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<blockquote data-quote="Voadam" data-source="post: 7538882" data-attributes="member: 2209"><p><strong>3.5 3rd Party A-K</strong></p><p></p><p>3.5 3rd Party A-K[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/18896/Advanced-Bestiary?term=advanced+bestiary&it=1&affiliate_id=17596" target="_blank">Advanced Bestiary: </a>[spoiler]</p><p><strong>Blood Knight:</strong> Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner. Cursed to walk the earth until their warlike ways lead to their destruction, blood knights seek always to fight and conquer.</p><p>“Blood knight” is an acquired template that can be applied to any living creature that is proficient with light, medium, and heavy armor, wears full plate armor, and has blood</p><p>Altered Blood Knight: Ignore the required proficiency with armor and change the name of the template to the blood gaunt. In this form, the template could be applied to the temple guardians of a god of murder. Alternatively, blood knights could result from a curse that animates great quantities of spilled blood into a strange new form.</p><p>The blood knights could be unique. Perhaps a group of paladins that unwittingly participated in a highly evil act were cursed to become blood knights.</p><p>Make the template self-propagating. Creatures killed by Constitution damage from a blood knight’s attacks rise as blood knights in 1d4 rounds.</p><p><strong>Morden Thrallhammer:</strong> Morden Thrallhammerer was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with its enemies. When some giants took up residence near his clan’s territory, Morden provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Morden led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracter their warriors. When Morden dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Morden’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Morden had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarf-made armor in which he died.</p><p><strong>Dread Allip:</strong> Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions in undeath and madness. A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others.</p><p>“Dread allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature.</p><p>A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death.</p><p><strong>Dread Allip Spirit Naga:</strong> ?</p><p><strong>Dread Bodak:</strong> Bodaks are extraplanar undead created when living beings are touched by ultimate evil.</p><p>A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, the use of the death knell spell on a friend seems most likely to create a dread bodak. A dread bodak is consumed with the desire for revenge on everyone it knew in life and anyone who gets in the way. Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks.</p><p>“Dread bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a method such as use of the death knell spell.</p><p>Any creature killed by a dread bodak’s death knell ability rises as a dread bodak in 1d6 rounds.</p><p><strong>Dread Bodak Tyrannosaurus:</strong> ?</p><p><strong>Dread Devourer:</strong> Few know how these dread devourers originated, but some sages speculate that they form as ethereal or astral “shadows” of creatures on coexistent planes that die from energy draining effects.</p><p>“Dread devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part.</p><p><strong>Dread Devourer Purple Worm:</strong> ?</p><p><strong>Dread Ghast:</strong> 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.</p><p>The first dread ghasts were villains of still broader scope. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast.</p><p>“Dread ghast” is an acquired template that can be added to any living creature.</p><p>Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time.</p><p><strong>Dread Ghast Gnoll:</strong> ?</p><p><strong>Dread Ghost:</strong> Like normal ghosts, dread ghosts are restless spirits that exist on both the Material and the Ethereal Planes. Unlike many other dread undead, dread ghosts have no special power over others of their kind, but some mystery of their creation makes them more powerful than standard ghosts.</p><p>“Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score.</p><p><strong>Dread Ghost Medusa:</strong> “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score.</p><p><strong>Dread Ghoul:</strong> Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had indulged in unwholesome pleasures, such as cannibalism or necrophilia, in life. The original dread ghouls came into being because they had exhorted or compelled others to such acts while alive.</p><p>“Dread ghoul” is an acquired template that can be added to any living creature.</p><p>In most cases, dread ghouls feast on the bodies of the fallen. However, any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time.</p><p><strong>Dread Ghoul Frost Giant:</strong> ?</p><p><strong>Dread Lacedon:</strong> Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon.</p><p>“Dread lacedon” is an acquired template that can be added to any living creature.</p><p>In most cases, dread lacedons feast on the bodies of the fallen, or sea creatures such as sharks devour them. However, any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time.</p><p><strong>Dread Lacedon Cachalot Whale:</strong> ?</p><p><strong>Dread Lich: </strong>Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret.</p><p>“Dread lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich.</p><p>Only a willing evil creature can become a dread lich.</p><p>An integral part of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought to the plane on which the dread lich was destroyed.