when vampires slay mortals. A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. [b]Wight:[/b] Wights are undead creatures given a semblance of life through sheer violence and hatred. Any humanoid slain by a wight becomes a wight in 1d4 rounds. [b]Wraith:[/b] Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [b]Dreadwraith:[/b] The oldest and most malevolent wraiths. [b]Zombie:[/b] Zombies are corpses reanimated through dark and sinister magic. “Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. [b]Kobold Zombie:[/b] ? [b]Human Commoner Zombie:[/b] ? [b]Troglodyte Zombie:[/b] ? [b]Bugbear Zombie:[/b] ? [b]Ogre Zombie:[/b] ? [b]Minotaur Zombie:[/b] ? [b]Wyvern Zombie:[/b] ? [b]Umber Hulk Zombie:[/b] ? [b]Gray Render Zombie:[/b] ? Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.[/spoiler] [URL="http://www.drivethrurpg.com/product/25927/Monster-Manual-III-35?cPath=9730_9731&it=1&affiliate_id=17596"]Monster Manual III[/URL][spoiler] [b]Boneclaw:[/b] The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms. Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws. Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faerûn. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later. Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims. This rite requires the spells create undead (caster level 15+) and greater magic fang. (Dragon 336) [b]Bonedrinker:[/b] Terrible undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally developed the ritual to create these monstrosities, using the fallen corpses of goblin and bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of these two goblinoid races. In theory, other humanoid creatures could be converted into bonedrinkers, but this would require twisting and adapting the original ritual. The ritual that turns a bugbear corpse into a bonedrinker requires the [i]create undead[/i] spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years. Many hobgoblin warlords and their bodyguards became bonedrinkers as a result of unorthodox burial rituals. [b]Bonedrinker Lesser:[/b] Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins. The ritual that turns a bugbear corpse into a bonedrinker requires the [i]create undead[/i] spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). Transforming a goblin corpse into a lesser bonedrinker is a similar but less exacting process, requiring create undead cast by a caster of 12th level or higher with 7 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years. [b]Charnel Hound:[/b] Charnel hounds are a stunning achievement of some crazed necromancer or god of death. The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper. No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation. The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell). On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. (Dragon 336) [b]Deathshrieker:[/b] The deathshrieker is an undead spirit that embodies the horrible cries and shrieks of the dying as they utter their last gasps of life. It roams lonely and forgotten battlefields, charnel houses, or sites of terrible plagues, filling the air with its mournful and soul-sapping screams. It relives the final moments of those who have died from slow, agonizing deaths due to violence, disease, or some other tragedy. Typically, the larger the death and despair of an area, the larger the deathshrieker, although relatively small areas that hosted truly despicable acts of violence can bring one into being as well. [b]Deathshrieker Advanced:[/b] Truly cataclysmic battles sometimes spawn deathshriekers of incredible power. [b]Drowned:[/b] The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all. Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. (Dragon 336) [b]Dust Wight:[/b] Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy. [b]Ephemeral Swarm:[/b] Ephemeral swarms are the ghostly collections of many little creatures that suffered a common death. Just as when a spirit of a particular creature lingers on as a ghost, when many small creatures die a violent death, they may linger on as a vengeful ephemeral swarm. The undead swarm is composed of the psychic agony and anguish of the newly departed. Ephemeral swarms sometimes manifest in cities recovering from a terrible animal or vermin infestation. These undead swarms are the remnants of one or more swarms that were previously exterminated. [b]Grimweird:[/b] Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane. [b]Necronaut:[/b] Necronauts are created by demons on plains of bones in the Abyss. Necronauts form near sinister planar rifts that haunt the Mournland. [b]Plague Spewer:[/b] ? they are rumored to be the undead remains of giants whom the great dragons of Argonnessen cursed with a foul plague. [b]Salt Mummy:[/b] Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor; often, such a creature has taken a great sin with it to its subterranean grave, the horror of which eventually creates a linkage to the Negative Energy Plane. Clerics of the Blood of Vol sometimes seal the corpses of slain assassins, corrupt officials, and criminals in caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies. Most salt mummies, however, are found underground—the remains of evil adventurers, goblinoids, and other humanoid creatures killed in Khyber and ravaged by the salt deposits. [b]Vasuthant:[/b] ? Although their empire perished more than ten thousand years before Dale reckoning, the remains of many Aryvandaar sorcerers continue to haunt their empire’s ancient ruins as vasuthants—ambitious, power-hungry sun elves consumed by utter darkness. [b]Vasuthant Horrific:[/b] A horrific vasuthant has grown massive and terrifying after centuries of absorbing life energy. [b]Zombie:[/b] As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies.[/spoiler] [URL="http://www.drivethrurpg.com/product/51646/Monster-Manual-IV-35?cPath=9730_9731&affiliate_id=17596"]Monster Manual IV[/URL][spoiler] [b]Bloodhulk:[/b] Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with the endurance to absorb an amazing amount of punishment before falling. A bloodhulk is created through a foul ritual that saturates a creature’s flesh with the blood of sacrificed victims. Creating a bloodhulk requires a ritual of bloody sacrifice culminating in a spell of animation. Most living corporeal beings can be made into these horrors. The animate dead spell normally allows the creation of only skeletons and zombies. It can also create bloodhulks, though the process is more difficult. • You can create bloodhulk warriors, giants, or crushers based solely on the size of the corpse you wish to animate: A Medium corpse is required for a bloodhulk fighter, Large for a giant, and Huge for a crusher. Smaller and larger corpses cannot be made into bloodhulks. The creation of a bloodhulk changes the original corpse too much for it to retain most of its original features. • In addition to the usual material components, you must supply blood from three recently slain creatures the same size as the potential bloodhulk. • Bloodhulks are considered to have double their Hit Dice for the purpose of creating and controlling them. Thus, the number of bloodhulks you can create is equal to your Hit Dice (instead of twice your Hit Dice) if you are not in a desecrated area. You can control no more than 2 HD worth of bloodhulks per caster level; if you are attempting to control different sorts of undead creatures, the bloodhulks are considered to have twice as many Hit Dice as are shown in their entries for the purpose of determining the total number of undead you can control. [b]Defacer:[/b] A defacer arises when a spellcaster creates an undead being from the corpse of a doppelganger or other creature that assumes others’ visages. A spellcaster of 14th or higher level can create a defacer by casting create undead on the corpse of a creature that mimics other creatures, such as a doppelganger. Changelings turned into undead sometimes spontaneously rise as defacers instead of what their creators intended. When Dolurrh is coterminous, dead changelings become defacers under circumstances when they might otherwise become ghosts. [b]Necrosis Carnex:[/b] A necrosis carnex is created from several corpses bound together with cold iron bands. They have a simple and stark existence, stemming entirely from their origin as purposefully created undead. A spellcaster of 11th level or higher can create a necrosis carnex with an animate dead spell. To do so requires three corpses from Medium creatures and cold-hammered iron bands worth 200 gp. None of this material is consumed in the casting and but instead becomes the undead amalgam of the carnex. When used to create a necrosis carnex, the animate dead spell has a casting time of 10 minutes. [b]Plague Walker:[/b] A plague walker is an undead weapon created by evil mages and clerics. As undead creatures crafted for use in war, plague walkers have no place in the natural environment. Tales claim that they arise as the result of a rare contagion, but in truth any diseased corpse serves to produce these monstrosities. Creating a plague walker is a relatively simple process, though its cost prevents most spellcasters from producing the creatures in great numbers outside of wartime. Any arcane or divine caster of 6th level or higher who can cast necromancy spells can craft a plague walker. Doing so involves performing a horrific ritual that requires 800 gp worth of unholy water, the corpses of four Medium creatures that died of disease, and two days of prayer. (Two Small corpses are equivalent to one Medium corpse, and one Large body counts as two Medium corpses.) At the end of the ritual, the remains meld into a single plague walker, which obeys its creator’s commands to the best of its ability. [b]Web Mummy:[/b] “Web mummy” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid. When ready to reproduce, a tomb spider finds a suitable corpse (or kills such a creature), implants its eggs, and wraps the corpse in webbing. The host corpse animates as a web mummy and protects its creator. Web mummies are undead creatures animated by a spider with a connection to negative energy. A tomb spider lays its eggs in a humanoid, monstrous humanoid, or giant’s body, animating the corpse as a web mummy. [b]Vitreous Drinker:[/b] The creatures were reputedly created by Vecna for some nefarious purpose.