</p><p>Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The phylactery costs 200,000 gp and 8,000 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist.</p><p><strong>Dread Lich Titan:</strong> The rare evil titan that learns the secret of lichdom in its youth cannot help but seek out and follow that dark path.</p><p><strong>Dread Mohrg:</strong> Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial. Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures.</p><p>“Dread mohrg” is an acquired template that can be added to any evil living creature with a mouth and a digestive tract that includes intestines.</p><p><strong>Dread Mohrg Seven Headed Cryohydra:</strong> Native to the colder climes, it was created when a normal cryohydra slew an entire village of humans.</p><p><strong>Dread Mummy:</strong> “Dread mummy” is an acquired template that can be added to any living corporeal creature.</p><p>Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms next to it as a new dread mummy.</p><p><strong>Dread Mummy Harpy:</strong> ?</p><p><strong>Dread Shadow:</strong> Like normal shadows, they are sentient pools of darkness and negative energy that drain strength and life from living creatures. </p><p>“Dread shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow.</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.</p><p><strong>Dread Shadow Achaierai:</strong> ?</p><p><strong>Dread Skeleton:</strong> “Dread skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton.</p><p><strong>Dread Skeleton Blink Dog:</strong> ?</p><p><strong>Dread Spectre:</strong> Like ghosts, dread spectres are the incorporeal spirits of living beings that continue to act after death.</p><p>“Dread spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre.</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.</p><p><strong>Dread Spectre Nymph:</strong> ?</p><p><strong>Dread Wight:</strong> Dread wights are the animate remains of creatures that were terribly violent and hateful in life.</p><p>“Dread wight” is an acquired template that can be added to any living corporeal creature.</p><p>Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds.</p><p><strong>Dread Wight Gargoyle:</strong> ?</p><p><strong>Dread Vampire:</strong> “Dread vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher.</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. Any creature with an Intelligence score of 3 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as a dread vampire 24 hours after death. </p><p><strong>Dread Vampire Night Hag:</strong> ?</p><p><strong>Dread Wraith Sovereign:</strong> “Dread wraith sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign.</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. A dread wraith created in this manner is under the command of its creator and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, one of its dread wraith spawn that had 10 or more character levels in life becomes a dread wraith sovereign.</p><p><strong>Dread Wraith Sovereign Trumpet Archon:</strong> When a trumpet archon falls to the touch of a dread wraith sovereign, gods and angels weep. Dread wraith sovereign trumpet archons are heinous undead beings composed in equal parts of sacrilege, cruelty, and hate.</p><p><strong>Dread Zombie:</strong> Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life.</p><p>“Dread zombie” is an acquired template that can be added to any living creature.</p><p>Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed on a Fortitude save (DC 10 + 1/2 dread mummy’s character level + dread mummy’s Cha modifier) or gain 1d4 negative levels. A creature killed by a dread mummy’s breath of death ability rises as a dread zombie in 1d4 rounds.</p><p><strong>Dread Zombie Aasimar:</strong> ?</p><p><strong>Negative-Energy-Charged Creature:</strong> Through dark magic, a spellcaster can strengthen an undead creature’s link to the chilling source of its unnatural existence.</p><p>“Negative-energy-charged creature” is an acquired template that can be added to any undead creature.</p><p><em>Empower Undead</em> spell</p><p><strong>Negative-Energy-Charged Wight:</strong> ?</p><p>Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds.</p><p><strong>Nightmare Creature Undead:</strong> Make nightmare creature an acquired template gained when an evil individual is killed in a particularly torturous manner by good creatures.</p><p><strong>Poltergeist:</strong> A poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house poltergeists are places where they felt a sense of ownership and security. A simple death, even a murder, is rarely enough to cause the victim’s spirit to remain as a poltergeist—the death must intimately involve the location. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk.</p><p>“Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher.</p><p><strong>Dread Poltergeist:</strong> ?</p><p><strong>Athach Poltergeist:</strong> ?</p><p><strong>Alternate Sonic Creatures: </strong>Ghosts: Sonic creatures might be ghosts or a specific form of undead. In this case, the template should change the creature’s type to undead, and the sound the sonic creature makes should be mournful wailing.</p><p><strong>Changed Swamp Lord Template:</strong> ?</p><p></p><p><strong>Ghoul:</strong> The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. </p><p><strong>Ghast:</strong> 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.</p><p><strong>Shadow: </strong>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.</p><p><strong>Spectre:</strong> 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.</p><p><strong>Vampire:</strong> 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. </p><p><strong>Wight:</strong> Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds.</p><p><strong>Dread Wraith:</strong> Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> Any creature killed by a dread mohrg rises as a zombie in 1d4 days.</p><p></p><p><em>Empower Undead</em></p><p>Necromancy [Evil]</p><p>Level: Clr 6, Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Undead creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell grants the touched undead the negative-energy-charged creature template. The target is immediately empowered with the benefits of the template and knows how to utilize all the abilities it grants.</p><p>Material Component: A gem worth at least 10 gp that has spent a night within the body of an undead creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17812/Bane-Ledger?term=bane+le&it=1&affiliate_id=17596" target="_blank">Bane Ledger I </a>[spoiler]</p><p><strong>Angiaks:</strong> During lean times, tribal peoples are forced to make hard decisions about who can eat and who cannot. Newborn babies that cannot be fed are left to die in the wilderness. Angiaks are the restless souls of these children killed by their fellow clansmen. </p><p>The naming of a child imbues it with a spirit. If a child must be sacrificed in this way, avoid naming it and you will be safe from the vengeful angiaks.</p><p><strong>Bay-kok:</strong> ?</p><p><strong>Civatateo:</strong> When a woman of royal status dies while giving birth, she sometimes returns from the dead as a fiendish civatateo.</p><p><strong>Impundulu:</strong> Necromancers create these fell creatures to be both servants and lovers.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/27813/Bestiary-Malfearous?term=Bestiary+Malfearous&it=1&affiliate_id=17596" target="_blank">Bestiary Malfearous: </a>[spoiler]</p><p><strong>Death Beater:</strong> It is unknown what event creates a death beater, but they are often found in mines, dungeon hallways and tombs where many beings have lost their lives in previous accidents.</p><p><strong>Ghargoyle:</strong> The ghargoyle is a horrid construct created by necromantic wizards as guardians.</p><p>It costs 1,000 gp to properly prepare the dead body of a gargoyle for transformation into a ghargoyle. It takes a DC 13 craft (taxidermy) or DC 13 (leatherworking) check to create the body.</p><p>Caster Level 9; craft construct; <em>Animate Dead</em>, <em>Confusion</em>, <em>Enervation</em>, <em>Geas/Quest</em>; Price: 15,000 gp; Cost: 8,000 gp + 320 XP.</p><p><strong>Karrock:</strong> The bite of a karrock spreads a deadly plague to its victim. Those bitten that fail a Fort save are infected (Injury; Fort DC 15; incubation: Instant; Init: 3d8 Con, Sec: 1d8 Con). Those who die from the disease fall to the ground lifeless, becoming a blackened, bloated corpse in but a single round. In a short span of time (1d4+1 rounds) later, the deceased victim rises as a karrock.</p><p><strong>Keeper:</strong> Keepers are undead constructs, but the exact procedure to create them is unknown, and there do not seem to be any known procedures to spawn new keepers.</p><p>It is thought that the deceased god Teeth, The Master Vampire, passed the secret of creation of these creatures to his priests. With the god’s destruction, the secret to creating new keepers has become lost.</p><p><strong>Gray Render Zombie:</strong> ?</p><p><strong>Human Warrior Zombie:</strong> ?</p><p><strong>Cloud Gant Skeleton:</strong> ?</p><p><strong>Living Dead:</strong> The Living Dead are beings that have been infected with a deadly disease that stops the living processes (heartbeat, need for rest), yet sustains the body in a semblance of life.</p><p>The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later.</p><p>It is thought that the living death disease is a creation of Lepornunse, who in some way wanted to emulate his father Teeth, lord of the undead.</p><p><strong>Living Dead Human Commoner:</strong> Wracked with the horrid disease that makes the victim like a walking zombie, the living dead is a being cursed to feed on human flesh and spread the terrible disease to others.</p><p>The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later.</p><p><strong>Living Dead Plaguebearer:</strong> ?</p><p><strong>Living Dead Lord of Disease:</strong> ?</p><p><strong>Redbones:</strong> Redbones are undead created by powerful spellcasters using a deadly spell to effect their creation.</p><p>Redbones are created with the use of a special spell.</p><p>Redbones are the specialty creations of the Red Cabal of Barbed March. The Red Cabal keeps the secret of their creation a jealously guarded secret.</p><p><em>Redifre Death</em> spell</p><p><strong>Skeleking:</strong> Skelekings are foul necromantic constructs animated from the fallen bodies of powerful Aesir warriors. Their endless years of battle give them great skill, and the foul magic that binds them back to a corporeal body also enslaves them to the evil being who has raised them.</p><p>A skeleking template may be applied to any formerly good warrior-type of 6th level or better. Once animated, the flesh is consumed in an unholy fire and the incantation that raises them from the dead burns a crown of ashes into their skull, forever marking them as servants to their animator.</p><p>Only spellcasters of an evil alignment who worship a devilish power can create a skeleking. Creating a skeleking requires the corpse of a deceased warrior with a Base Attack Bonus of +6 or better. The caster then uses the spell <em>Create Greater Undead</em> and requires the expenditure of a fire opal (instead of a black onyx gem) worth 50 gp per hit dice of the skeleking to be created. A caster cannot create a skeleking whose hit dice are greater than ¾ the level of the caster.