[/spoiler] [URL="http://www.drivethrurpg.com/product/54391/Monster-Manual-V-35?cPath=9730_9731&affiliate_id=17596"]Monster Manual V[/URL][spoiler] [b]Blackwing:[/b] The orcs caught and brutalized eagles for sport until their depraved mystics discovered the necessary ritual to create powerful undead servitors—the first blackwings. The necromantic ritual used to create blackwings requires the intact body of a giant eagle. Blackwings are created from the corpses of giant eagles. The corpse must be buried within the area of an unhallow spell for at least six months. Then, a spellcaster of 18th level or higher must cast create undead on the remains. [b]Deadborn Vulture Zombie:[/B] When a deadborn vulture is reduced to 0 hit points, it immediately dies and becomes a deadborn vulture zombie that retains the vulture’s disease ability. A deadborn vulture reanimates as a zombie after it dies. [b]God-Blooded Orcus-Blooded:[/b] Orcus-blooded” is an acquired template that can be added to any evil undead creature. The sacrifice of good-aligned creatures totaling 20 or more Hit Dice causes an aspect of Orcus to appear and bathe the petitioner with black, tarry blood poured from a golden chalice. The undead creature covered in this blood then grows goatlike horns and gains the Orcus-blooded template. [b]Haunt:[/b] Haunts are spirits that left unfi nished business in life and have returned to seek recompense. [b]Bridge Haunt:[/b] A bridge haunt is a ghostly undead that lingers near the bridge where it came into being after the death of the living creature it once was. This is a bridge haunt, the incorporeal spirit of someone who died at this bridge. [B]Forest Haunt:[/b] Forest haunts are the spirits of fey-touched trees that seek vengeance on intruders within their forest domain. When a dryad is killed, she can curse those who slew her with her dying breath. This curse fuels the spirit of the oak to which she is tied, causing it to stalk the forest until her killers are slain, and sometimes beyond. This is a forest haunt, the spirit of a tree touched by the fey. When a dryad is destroyed and speaks a curse with her dying breath, a forest haunt is born. [b]Taunting Haunt:[/b] A taunting haunt is the twisted, jealous spirit of a deceased bard, jester, or other performer. This is a taunting haunt, the bitter spirit of a troubadour, jester, or bard. [b]Phantom:[/b] “Phantom” is an acquired template that can be applied to any corporeal creature [b]Phantom Ghast Ninja:[/b] By using a secret ritual, Kugan’s master granted him the phantom template for his years of honorable and successful service. [b]Sanguineous Drinker:[/b] Occasionally, small packs of three to nine individuals form in areas of intense death and suffering. Necromancers and cunning undead spellcasters create sanguineous drinkers. Necromancers create them from corpses boiled in blood. Particularly evil and bloodthirsty creatures might spontaneously rise as sanguineous drinkers if they die in an environment soiled with blood and corrupted by negative energy. A spellcaster of 15th level or higher can use the create undead spell to animate a sanguineous drinker. [b]Skull Lord:[/b] Dark rumors speak of the skull lords, powerful undead beings created by the magic unleashed at the death of the mighty necromancer Vrakmul. The twelve skull lords arose from the ashes of the Black Tower of Vrakmul. Whether they were created intentionally by that mad necromancer or came forth spontaneously from the foul energies of his fallen sanctum, none can say. Alternatively, skull lords might simply be a powerful new form of undead with no specific background or number. Skull lords might be the result of failed attempts at achieving lichdom, the undead remains of a race of three-headed beings, or a single creature formed from the magical amalgamation of three corpses. The Battle of Bones is a popular destination for Faerûn’s necromancers, and it is rumored that the first skull lords were spawned in that cursed place. [b]Bonespur:[/b] Bonespurs are animalistic monstrosities created only for fighting and killing. A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. A spellcaster of 8th level or higher can create a bonespur using the create undead spell. Creating a bonespur requires skeletal remains equivalent to six Medium creatures. [b]Serpentir:[/b] Serpentirs are dreadful snakelike undead formed from several skeletons. A spellcaster of 10th level or higher can create a serpentir using the create undead spell. Creating a serpentir requires skeletal remains equivalent to six Medium creatures. A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. [b]Spectral Rider:[/b] Each spectral rider is born of particular circumstances. Blackguards and evil knights are the individuals who most commonly become spectral riders after death. However, even the holiest of paladins can be polluted by foul necromantic magic and twisted into these dark warriors. The rituals that create a spectral rider involve unspeakable desecrations of the corpse. In the case of paladins or holy knights, deception is used to lure the spirit back to its body, binding a pure soul to tainted dead flesh. A spellcaster of 12th level or higher can create a spectral rider using a create greater undead spell. The PC must fi nd a suitable subject corpse—a mounted warrior of at least 6th level at the time of his or her death. Once per month, a skull lord can engage in a 12-hour ritual under the dark moon to create a spectral rider from the remains of a mounted warrior. [b]Skeleton:[/b] A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. [b]Vampire:[/b] Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. [b]Vampire Spawn:[/b] By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. [b]Zombie:[/b] Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch.[/spoiler] [URL="http://www.drivethrurpg.com/product/51645/Libris-Mortis-The-Book-of-Undead-35?cPath=9730_9731&affiliate_id=17596"]Libris Mortis[/URL][spoiler] [b]Angel of Decay:[/b] ? [b]Atropal Scion:[/b] Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of fl esh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature. [b]Blaspheme:[/b] Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians. Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifi ces to evil powers. [b]Bleakborn:[/b] Sometimes a newly created bleakborn spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances. [b]Blood Amniote:[/b] If a blood amniote deals as many points of Constitution damage during its existence as its full normal hit point total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total. [b]Bloodmote Cloud:[/b] ? [b]Bone Rat Swarm:[/b] ? [b]Boneyard:[/b] ? [b]Brain in a Jar:[/b] The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers. [b]Cinderspawn:[/b] Cinderspawn are burnt-out undead remnants of creatures of elemental fire. [b]Corpse Rat Swarm:[/b] ? [b]Crypt Chanter:[/b] Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later. [b]Deathlock:[/b] Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. [b]Dessicator:[/b] Desiccators are the dried-out undead remnants of creatures of elemental water. [b]Dream Vestige:[/b] The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over. When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige’s full normal total. [b]Entomber:[/b] Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. [b]Entropic Reaper:[/b] Entropic reapers are undead that arise in Limbo. [b]Evolved Undead:[/b] An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long lifetime. When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this “evolution” occurs, the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature connection, plus an additional 1% chance for each previous evolution. “Evolved undead” is an acquired template that can be added to any undead with an Intelligence score. [b]Forsaken Skin:[/b] Creatures killed by a forsaken shell slough their skins after 1d4 rounds. These sloughed skins are new forsaken shells under the spawner’s control. [b]Ghost Brute:[/b] Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts. A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion. However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction. “Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8. [b]Gravetouched Ghoul:[/b] Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul. In rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard Monster Manual statistics for a ghoul, but instead the base creature gains the gravetouched ghoul template. “Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher. [b]Hulking Corpse:[/b] ? [b]Mummified Creature:[/b] Mummies are undead creatures, embalmed using ancient necromantic lore. “Mummified creature” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid. The process of becoming a mummy is usually involuntary, but expressing the wish to become a mummy to the proper priests (and paying the proper fees) can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do. [b]Murk:[/b] A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under the control of its killer within 1d4 rounds. [b]Necromental:[/b] A necromental is the undead remnant of an elemental creature. “Necromental” is an acquired template that can be added to any elemental. [b]Necropolitan:[/b] Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration. “Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid. Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea. The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed. The ceremony that lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate. [b]Plague Blight:[/b] Plague blights are animated corpses of humanoids who died from plague or rot. [b]Quell:[/b] ? [b]Raiment:[/b] A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim. [b]Revived Fossil:[/b] Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone or other geological deposits, but revived fossils are the freed and animated remains of the dead. Revived fossils cannot be created with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be revived. “Revived fossil” is an acquired template that can be added to any corporeal creature. [b]Skin Kite:[/b] When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin. [b]Skirr:[/b] ? [b]Skulking Cyst:[/b] A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell). [i]Necrotic Cyst[/i] spell. [b]Slaughter Wight:[/b] Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead. Sometimes a newly created slaughter wight spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances. [b]Slaymate:[/b] Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death. [b]Spectral Lyricist:[/b] In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them. [b]Swarm-Shifter:[/b] “Swarm-shifter” is an acquired template that can be added to any corporeal undead with an Intelligence score. [b]Tomb Motes:[/b] Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. [b]Umbral Creature:[/b] “Umbral creature” is an acquired template that can be added to any aberration, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8. [b]Visage:[/b] The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders. Any evil outsider slain by a visage becomes a visage 24 hours after death. [b]Voidwraith:[/b] ? [b]Wheep:[/b] ? [b]Ghoul:[/b] Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Most humanoids who engage in such activities and return from the grave are mere ghouls. [b]Shadow:[/b] Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. [b]Wight:[/b] Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. [b]Zombie:[/b] Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.[/spoiler] [URL=http://www.drivethrurpg.com/product/3724/Heroes-of-Horror-35?affiliate_id=17596]Heroes of Horror[/URL][spoiler] [b]Jonah Parsons Human Ghost Expert 4:[/b] Less than a year ago, Jonah and Annalee Parsons were a happy couple in a happy community. They had just found out that they were expecting a child. While Jonah, a researcher and scribe by profession, was working overtime to provide for all that they would soon need, Annalee was busily converting their unused barn into a study for her husband, now that his former study was going to become the new baby’s room. Not long into the pregnancy, however, Jonah began to notice a change in his wife. She wasn’t doing anything different or unusual, but she just didn’t seem like the same person. The one person in whom he could confide his concerns blamed them on the combination of the changes of pregnancy and the anxiety felt by every expectant father. But Jonah was not convinced, and he began to investigate his wife’s condition. Within three months, Jonah was dead—stabbed to death by town guards in his own study; records indicate that he was “slain while attempting to resist a lawful arrest.” What actually happened is that Jonah began to suspect that something had infected his wife’s mind, soul, or both. But before he could discover what was really going on, and perhaps find a way to bring back the Annalee he once knew, the thing inside her sensed his suspicion and contrived a way to silence him. The unholy scion made its mother, now some five months pregnant, scratch and beat herself before running in terror to the local constable. She claimed her husband had gone mad and locked himself into his study after nearly killing her. When the soldiers arrived, they took Jonah by surprise and, in the confusion, mortally wounded him. The story picks up some five months after the death of Jonah Parsons. His daughter, Eve, was born recently, and with her birth came the return of her father as a ghost. What Jonah had begun to uncover is that inside his barn dwelled a dark entity that began to take over the unborn child growing inside his wife as she worked to convert the site into a study for him. Unknown to anyone, the site had once been the location of a shrine dedicated to Cas, the demigod of spite, and that lingering taint was an open invitation to demonic forces to take up residence in Cas’s absence. Cas, rarely one to forgive a slight of any kind, offered Jonah’s restless soul a glimpse of what the Lord of Spite would see as hope. Jonah arose as a ghost, filled with the knowledge that the source of his wife’s madness and his own death was the child she had borne in her womb. [b]Haunting Presence:[/b] Sometimes when undead are created they come into being without a physical form and are merely presences of malign evil. Haunting presences usually occur as the result of atrocious crimes. Tied to particular locations or objects, these beings might reveal their unquiet natures only indirectly, at least at first. As a haunting presence, an undead is impossible to affect or even sense directly. A haunting presence is more fleeting than undead who appear as incorporeal ghosts or wraiths, or even those undead enterprising enough to range the Ethereal Plane. Each haunting presence is tied to an object or location and can only be dispelled by exorcism or the destruction of the object or location. Despite having no physicality, each haunting presence still possesses the identity of a specific kind of undead. For instance, one haunting presence might be similar to a vampire, while another is more like a wraith. [b]Bane Wraith:[/b] They result when someone dies a violent and gruesome death, accompanied by the deaths of his family, friends, and everything he loved and worked for. Bane wraiths develop most frequently, but not exclusively, in or near tainted regions. [b]Bloodrot:[/b] While sages originally believed that bloodrots were slain oozes animated by necromantic spells, they have now come to understand that the bloodrot is not a true ooze at all, despite its oozelike form. Rather, a bloodrot is formed from the remaining fluids of a creature dissolved in acid or otherwise liquefied. [b]Tainted Minion:[/b] A tainted minion is a mortal who has been transformed into a horrific undead servant of evil. “Tainted minion” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least mild levels of both corruption and depravity (referred to hereafter as the base creature). It is most often applied to a creature that dies because its corruption score exceeds the maximum for severe corruption for a creature with its Constitution score. [b]Tainted Minion Human Fighter 5:[/b] ? [b]Undead:[/b] Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. [i]Oath of Blood[/i] spell. [b]Lich:[/b] When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. [b]Mummy:[/b] Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. [b]Skeleton:[/b] [i]Plague of Undead[/i] spell. [b]Vampire:[/b] Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. [b]Wraith:[/b] Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. [b]Zombie:[/b] Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. [i]Plague of Undead[/i] spell. [b]Corpse Gatherer:[/b] Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers. OATH OF BLOOD Necromancy Level: Cleric 5, sorcerer/wizard 5 Components: V, S, M, DF Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: See below Saving Throw: None Spell Resistance: Yes Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell. It extends the reach of the geas beyond death. If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is determined by the caster level of this spell, as per create undead. Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death. Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target. PLAGUE OF UNDEAD Necromancy [Evil] Level: Cleric 9, dread necromancer 9, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more corpses within range Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell unleashes great necromantic power, raising a host of undead creatures. Plague of undead turns the bones or bodies of dead creatures within the spell’s range into undead skeletons or zombies with maximum hit points for their Hit Dice. The undead remain animated until destroyed. (A destroyed zombie or skeleton can’t be animated again.) Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can’t create more HD of undead than four times your caster level. The undead you create remain under your control indefinitely and follow your spoken commands. However, no matter how many times you use this spell or animate dead, you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit. If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Anytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released. The bones and bodies required for this spell follow the same restrictions as animate dead. All the material to be animated by this spell must be within range when the spell is cast. Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.[/spoiler] [URL=http://www.drivethrurpg.com/product/23333/Bestiary-of-Krynn-Revised-35?affiliate_id=17596]Bestiary of Krynn Revised[/URL][spoiler] [b]Ankholian Undead:[/b] Ankholian undead are the result of imbuing standard undead with the properties of a fireshadow. Texts found in the libraries of the Tower of Wayreth say the ankholian undead first arose early on during the Age of Might when a wizard named Ankholus attempted to create a fireshadow (DRAGONLANCE Campaign Setting, page 225). These texts state that Ankholus, though powerful, had a limited understanding of planar entities and assumed the fireshadow was an undead creature that could be easily recreated. The fate of Ankholus was never made clear, though the texts speculate that he succumbed to an ankholian form of undeath as a lich. “Ankholian undead” is an acquired template that can be added to any corporeal undead creature. The breath weapon and heat aura of an ankholian undead also affect other undead in a unique way. When damaged by an ankholian undead’s breath weapon or heat, corporeal undead creatures must succeed at a Reflex save or gain the ankholian undead template. [b]Ankholian Owlbear Zombie:[/b] ? [b]Ankholian Zombie:[/b] Any living creature slain by an ankholian undead becomes an ankholian undead zombie in 1d4 rounds. [b]Daemon Warrior:[/b] Daemon warriors are the soldiers of Chaos, created by the mad god from the souls of the dead trapped in torment within the Abyss. [b]Knight Haunt:[/b] Knight haunts are the spectral remains of members of one of Krynn’s Knightly Orders whose spirits now inhabit the armor and weapons they bore in life. Up until the Chaos War, almost all knight haunts were former Knights of Solamnia who, for some reason, were unable to pass onto the hereafter. Many had fallen in battle and had unfinished business, while others remained after death as guardians of places which they had once sworn to defend. With the formation of the Knights of Takhisis, a few fallen individuals of that Order also rose as knight haunts. The War of Souls brought about a marked rise in the numbers of knight haunts, not only the from Solamnics and Dark Knights, but also some members of the Legion of Steel. However, after the return of the gods and the opening of the Gate of Souls once again, these numbers dropped considerably. [b]Remnant:[/b] Remnants are the spectral remains of powerful wizards and sorcerers who died as a result of a large surge in magic or whose magic consumed them. Any arcane spellcaster slain by a remnant becomes a remnant in 1d4 rounds. His body is consumed by a rush of magical forces, and his spirit remains. [b]Shadow Wight:[/b] A shadow wight is a horrid creation of Chaos. The first shadow wights were created from the slain souls of Knights of Solamnia and Takhisis, as well as other dead spirits. [b]Frost Wight:[/b] ? [b]Undead Beast:[/b] Undead beasts are the result of wanton destruction visited upon forest animals by priests of Chemosh. Many believe that after the slaughter of countless animals, the priests conduct a foul rite that twists the remains of the animals into the unnatural shape of a stahnk or gholor. Like all matters supernatural, rumors abound that sometimes the intervention of a cleric of Chemosh is not needed to bring forth an undead beast. Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events. [i]Create Undead Beast[/i] spell. [b]Undead Beast Stahnk:[/b] Legends tell of a game-hunting Ergothian whose kills melted together and took the form of a stahnk to avenge their senseless deaths. If this tale is indeed true, then it deserves close scrutiny to determine how anyone managed to survive to relate the events. [b]Undead Beast Gholor:[/b] ? [b]Witchlin:[/b] Wichtlins were once elves, half-elves, or the animal companions of elven or half-elven druids and rangers, transformed by the power of Chemosh into creatures of hatred. Legends among the elves tell of a Silvanesti queen, Sylvyana, known as the Ghoul Queen for her abhorrent devotion to necromancy. The god of the undead, Chemosh, granted her a timeless existence in return for her services, and it was apparently her dark curse upon those subjects who rose up against her that created the wichtlins. Wichtlin druids and rangers lose access to spellcasting and supernatural abilities, but retain their animal companions. These companions also acquire the wichtlin template, their type changing to undead. “Wichtlin” is an acquired template that can be added to any elf, half-elf, or fey or the animal companion of a druid or ranger. An elf or half-elf slain by a wichtlin rises in seven days as a wichtlin. [b]Witchlin Kagonesti Elf Ranger 4:[/b] This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale. [b]Witchlin Elk Animal Companion:[/b] This wichtlin was once a Kagonesi hunter in Southern Ergoth prior to the arrival of the great white dragon, Gellidus. During the Chaos War, his hunting party ran afoul of a wichtlin and managed to defeat it, but not before he and his stag were slain by the creature. The Kagonesti’s companions, unable to properly prepare his body for burial due to the ongoing war, left him and his mount in an unmarked cairn deep in the forests near Foghaven Vale. [b]Undead:[/b] Child of Chemosh Improved Create Spawn ability. Child of Chemosh Greater Create Spawn ability. [b]Corporeal Undead:[/b] These are undead with physical bodies, usually their own. Their souls are bound to them, usually in such a way as to darken their natures and make them hateful and dangerous to the living. [b]Incorporeal Undead:[/b] Incorporeal undead are souls prevented from leaving Krynn and joining the Progression of Souls for some reason. [b]Allip:[/b] Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness. [b]Devourer:[/b] Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. [b]Ghost:[/b] Ghosts are encountered in many forms, kept back on Krynn for wrongs left unrighted, love unresolved, or perhaps desires left unpursued. [b]Mohrg:[/b] Mohrgs and devourers are kept alive by the overwhelming force of their wicked natures: the former as murderous chieftains and brutish killers, the latter as greedy and rapacious ogres trapped between this world and the next by their unending curse of hunger. [b]Shadow:[/b] Shadows and allips barely even remember their former lives: the former as life-hating men bound in darkness, the latter as suicides gripped with madness.[b]Lich:[/b] Liches surface from time to time as a result of Wizards of High Sorcery lured into false promises of power by Chemosh. [b]Zombie:[/b] Child of Chemosh Greater Create Spawn ability. Create Undead Beast Necromancy [Evil] Level: Clr 8 (Chemosh) Components: V, S, M, DF Casting Time: 2 hours Range: Close (25 ft. +5 ft./2 levels) Target: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No This evil spell is one granted only by Chemosh to his worshippers. With it, you can create an undead beast of your choosing. This spell requires you to cast it upon the corpses of any number of animals. The Hit Dice of these animals must be equal to those of the undead beast you wish to create. Creatures created by this spell are automatically under your control, and you can bestow control of the creature to any other individual of your choice. If the controller of an undead beast dies, the creature is free to act of its own accord. Material Component: A small clay statue of the creature to be created. This spell must be cast upon the remains of many animals. You must place a black onyx gem worth at least 50 stl per HD of the undead to be created into the mouth of the statue. The magic of this spell melts both the statue and the gem, using them as the basic foul viscous fluids that merge and breathe tainted life into the animal corpses. Improved Create Spawn (Su) At 2nd level, a Child of Chemosh with the ability to create spawn (such as a wight or vampire) may do so with victims it has not personally slain. The Child of Chemosh must have witnessed the death of the target creature within the last 24 hours and must spend one hour with the corpse. At the end of this vigil, the creature is assumed to have just been slain for the purposes of how soon the creature will rise as a spawn of the Child of Chemosh. Children of Chemosh without the ability to create spawn do not benefit from this ability. Children of Chemosh whose victims rise as free-willed undead (such as ghouls and ghasts) may spend one hour in vigil with the corpse before it rises, in which case the newly created undead is under the child’s control until the child is destroyed. Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability. Greater Create Spawn (Su) At 4th level, the Child of Chemosh’s ability to create spawn improves even further. The child no longer needs to have been personally present at the death of the target creature, and the creature may have been dead for up to a week. This ability otherwise works exactly like the improved create spawn ability above. Children of Chemosh without the ability to create spawn gain the ability to create zombies from any humanoid they slay, just as a mohrg does (see Monster Manual). Children of Chemosh whose victims rise as free-willed undead may choose to create zombies instead or spend time in vigil as described under Improved Create Spawn above. Corpses that have been preserved with gentle repose or which are the target of a bless or protection from evil spell, or are in the area of effect of a consecrate, hallow or magic circle against evil spell, are protected from this ability.[/spoiler] Denizens of Dread [spoiler] [b]Akikage (Shadow Assassin):[/b] Creatures spawned from ninjas and assassins who died while trying to destroy an assigned victim. [b]Ancient Dead:[/b] Created by the ritual preservation of a corpse and animated by dark magic. “Ancient Dead” is a template that can be applied to any living creature. [b]Animator:[/b] Animator is an acquired template that can be added to any nonmagical object. [b]Arayashka (Snow Wraith):[/b] Arayashka are the souls of people who were killed by an arayashka. Any humanoid slain by an arayashka and buried in an area where snow may fall rises as an arayashka during the next snowstorm. [b]Bastellus (Dream Stalker):[/b] Victims who die due to the bastellus’s dream invasion become a bastellus in 1d4 days. [b]Bat Skeletal Bat:[/b] ? [b]Boneless:[/b] First created in the laboratories of Darkon’s ruler through a bizarre ritual that separated and animated separately the bones and flesh of a corpse. “Boneless” is an acquired template that can be added to any corporeal creature (other than undead) that once had a skeleton. [b]Bowlyn:[/b] Without exception, the bowlyn were sailors on oceangoing vessels who died from an accident at sea. [b]Cat Crypt:[/b] ? [b]Cloaker Dread Undead:[/b] Undead Cloakers are rumored to be the tragic remnant of a resplendant cloaker drained by undead. [b]Corpse Candle:[/b] Corpse candles are incorporeal spirits of murdered individuals that attempt to coerce the living into gaining revenge upon their killers. [b]Crimson Bones:[/b] Crimson bones are gruesome undead created when a humanoid is flayed alive in a sacrificial ritual. Crimson bones are not created purposely; they rise spontaneously from the dead, driven by hatred of the living and lust for vengeance. [b]Geist:[/b] Geists are the undead spirits of creatures that died a traumatic death with either a task uncompleted or an evil deed unpunished. “Geist” is a template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. [b]Bussengeist:[/b] Bussengeists are the spirits of people whose actions or inaction caused a great tragedy in which they were killed. [b] Poltergeist:[/b] Beings that become poltergeists often died in scenes of great violence and emotional turmoil. [b]Ghoul Lord:[/b] Ghoul Lords are the cursed souls of humanoids who dared to taste the flesh of their own race. These individuals gain the dire attention of the Dark Powers and are corrupted by their cannibalistic sins. They become twisted creatures, eventually dying and rising again in the form of ghoul lords, masters of the ravenous dead. “Ghoul lord” is an acquired template that can be added to any humanoid or monstrous humanoid creature. A humanoid or monstrous humanoid reduced to 0 Constitution or less by a ghoul lord’s ravenous fever dies and rises as a ghoul lord in 24 hours if the body is not destroyed. [b]Spectral Hag:[/b] A spectral hag arises when a hag dies during an evil ceremony. “Spectral Hag” is an acquired template that can be added to any hag. [b]Hound Dread Phantom Hound:[/b] Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master. [b]Hound Dread Carcass Hound:[/b] Carcass hounds are zombielike, mindless animated corpses. [b]Jolly Roger:[/b] A jolly roger is the restless corpse of a pirate or ship’s captain that died at sea. [b]Lebentod:[/b] Lebendtod are a dangerous form of undead first created by the necromancer Meredoth. “Lebendtod” is An acquired template that can be added to any humanoid creature. Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is left completely undisturbed, the creature rises as a lebendtod. [b]Lich Elemental:[/b] “Elemental Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery. [b]Mist Ferryman:[/b] A few sages hold that they are manifestations of the mists themselves, but most believe they represent the fate of those who die in the Misty Border, doomed to wander forever. If an afflicted victim dies of ferryman's rot, her skin flakes away into dust, leaving a skeletal corpse that rises as a mist ferryman in 6 rounds and retreats into the Mists. [b]Mist Horror:[/b] Some maintain that they are the spirits of evil beings who attracted the attentions of the Dark Powers but who were not evil enough to imprison in their own domain. Other scholars have posited the theory that mist horrors are created from the bodies of creatures slain by a mist golem. “Mist horror” is a template that can be applied to any living creature. [b]Odem:[/b] Odems are remnants of the spirits of evil humanoids that did not have the force of will to become ghosts. [b]Death's Head Tree Death's Head:[/b] When the heads ripen, they break off from the Death's Head tree and float away. When this happens, the heads’ type becomes “undead.” [b]Undead Treant:[/b] Thoroughly corrupted by evil in life, many dread treants assumed a vampiric existence in death. [b]Radiant Spirit:[/b] Radiant spirits manifest when a powerful paladin or lawful good cleric is killed before completing an important spiritual quest. [b]Remnant Aquatic:[/b] Remnants are the spirits of humanoids whose bodies were thrown into a watery, unconsecrated grave after they had been worked to death. [b]Rushlight:[/b] The rushlight is created from the spirit of an evil creature who has been burned alive. [b]skeleton Pyroskeleton:[/b] Created from the skeletons of murdered humanoids. The undead priestess Radaga of Kartakass was the first to create pyroskeletons. On a night when the Mists were thick, Radaga and her minions took the corpses of six murdered soldiers and cast enlarge person, produce flame, protection from energy and animate dead on them. As the skeletons began to stir, enlarge person was cast on each a second time. The Mists fused with the newly created undead to allow enlarge person to increase the skeletons a second time. Others have since learned the methods, and each creator often experiments with the process until they create a distinct variant. [b]Skeleton Strahd Skeleton:[/b] Animated by Barovia's darklord. Whether as a result of Count Strahd's own research or because of some inherent property of the land of Barovia is unknown. [b]Skeleton Strahd's Skeletal Steed:[/b] Strahd’s skeletal steeds are the animated remains of heavy warhorses whose riders have fallen in battle against the lord of Barovia. [b]Spirit Waif:[/b] A spirit waif is the restless soul of a murdered child. Having become the victim of some nefarious beast, the child’s soul remains trapped on this plane. [b]Valpurleiche (Hanged Man):[/b] The valpurleiche, or hanged man, is the tortured form of a hanged humanoid filled with a tremendous amount of spite and hate during his execution. Some valpurleiches are created from the souls of those who were wrongly executed. Others are simply enraged criminals who want revenge despite their just sentence. [b]Vampire Chiang-Shi:[/b] If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a chiang-shi if it had 5 or more Hit Dice. [b]Vampire Nosferatu:[/b] If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a nosferatu if it had 5 or more Hit Dice. [b]Vampire Nosferatu Cerebral vampire:[/b] Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. [b]Vampire Vrykolaka:[/b] If the vrykolaka drains the victim’s Constitution to 0 or less, the victim returns as a vrykolaka if it had 5 or more Hit Dice. [b]Vampire Dwarven Vampire:[/b] If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a dwarven vampire if it had 5 or more Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire rises 1d4 days after the vampire’s visit. [b]Vampire Elven Vampire:[/b] If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as an elven vampire if it had 5 or more HD. [b]Vampire Gnome Vampire:[/b] To create a new minion, a gnomish vampire must drain a gnome victim's Constitution to 0 or less, then place the