</p><p>According to legend, the Dark One found a way to steal away the dead from Asgard and bind them into these skeletal frames, and passed this knowledge to his dark armies of the Skyland Hold.</p><p>Since the Skyland Hold fell, devils have continued to pass the knowledge on to those wizards and clerics who prove their allegiance to the Dark One.</p><p><strong>Skeleking Duke:</strong> This skeleking is formed from the body of a fallen warrior of good.</p><p><strong>Skeleking Baron:</strong> ?</p><p><strong>Skeleking Warrior-King:</strong> ?</p><p><strong>Skulleon:</strong> A skulleon is the undead remnants of a drake, orm or dragon brought to life by unknown magical powers. Legends often ascribe them as rising from the remnants of a draconic creature that was slain in battle and its hoard stolen from it.</p><p>Skulleons are often ascribed to being remnants of dragons slain during the First Dragon War in Amberos’s past. The draconic remains often linger in desolate areas, killing all that come near.</p><p></p><p><strong>Skeleton:</strong> 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.</p><p></p><p><em>Redfire Death</em></p><p>Necromancy (Evil, Fire)</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Short (25 ft. +5 ft./2 levels)</p><p>Area: 20-ft.-radius spread</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>Casting this spell release a furious ball of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The spell does no damage to objects. The explosion creates no pressure.</p><p>Perhaps most insidious about this spell is that any humanoid victim reduced to -10 hit points or less by the spell is immolated by the flame, transforming the slain individual into a redbones (regardless of original form or HD). </p><p>You cannot create more HD of redbones than twice your caster level with a single casting of Redfire Death. Any additional corpses slain but not raised by the spell are consumed to ash and cannot be the target of Animate Dead or another casting of Redfire Death.</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>Material Component: You must possess a ruby worth 125 gp per redbones you animate. The magic of the spell turns the gem into worthless powder.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28035/Dungeon-Crawl-Classics-Presents-Blackdirges-Dungeon-Denizens?cPath=187_4930&it=1&affiliate_id=17596" target="_blank">Blackdirge's Dungeon Denizens</a>[spoiler]</p><p><strong>Ash Guardian:</strong> The ash guardian is a creature of dust, earth and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately the wrath of these spirits congeals into a single entity capable only of hate and evil. The ash guardian is usually found in the “special” earth belonging to a vampire.</p><p><strong>Bone Swarm:</strong> A creature reduced to 0 levels by a bone swarm’s energy drain attack is slain and rapidly decays, all flesh rotting away in a manner of seconds. The resulting skeleton then spontaneously disassembles, each individual bone separating from the whole to form a new bone swarm.</p><p><strong>Flayed Horror:</strong> The process of creating a flayed horror requires a living humanoid victim, who is slowly and torturously flayed alive. The terrible pain and horror suffered by the victim, as well as no small amount of necromantic energy, is combined to provide the spark of undeath necessary to animate the flayed horror.</p><p><strong>Lichling:</strong> Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul.</p><p><strong>Lichwarg:</strong> Lichwargs are undead hunters created by liches to trackdown living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it.</p><p>Any lich can create a lichwarg with create undead or create greater undead.</p><p><strong>Possessed Object:</strong> Possessed objects are mundane items given unnatural locomotion through the controlling presence of ghostly remnants. Largely indistinguishable from mundane items, possessed objects most commonly arise when beings die in particularly traumatic manners, yet do not possess the force of will to manifest as ghosts. Usually these items were closely related to or meaningful in the lives of the presences that animate them (like a warrior’s weapon or a cleric’s robes), although proximity to or involvement in a creature’s death seems just as likely causes for possession. In such cases, weapons, statues, large pieces of furniture, and even constructs prove attractive choices for possession.</p><p>Possessed objects most commonly appear in civilized areas where some murder or accident took place, and many minor hauntings and urban legends arise due to random attacks from these lesser ghosts. Evidence also suggests mass tragedies generating a single possessed object animated by numerous souls. For example, a lone carriage might roll through the burnt-out husk of an orphanage, possessed by the souls of dozens of orphans, forever seeking a mother. While mass deaths might create a possessed object of gigantic size, this is no more likely than a single soul infusing a large object.</p><p>“Possessed object” is an acquired template that can be added to any construct without an Intelligence score.