corpse in the same sarcophagus in which the vampire itself sleeps. The gnomish vampire must then lie atop its victim for three full days, not even leaving to feed, allowing its negative energy to seep into the victim. At the end of this period, the victim returns as a gnomish vampire if it had 5 or more Hit Dice. [b]Vampire Halfling Vampire:[/b] A halfling victim slain by a vampire's Constitution drain returns as a halfling vampire if it had 5 or more HD. [b]Wight Dread:[/b] Any humanoid slain by a dread wight becomes a dread wight in 1d4 rounds. Any humanoid slain by a greater dread wight becomes a dread wight in 1d4 rounds. [b]Wight Dread Greater:[/b] Any giant slain by a greater dread wight becomes a greater dread wight. [b]Zombie Cannibal:[/b] An individual slain by a cannibal zombie rises swiftly to join his slayer and the pack as a new cannibal zombie. [b]Zombie Desert:[/b] The first desert zombies were the product of the experimentations of one of Har’Akir’s most powerful spellcasters, the ancient dead known as Senmet. Since his time, other powerful wizards and sorcerers in that desert realm have learned how to raise up the dead to serve them as desert zombies. [b]Zombie Mud:[/b] Mud zombies generally hail from Darkon, where Azalin Rex has discovered how to create minions that would keep going despite insurmountable problems, such as missing arms or legs. [b]Zombie Sea:[/b] ? [b]Zombie Strahd:[/b] Barovia’s darklord has mastered the secret of creating more potent zombies than the usual animated corpses. [b]Zombie Fog:[/b] ? [b]Fog Cadaver:[/b] The fog can animate any humanoid corpse within its mist-filled area. It can animate corpses that are buried in the ground unless they were blessed at the time of burial or are buried in sanctified ground. The fog can animate up to 10 dead bodies each round. A zombie fog can animate a total number of cadavers at any one time equal to its current hit points. [b]Zombie Lord:[/b] Zombie lords are created only through a rather unlikely set of circumstances. A humanoid of evil alignment must first be slain by an undead creature, without joining the ranks of the undead himself. Then, an attempt to restore the dead individual to life, such as through a raise dead spell, must go awry, with the deceased individual failing the necessary Fortitude save. If that happens, the deceased may enter undeath as a decayed, corpselike zombie lord. “Zombie lord” is a template that can be added to any humanoid or monstrous humanoid. [b]Ghast:[/b] If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. [b]Ghost:[/b] Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. “Ghost” is an acquired template that can be applied to any living creature. [b]Skeleton:[/b] A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). [b]Vampire Spawn:[/b] A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit. An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. [b]Zombie:[/b] Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. [/spoiler] [URL="http://www.drivethrurpg.com/product/54246/Dangerous-Denizens-The-Monsters-of-Tellene?term=tellene&affiliate_id=17596"]Dangerous Denizens The Monsters of Tellene[/URL][spoiler] [b]Eaten One:[/b] created from fallen heroes who have been partially consumed by oozes or other hideous creatures. [b]Hound of Ill-Omen:[/b] ? [b]Mummy Blood Hijarjany:[/b] The blood mummy (known as the “hijarjany”) results from mummification that excluded the removal of the organs (usually common folk). [b]Mummy Heretic Ghoskinjany:[/b] These beings were horridly tortured and then mummified alive, a process that granted them great power and a terrible hatred for anything living. [b]Mummy Noble Shojarijany:[/b] The Shojarijany, or “noble mummy,” resulted from the best mummification process available during the Middle Period. [b]Mummy Rattlebon Thinchejany:[/b] ? [b]Mummy Royal Shijarinjany:[/b] ? [b]Mummy Servitor Jhurijany:[/b] Jhurijany, or “servitor mummies,” were created from commoners as servants to the kings, priests and to the undead masters. [b]Poltergeist:[/b] ? [b]Reliqus:[/b] The reliquae of Tellene are rumored to be the creation of Queen Simura, a former ruler of Pekal who turned to the dark arts of necromancy late in her reign. [b]Rusalka:[/b] Rusalka are the undead spirits of women who have met an untimely end through drowning, whether by murder or suicide. Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep’Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and for a great while wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the water and all the water that earned the pirates their livelihood. The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding bogs and rivers; the rusalka had come to Kalamar. [b]Sheet Phantom:[/b] Sheet phantoms are the maligned spirits of those betrayed byfriends and family members. They return for revenge by inhabiting a piece of fabric related to their betrayal and death. No one knows for certain where the sheet phantom originates, for the first documented case of the sheet phantom has been corrupted by urban legend. Coincidentally (or not), this sheet phantom was the spirit of an expert Mendarn tailor, Blesdar Forband. Blesdar was said to make the most magnificent clothing known throughout the region. But one customer, a noble by the name of Granden, refused payment until he saw perfection. Blesdar locked himself in his shop and worked. Completing his fifth attempt, the tailor proudly presented his work to the noble. Granden turned down his efforts yet again. Finishing his sixth attempt with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. It was there that he realized the truth – Granden had cruelly kept Blesdar working so that he could spend time with the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. He was mourned only by those that knew and appreciated his work. The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his wife had made them for him. Moments later, Granden fell to the floor dead. The noble’s chest had been crushed in. Supposedly, since that event, sheet phantoms have appeared across the lands of Tellene. Some say Blesdar’s fabric had been resold and his vengeful spirit curses any who uses it. Others say that the story is no more than myth and some type of unseen demon stalks the land. The Brandobians call this creature a “blesdar,” with no other understanding of what it may be. [b]Sheet Ghoul:[/b] If a person dies because of a sheet phantom’s constricting ability, or as a result of damage caused by another source while wearing the sheet phantom, the victim rises as a sheet ghoul in 1d4 days. [b]Swordwraith Skarrnid:[/b] Swordwraiths are the evil spirits of defeated soldiers, come back from the darkness to wreak vengeance on any living creature that in some way resembles their former opponents. [b]Treant Undead:[/b] The undead treant is a once-benevolent servant of nature now corrupted and twisted into a shell of its former self. Although opposing forces have combated undead treants in the past, they are still no closer to understanding where these undead treants come from. The undead treants certainly do not multiply like natural creatures, nor do certain spells (those that normally create undead) work on dead trees. Amongst the druids and rangers, theories of the undead treant abound, though none of them have been proven. One theory states that trees the monster animates become undead themselves. Another speculates that the undead treant’s touch passes on the undead curse to others of its kind. One more blames evil druids and their blighting magic, creating such creatures to serve out their bidding. And yet one more assumes that when an undead treant kills a living treant, it passes on its curse much like a vampire. [b]Skeleton:[/b] A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. [/spoiler] [URL=https://www.drivethrurpg.com/product/51631/Complete-Mage-35?affiliate_id=17596]Complete Mage[/URL][spoiler] [b]Zombie:[/b] [i]Seed of Undeath[/i] spell. [i]Greater Seed of Undeath[/i] spell. SEED OF UNDEATH Necromancy Level: Cleric 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 full round Range: Touch Target: Living humanoid or animal touched Duration: 1 day/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes The subject’s face briefly takes on a gaunt, pale look and a death’s-head rictus before returning to normal. You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject’s own life force. Seed of undeath does not in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains. Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead). Material Component: A black onyx gem worth 25 gp per HD of the subject. SEED OF UNDEATH, GREATER Necromancy Level: Cleric 7, sorcerer/wizard 7 Components: V, S, M Range: Close (25 ft. + 5 ft./2 levels) Area: 40-ft.-radius emanation Every creature in the area briefly takes on a corpselike appearance, then returns to normal. This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect. Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected. Material Component: A black onyx worth at least 5,000 gp.