</p><p><strong>Scourging Corpse:</strong> A scourge corpse is an undead creature forced to endure eternal torment, a constant state of unrelenting physical and mental pain. The creature is placed in this horrible condition either by a vengeful deity, or by a powerful artifact created by beings of immense power. This process is long and dangerous, requiring intricate rituals and the combined casting of many powerful spells (blasphemy, destruction, geas/quest, resurrection, soul bind) that may take days to complete.</p><p>“Scourge corpse” is an acquired template that can be added to any humanoid.</p><p><strong>Shambling Skullpiles:</strong> A shambling skullpile is an undead monstrosity formed from the many skulls of ritually sacrificed creatures. The horror and torment of these sacrificed victims form a maelstrom of psychic energies, which take a physical form by animating and possessing skulls into a rough humanoid form.</p><p><strong>Doomtwitch Zombie:</strong> Doomtwitch zombies are a rare form of undead, supernaturally quickened by an obscure necromantic process.</p><p>“Doomtwitch Zombie” is an acquired template that can be added to any corporeal humanoid, giant, or monstrous humanoid.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/19676/Book-of-Fiends?manufacturers_id=536&it=1&affiliate_id=17596" target="_blank">Book of Fiends</a>[spoiler]</p><p><strong>Skulldugger:</strong> Only two demon princes know the secret of skulldugger creation: Gamigin and Orcus. Both of these princes are masters of necromancy and lords of undeath.</p><p>Skullduggers are created in blasphemous rituals enacted personally by the demon princes. They use souls to animate these undead, rather than negative energy as is usually the case. In theory the ritual can be performed on several different types of skeletons. However, both demon princes favor the remains of an extinct breed of qlippoth. They have found its winged form of great utility, so other forms of skullduggers are almost never seen.</p><p><strong>Vessel of Orcus:</strong> Orcus constructs these vessels from the stitched together faces of sinners. Even though they lack mobility, these faces retain some sense of their former lives and their current fate. The skins form a sort of bladder, of which Orcus then fills near to bursting with maggots. He ties off sections with hard leather straps to give the creature form—legs and arms, and a pillow-like head. Vessels of Orcus are very rare and never made by necromancers; they are a product of Orcus’ depraved invention alone.</p><p><strong>Necro-Ripper:</strong> In the eternal war, Ulasta, the Exarch of Envy creates her own soldiers. Cobbled together in great lifeless factories at the heart of the Circle of Envy, these constructs are made of undead parts, pieced together by daemons that yearn to join the battle but are forced instead to toil.</p><p><strong>Exiled:</strong> Not all residents of Hell remain there for eternity. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death, preventing immediate entry into the proper plane he deserves.</p><p>“Exiled” is an acquired template that can be added to any dead humanoid or monstrous humanoid creature, provided it is of good alignment and violated the tenets of its faith, code of conduct or alignment just prior to death and died before repenting.</p><p><strong>Jalie Squarefoot The Lich Fiend:</strong> Millennia ago, Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival, another pit fiend named Belphagon. The vengeful fiend and his coterie, jealous of Jalie’s meteoric rise, concocted a number of plans for his assassination. After he had escaped dozens of attempts, one finally left Jalie barely alive, mere inches from humiliating demotion. He needed a new weapon—and he found one.</p><p>Jalie discovered the secrets of lichdom, but he also learned that a mortal body was a prerequisite. Leaving a polymorphed double at court, he hid away to prepare the lich’s phylactery, then took mortal form long enough to ritually destroy his body and pass through the horrid change to unlife.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2765/Book-of-Templates--Deluxe-Edition-35?term=book+of+templates+deluxe&it=1&affiliate_id=17596" target="_blank">Book of Templates Deluxe 3.5:</a> [spoiler]</p><p><strong>Corpse Vampire:</strong> Nosferatu, mullo, and dreaded hopping vampires all have one thing in common—they are corpses animated by an evil and animalistic will to feed on the living. Not truly sentient, these abominations are like a spiritual plague that can infest almost any creature. Only the bodies of the truly vile or terribly corrupted animate thusly.</p><p>“Corpse Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.</p><p>An appropriate creature slain by a</p><p>corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a Will save (as if it were alive, DC 10 + one-half of the corpse vampire’s HD + its Charisma modifier). Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty.</p><p>An appropriate creature slain by a gnoll corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a DC 10 Will save. Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty.</p><p>Any appropriate creature that drinks or otherwise ingests the blood of a fleshbound vampire comes back as a corpse vampire if it dies with the blood still in its system. Such a creature gains the Corpse Vampire template.</p><p>Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.</p><p><em>Create Undead</em> spell</p><p><em>Create Greater Undead</em> spell</p><p><strong>Gnoll Corpse Vampire:</strong> ?</p><p><strong>Dessicated:</strong> Aptly called the “horrors of the sands” or the “dried ones,” desiccated are a special type of undead created from the dried remains of creatures that have perished in the brutal environments of the world’s deserts. Skilled necromancers know how to raise desiccated.</p><p>“Desiccated” is an acquired template that can be added to any living creature besides an elemental or ooze.</p><p><em>Create Undead </em>spell</p><p><em>Create Greater Undead</em> spell</p><p><strong>Duneshambler:</strong> ?</p><p><strong>Fleshbound Vampire: </strong>Fleshbound vampires are bloodsucking undead possessing superior physical abilities. Although they are undead, they can breed with each other (or suitable humanoids) to produce young or infect humanoids by forcing them to ingest vampire blood.</p><p>“Fleshbound Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.</p><p>An appropriate creature slain by a fleshbound vampire’s blood drain attack rises as a fleshbound vampire the next night after its death.</p><p>Any creature of the appropriate type that is disabled or dying and drinks the blood of a fleshbound vampire immediately stabilizes, but transforms into a fleshbound vampire over the next 24 hours.</p><p>An afflicted dhampirelike creature begins to hunger for blood, and must make a Will saving throw against drinking the blood of any sentient creature it sees bleeding (wounded in combat, and so on). If the infected creature does drink, it must make a similar saving throw to resist drinking its victim dry. Killing another sentient creature in this manner causes the dhampirelike creature to die and transform into a full fleshbound vampire (losing the Dhampire template abilities altogether) after the next day has passed into night.</p><p>As indicated in the template, fleshbound vampires can reproduce biologically. To do so requires a partner of the appropriate species that is either alive or also a fleshbound vampire. The offspring of a fleshbound vampire and a living being is a dhampire (see the Dhampire sample of the Half-Template metatemplate). Two fleshbound vampires produce another fleshbound vampire that ages like a normal member of the species until it reaches adulthood, at which point aging ceases.</p><p>An appropriate creature slain by Pavil’s blood drain attack rises as a fleshbound vampire the next night after its death.</p><p>Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.</p><p><em>Create Greater Undead</em> spell</p><p><strong>Pavil:</strong> A murderer, Pavil was cast out into the wilderness by his north-dwelling clan. He faired well there, preying on those unfortunate enough to cross his path and eventually falling in with similar ne’er-do-wells. This all changed when Pavil’s band took a young girl from a passing group of strangers for sport—what was good in Pavil made him protect her. When her kinsman, an immortal blood-drinker, came to find the girl, Pavil was the only man given any sort of mercy.</p><p><strong>Paleoskeleton:</strong> Paleoskeletons are the fossilized remains of long-dead creatures animated by special rituals associated with spirits of the earth. Shamans or druids who know the proper rites can summon these undead dinosaurs as guardians. Evil clerics have necromantic arts that allow them to raise similar creations, though fossil skeletons associated with mere negative energy are much weaker.</p><p>Paleoskeleton” is an acquired template that can be applied to any dinosaur, prehistoric animal, or any other living creature appropriate for fossil remains.</p><p><em>Animate Paleoskeleton</em> spell</p><p><strong>Triceratops Paleoskeleton:</strong> ?</p><p><strong>Skinhusk:</strong> An idea born of the vilest necromantic depravation, the skinhusk is a hollow shell of a creature’s skin, animated to undeath by rituals of unspeakable evil.</p><p>“Skinhusk” is a template that can be added to any living creature that has a skin.</p><p>Craft (taxidermy) is used to create skinhusks, taking a DC 20 Craft (taxidermy) check. Cost is the same as preparing a body for create undead. A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check.</p><p><em>Create Undead</em> spell</p><p><em>Create Greater Undead </em>spell</p><p><strong>Dire Bear Skinhusk:</strong> ?</p><p><strong>Terror Vampire:</strong> “Terror Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.</p><p>A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire.</p><p><em>Create Greater Undead </em>spell</p><p><strong>Terror Vampire Spawn:</strong> A creature slain by a terror vampire’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. Potential spawn with more Hit Dice than the terror vampire do not rise.</p><p>A humanoid or monstrous humanoid with 5 or fewer</p><p>Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire.</p><p>Terror vampire spawn are creatures with fewer Hit Dice than the terror vampire that created them, most often 4 or fewer Hit Dice.</p><p>A creature slain by a terror harpy’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise.</p><p>A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn (see the Terror Vampire Spawn template, page 170) 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.</p><p>Create Greater Undead spell</p><p><strong>Terror Harpy:</strong> A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.</p><p><strong>True Mummy:</strong> The true mummy is the pinnacle of the embalmer’s art—a sentient undead as powerful as many liches. The problem with becoming one is that almost all the vital work for the creation of the true mummy occurs after the death of the person to be preserved, and no guarantees can be had that the embalmer will do the job correctly or that he will not steal the immortal power of the true mummy for his own, leaving the mummy as a nearly mindless automaton of the gods of death.