[/spoiler] [URL=http://www.drivethrurpg.com/product/25831/Draconomicon-The-Book-of-Dragons-35?affiliate_id=17596]Draconomicon[/URL][spoiler] [b]Undead Dragon:[/b] It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. [b]Dracolich:[/b] The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will. The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body. A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich. “Dracolich” is an acquired template that can be added to any evil dragon. A proto-dracolich transforms into a full-fledged dracolich in 2d4 days. It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. [b]Ancient Blue Dracolich:[/b] ? [b]Proto-Dracolich:[/b] A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew. The dracolich is an undead creature resulting from the transformation of an evil dragon. The process usually involves a cooperative effort between an evil dragon and a powerful cleric, sorcerer, or wizard, but especially powerful spellcasters have been known to coerce an evil dragon to undergo the transformation against its will. The dragon must first consume a lethal concoction known as a dracolich brew. This act instantly slays the dragon, whereupon its spirit is transferred to its dracolich phylactery, regardless of the distance between the phylactery and the dragon’s body. A spirit contained in a phylactery can sense any reptilian or dragon corpse of Medium or larger size within 90 feet and attempt to possess it. Under no circumstances can the spirit possess a living body. The spirit’s original body is an ideal vessel, and any attempt to possess it is automatically successful. To possess a suitable corpse other than its own, a dracolich must make a successful Charisma check (DC 10 for a true dragon DC 15 for any other creature of the dragon type, or DC 20 for any other kind of reptilian creature, such as a giant snake or lizardfolk). If the check fails, the dracolich can never possess that particular corpse. If the corpse accepts the spirit, the corpse becomes animated. If the animated corpse is the spirit’s former body, it immediately becomes a dracolich. Otherwise, it becomes a proto-dracolich. [b]Ghostly Dragon:[/b] Ghostly dragons are most often created when a powerful dragon is slain and its hoard looted. “Ghostly” is an acquired template that can be added to any dragon. The creature must have a Charisma score of at least 8. It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. [b]Ghostly Adult Green Dragon:[/b] ? [b]Skeletal Dragon:[/b] Skeletal dragons are created via the animate dead spell and function as normal skeletons in most ways, though they retain a few of their draconic abilities and qualities even after death. “Skeletal” is an acquired template that can be applied to any dragon. [b]Skeletal Mature Adult Black Dragon:[/b] ? [b]Vampiric Dragon:[/b] Thankfully, such creatures are rare in the extreme, most often created by energy draining effects or unique confluences of negative energy. “Vampiric” is a template that can be added to any dragon of at least adult age. An adult or older dragon slain by a vampiric dragon’s blood drain returns as a vampiric dragon. It is generally accepted that Falazure created (or had a hand in the creation of ) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. [b]Vampiric Mature Adult Red Dragon:[/b] ? [b]Vampire Spawn:[/b] A humanoid or monstrous humanoid slain by a vampiric dragon’s energy drain attack rises as a vampire spawn 1d4 days after death. If a vampiric dragon instead drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. [b]Vampire:[/b] If a vampiric dragon drains its victim’s Constitution to 0, the victim returns as a spawn if it had 4 or fewer Hit Dice and as a vampire if it had 5 or more HD. [b]Zombie Dragon:[/b] A zombie dragon is created by use of the animate dead spell or by a vampiric dragon. “Zombie” is a template that can be added to any dragon of at least adult age. Young adult or younger dragons slain by a vampiric dragon's blood drain attack, or any dragons slain by its energy drain attack, rise instead as mindless zombie dragons. [b]Zombie Young Adult White Dragon:[/b] ? Dracolich Brew: This ingested poison (Fortitude DC 25; 2d6 Con/2d6 Con) is created specifically for a dragon who wishes to become a dracolich. It automatically slays the dragon for which it is prepared (no save allowed). Moderate necromancy; CL 11th; Brew Potion, Knowledge (arcana) 14 ranks; Price 5,000 gp. Dracolich Phylactery: A dracolich’s phylactery is crafted from a solid, inanimate object of at least 2,000 gp value. Gemstones, particularly ruby, pearl, carbuncle, and jet, are commonly used for the phylactery, since they must be able to resist decay. When a dracolich first dies, and any time its physical form is destroyed thereafter, its spirit instantly retreats to its phylactery regardless of the distance between that and its body. A dim light within the phylactery indicates the presence of the spirit. While so contained, the spirit cannot take any actions except to possess a suitable corpse; it cannot be contacted or attacked by magic. The spirit can remain in the phylactery indefinitely. Strong necromancy; CL 13th; Craft Wondrous Item, control undead, gem or similar item of minimum value 2,000 gp; Price 50,000 gp plus value of gem; Cost 25,000 gp plus value of gem + 2,000 XP.[/spoiler] [URL=http://www.drivethrurpg.com/product/51643/Fiendish-Codex-I-Hordes-of-the-Abyss-35?affiliate_id=17596]Fiendish Codex I Hordes of the Abyss[/URL][spoiler] [b]Ghoul:[/b] Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls.[/spoiler] Dragon Magazine[spoiler] Dragon 315 [b]T'liz:[/b] Arcane spellcasters who perform a paroxysm of defiling magic sometimes become t’liz, undead defilers who walk the earth, feasting on the living energy of creatures rather than plants. Sometimes becoming a t’liz is accidental, but a defiler often seeks out undeath to prolong his life at the expense of the planet’s health. “T’liz” is an acquired template that must be applied to any humanoid creature. [b]Ghoul Fleshgivor:[/b] Repeat uses of rejuvenative corpse on the temple ghouls has given Yorin some insight into the interaction of life energy and ghoulish hunger, and (with help from others in his church) he is on the brink of turning Hedris and Pont into a new type of undead, the fleshvigor, which gains power from eating the dead. Once perfected, the process could be used on other corporeal undead, and Yorin would gain great status in his church. An afflicted humanoid who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghoul at the next midnight. [b]Ghast Fleshgivor:[/b] An afflicted humanoid with 4 or more Hit Dice who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghast at the next midnight. “Fleshvigor” is an acquired template that can be added to any non-skeletal corporeal undead [b]Spectre:[/b] A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. Dragon 322 [b]Nether Hound:[/b] Kiaransalee, drow goddess of the undead and vengeance, is credited with the creation of nether hounds, slavering undead empowered to hunt down and slay her enemies. The truth is perhaps more complex, as other powers of undeath have also been known to send these fiendish undead after their foes. In fact, Kiaransalee has shared the nature of the nether hounds’ creation with her allies—particularly those who have sided with her against the demon lord Orcus. The exact process of how nether hounds are created remains unknown, although it is thought to require acts only Kiaransalee and her night hag minions are corrupt enough to perform. “Nether hound” is an acquired template that can be added to any corporeal undead with an Intelligence of 3 or more and nongood alignment. Dragon 324 [b]Icy Prisoner:[/b] Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams. Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds. [b]Steaming Soldier:[/b] Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth. Any humanoid slain by a steaming soldier becomes a steaming soldier in 1d4 rounds. Dragon 334 [b]Humbaba:[/b] Some believe that they were first created by the gods of the afterlife. Dragon 336 [b]Favored Spawn of Kyuss:[/b] Favored spawn of Kyuss cannot be created with create undead spell or with create greater undead; the secrets of their creation reside only with Kyuss and his most trusted minions. “Favored Spawn of Kyuss” (known simply as the “favored” to cultists of Kyuss) is an inherited template that can be added to any living, corporeal creature. By pressing its face against a helpless victim, the favored spawn of Kyuss can infest the victim with a rain of 2d6 worms. This ability is treated the same as its create spawn ability, but a victim slain by the resulting infestation rises as a favored spawn of Kyuss rather than a normal zombie. [b]Allip:[/b] The allip is the spirit of someone driven to suicide by madness. Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity. For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. [b]Bodak:[/b] Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. [b]Bone Naga:[/b] Dark nagas know of a ritual to create a bone naga using animate dead. The ritual requires numerous components, including the ocular fluids of a divine caster and a sentient reptile. These can come from the same creature, if appropriate. Only taught to dark nagas, this rite contains a number of special somatic components that humanoids cannot emulate. It is rumored that some free-willed bone nagas also possess the ability to perform the creation ritual and actively seek out their living brethren, enslaving them in undeath. [b]Boneclaw:[/b] Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims. This rite requires the spells create undead (caster level 15+) and greater magic fang. [b]Charnel Hound:[/b] The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper. No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation. The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell). On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. [b]Crawling Head:[/b] The first crawling head was created deliberately years ago, constructed from the severed head of a hill giant by a necromancer later slain by his own creation. The rite requires create undead and the sacrifice of a giant who just fed on at least three sentient beings. [b]Crimson Death:[/b] Legends tell that a crimson death is born from the destruction of a strong-willed vampire. This is not, in fact, the case. Crimson deaths might form from anyone who dies via exsanguination and whose body is then consumed or destroyed. A traveler in a marsh sucked dry by leeches and then consumed by other swamp creatures might rise as a crimson death. Similarly, a vampire who drains a victim and then cremates the body to prevent it from rising as another vampire might provoke the manifestation of a crimson death. The same hatred and iron will required to create ghosts or wraiths is necessary for the formation of a crimson death. [b]Death Knight:[/b] the demon prince Demogorgon is credited with creating the first such horror. Some warriors seek out the undead existence of the death knight, but a mortal cannot perform the ritual without assistance. The transformation requires the active assistance of a powerful fiend. On rare occasions, death knights occur spontaneously upon the death of a favored servant of an archfiend or evil deity. Finally, and even less frequently, death knights might arise as the result of a curse. If an innocent dies due to a fallen paladin’s actions, that individual might pronounce a dying curse that results in eternal unlife for the former champion of light. [b]Drowned:[/b] Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. [b]Effigy:[/b] Like so many undead, effigies form from the hate and rage of a dying individual. Such people must die under circumstances wherein they believe they have been deprived of their rightful due by the actions of others. For example, someone murdered on the verge of completing a major ambition or gaining a windfall might become an effigy. In addition, an effigy can only form if the individual died by fire, such as a fireball or flame strike spell, or a dragon’s breath. [b]Famine Spirit:[/b] Not everyone who dies of hunger becomes a famine spirit. Specifically, someone must spend much of his life hungry or otherwise wanting for basic necessities. Potential sources include people living in poverty or who dwell in famine-prone areas. The individual must, near the end of his life, have had the opportunity to raise himself from his current state, perhaps to acquire riches or move to more fertile lands. This chance must be snatched away by the actions of another person or sentient being, thus causing the individual to perish not only of starvation but also of frustration and cruelly shattered hopes. Only when all these conditions are met, a truly strong-willed individual becomes a famine spirit. [b]Ghast:[/b] The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. [b]Ghost:[/b] Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence. All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. [b]Ghoul:[/b] Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. [b]Huecuva:[/b] Legend tells that a huecuva results from a curse levied on fallen clerics, druids, monks, and paladins. As punishment for their heresies, their patron deities condemn them to a state of eternal undeath. In truth, this is only partially correct. Most deities who count paladins and druids among their servants are unlikely to inflict such an undead horror upon the world. Indeed these fallen souls are cursed by their patron—but that curse is simply the complete abandonment of the former servant’s soul, leaving him open to whatever evils might lurk in the depths of his spirit. Eventually, these evils consume him, leaving little but resentment and loathing for the deity that once favored him. Only then, when such powerful hate mingles with lingering divine energy does the fallen faithful become a huecuva. [b]Lich:[/b] As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence. The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor). Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency. The comparable rite for clerical liches involves create undead, harm, and unhallow. [b]Mohrg:[/b] Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution. Only the spell create undead can form a mohrg from a corpse that is not a murderer. [b]Mummy:[/b] Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. [b]Nightshade:[/b] Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. [b]Shadow:[/b] In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. [b]Spectre:[/b] When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on. Spectres are born from sudden acts of violence. [b]Sword Wraith:[/b] Like a ghost, a sword wraith is driven by a single-minded ambition that lingers after death—in this case, the desire to continue battle, to shed more blood. Unlike the ghost, however, the sword wraith’s purpose might not actually be his own. The bloodlust and dark desires of his fellow soldiers often mixes with the sword wraith’s own. Thus, the purpose that drives a sword wraith might belong to any one of the soldiers lying dead on the field, or might even be an entire platoon’s combined discipline and love of carnage. This can sometimes create sword wraiths from the noblest commanders and the lowliest scouts. [b]Vampire:[/b] Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire. Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. [b]Wight:[/b] Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. [b]Wraith:[/b] Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. [b]Spawn of Kyuss:[/b] The spawn began with Kyuss, an ancient priest of a forgotten deity who ruled an empire before the advent of modern civilization. Any evil cleric can create a spawn of Kyuss by casting create undead as long as he is at least 15th level. The material component for creating a spawn of Kyuss, however, is slightly different than normal. This version of the spell must be cast over the grave of a killer who was buried without a coffin in unhallowed ground (a DC 25 Knowledge [local] check can usually determine if such a body lies near a specific settlement). If the caster has a preserved or live Kyuss worm he may substitute that for the 250 gp black onyx gem that is otherwise required to animate the body. As the spell is cast, the grave blooms with worms and maggots as the newly created spawn of Kyuss rises from within. A Small, Medium, or Large creature slain by a worm from a favored spawn of Kyuss rises as a new spawn of Kyuss (not a favored spawn) 1d6+4 rounds later. The nigh-indestructible sons of Kyuss were created by the then priest Kyuss for his own dark purposes. [b]Zombie:[/b] Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. Dragon 339 [b]Animus:[/b] An animus is the product of a magical ritual performed on live humanoids by devils and clerics of Hextor. “Animus” is an acquired template that can be added to any humanoid creature. [b]Lich, Suel:[/b] Suel liches are ancient undead spellcasters who managed to survive the Rain of Colorless Fire that destroyed their homeland. “Suel lich” is an acquired template that can be added to any humanoid arcane spellcaster of at least 15th level. Dragon 340 [b]Cauldron Spawn:[/b] If bodies are placed within the cauldron of corruption and no spell is cast, 3 rounds later they arise as cauldron spawn. “Cauldron spawn” is an acquired template that can be added to the corpse of any creature that was once a living corporeal creature with an Intelligence of 6 or higher. Such creatures must be Large or smaller to fit within the Cauldron of Corruption and gain this template. Dragon 343 [b]Living Wall:[/b] Some living walls are deliberate creations by evil and cruel necromancers using rare spells, but some (particularly in Ravenloft) arise spontaneously when a person is entombed alive within a wall. This only happens when the terrified victim curses his slayer, his screams rising loud enough to be heard beyond the walls of his prison. When the victim dies, the curse soils his life energy, which becomes trapped in the wall. Eventually, madness overtakes the spirit and turns it chaotic evil, at which point all dead creatures within 300 feet of the wall rise, shamble to the wall, and join it, fusing together into a thing that seems like stone made from fused and transformed flesh. “Living wall” is an acquired template that can be added to any Small, Medium, or Large corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or vermin creature with at least 4 Hit Dice. [/spoiler] [/spoiler] [/QUOTE]
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