</p><p>“True Mummy” is an acquired template that can be added to any living creature with an Intelligence score greater than 3, other than an elemental, an ooze, or a plant.</p><p>A true mummy is always created via a long ritual that is planned before the aspiring mummy’s death. This ritual requires the sacred vessels detailed here.</p><p>The core element of becoming a true mummy is the removal of the organs during the embalming process and placing them into specially prepared sacred vessels, which in turn store the true mummy’s essential soul and persona. Unless the true mummy is separated from these sacred vessels, no mere physical attacks can ever slay it due to its fast healing.</p><p>Each would-be true mummy must make (or have made) three sacred vessels. The sacred vessels are usually small stone or clay jars (sometimes metal) just large enough to contain the fresh organs to be placed within. Many also have rings mounted upon their top so they may be hung from a rope or cord. A sacred vessel has a hardness of 12 and 30 hit points, with a spell resistance of 12 + the creator’s level.</p><p>The sacred vessels contain some of the essential energies of the embalmed true mummy. Each jar contains one or more organs, and each organ is linked to a specific ability. The liver is linked to Intelligence, stomach and small and large intestines to Wisdom, and spleen and lungs to Charisma. If any are destroyed, the true mummy can be killed, and only a wish or miracle can restore the creature. Destruction of one or more of the jars also causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points).</p><p><strong>Desecrated True Mummy:</strong> Destruction of one or more of a true mummy’s sacred vessel jars causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points).</p><p>If the true mummy’s sacred vessels are destroyed, the creature loses all memories of its former life and becomes an abomination. A desecrated true mummy usually has a true mummy as its base creature, but this variant can be applied to any creature that qualifies for the True Mummy template.</p><p><strong>Kaminheni the Traveler:</strong> Though her true name is known only to her, it is rumored</p><p>the Traveler was once a princess—one gifted with the final power of eternal life.</p><p><strong>Exoskeleton:</strong> The Skeleton template can be applied to creatures with exoskeletons as much as those with internal bones.</p><p><strong>Greater Undead:</strong> Greater undead can be created using the versions of create undead or create greater undead found in this book.</p><p><strong>Greater Skeleton:</strong> Use the Skeleton template in the MM, but a greater skeleton can have any amount of Hit Dice, limited only by the base creature’s Hit Dice.</p><p>The only limit on a greater skeleton’s potential Hit Dice is the caster level of the spellcaster who creates them.</p><p><em>Create Undead</em> spell</p><p><em>Create Greater Undead</em> spell</p><p><strong>Greater Zombie:</strong> Use the Zombie template in the MM, but a greater zombie can have any amount of Hit Dice, limited only by the base creature’s Hit Dice.</p><p>Do not double racial Hit Dice. The only limit on a greater zombie’s potential Hit Dice is the caster level of the spellcaster who creates them.</p><p><em>Create Undead</em> spell</p><p><em>Create Greater Undead</em> spell</p><p><strong>Hardened:</strong> Hardened undead are corporeal undead specially treated to be tougher and more resilient.</p><p>Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with the embalming skill gains the Hardened variant.</p><p>A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check.</p><p>Undead vampires: ?</p><p><strong>Variant Vampire Spawn: </strong>A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise.</p><p>If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.</p><p>Vampire spawn are humanoids or monstrous humanoids (and other creatures you allow) with fewer Hit Dice than the vampire that created them, most often 4 or fewer Hit Dice.</p><p><strong>Alternative Vampire Spawn:</strong> Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.</p><p></p><p><strong>Undead:</strong> An undead is a once-living creature animated by spiritual or supernatural forces.</p><p><strong>Incorporeal Undead:</strong> Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with this skill gains the Hardened variant. An incorporeal undead prepared with this skill gains +1 hit point per Hit Die from the respect shown its body.</p><p><strong>Skeleton: </strong>Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does.</p><p>Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice.</p><p><strong>Vampire:</strong> If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.</p><p><strong>Vampire Spawn:</strong> A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise.</p><p>If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.</p><p></p><p><em>Animate Paleoskeleton</em></p><p>Necromancy</p><p>Level: Animal 8, druid 7, shaman 7</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 set of fossils</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You summon a primal spirit to occupy the fossils of a deceased prehistoric beast. The fossils include most of the upper portion of the creature’s skull and 20% of the creature’s other bone mass, but the power of the spell creates the missing parts of the skeleton out of the local rock. The raised paleoskeleton must have no more Hit Dice than your caster level, or the spell automatically fails. The created paleoskeleton is not under your control, but you can attempt to command it and secure its loyalty with a wild empathy check. See the Paleoskeleton template.</p><p>Material Component: Volcanic ash, obsidian, and amber worth at least 50 gp per Hit Die of the creature raised.</p><p></p><p><em>Create Greater Undead</em></p><p>Necromancy [Evil]</p><p>Level: Cleric 7, Death 7, sorcerer/wizard 9</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>This spell must be cast at night. You create even more potent undead than those created with create undead, limited to devourers, fleshbound vampires, ghosts, greater desiccated, mohrgs, mummies, spectres, terror vampires, vampires, and wraiths. You can raise 4 Hit Dice of these types of undead +2 Hit Dice per level you are over 13th. You may also use this spell to create undead listed in the create undead spell, starting at 7 Hit Dice and gaining +2 Hit Dice per level over 13th. Created undead are not automatically under your control. You may attempt to command the undead as it forms with a turning check. A wish or miracle spell puts a creature of the types listed in this spell under your control.</p><p>Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.</p><p></p><p><em>Create Undead</em></p><p>Necromancy [Evil]</p><p>Level: Cleric 5, Death 5, Evil 5, sorcerer/wizard 7</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>This spell must be cast at night. You can create powerful kinds of undead: corpse vampires, desiccated, ghasts, ghouls, greater skeletons, greater zombies, shadows, skinhusks, and wights. You can raise 3 Hit Dice of these types of undead +1 Hit Die per level you are above 9th. Thus, a 12th-level character could raise any of these undead that have 6 Hit Dice or less. Other created undead are not automatically under your control, but you may attempt to command the undead as it forms with a turning check. A limited wish or small miracle spell puts the creature under control automatically.</p><p>Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54942/The-Complete-Book-of-Denizens?term=complete+book+of+denizens&affiliate_id=17596" target="_blank">Complete Book of Denizens:</a> [spoiler]</p><p><strong>Aszevara:</strong> Aszevara are creatures touched by chaotic forces, their bodies warped by fell magics and wracked with terrible suffering.</p><p>The exact method by which a creature is transformed into an aszevara is unknown. Such an event is a rare occurrence, brought on by terribly destructive magics. Often, the creature is exposed to these magics as a result of its own tampering with powers beyond its control, but witnesses to such magics may be tainted by them, as well. The unleashed energy leaves the creature both physically and spiritually devastated, and the dark magics replace everything that has been lost.</p><p>“Aszevara” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, undead, or vermin.</p><p>When the xxyth rose up from the oceans of the north, the mistji responded by delving into forbidden tomes and devising spells which would rend the fabrics of energy and life. By creating a storm of overwhelming destruction, they thought would lay waste to the xxyth. Somewhere in their souls they knew that by their spells, Avadnu would be marred, but it seemed a small price to prevent the world’s utter demise.</p><p>The great storm rose with unbridled fury called from the depths of the universe. Those surviving during those dark times saw a cloud of swirling red, hanging as a sign of doom over Kaelendar’s northwestern skies. Stones melted under the cloud’s lightning, and lakes evaporated beneath its rain. But it was all a waste. The xxyth remained, and moved over the blasted land as easily as they had the formerly fertile valleys.</p><p>The mistji had failed.</p><p>But the storm of alien energies did not kill all. Some creatures were changed, life clinging to deformed, withering shells and changing as the xxyth passed. Minds and souls twisted beyond hope, the aszevara wander the Kaarad Lands, working madness with the powers that the storm that birthed them was meant to destroy.</p><p><strong>Bhorloth Raging Spirit:</strong> 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.</p><p><strong>Carcaetan:</strong> A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally.</p><p>Found throughout Avadnu, the Izgrat Witches perform bizarre rituals of self-mutilation, and revere Vérthax as their lord and master. Through their meddling in necromancy, they created the carcaetans to further their evil influence over the world.</p><p><strong>Flame Servant:</strong> Born from dark necromancy, flame servants are tools of violence and hatred.</p><p>Every flame servant is created by a spellcaster to complete a particular task.</p><p>The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp.</p><p>Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together. </p><p>The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant.</p><p>A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.</p><p>CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, fireball, caster must be at least 14th level; Price 60,900 gp; Cost 30,900 gp + 2,400 XP.</p><p><strong>Flame Soul:</strong> Some orders of monks embrace the “burning soul,” a set of spiritual beliefs epitomizing the destructive power of flame. Certain initiates in these orders go to their deaths prepared to be raised by their brothers as flame servants, and emerge from the transformation with their minds intact.</p><p>During the civil uprising of Iipon Hurr, Lord Tholust’s only son Feitruin was slain in the very battle that he thought would end the conflict. King Lonthbeern sent Feitruin’s body to Tholust’s castle as a warning to either cease the attacks and reopen trade routes, or face the wrath of his army. Enraged, Tholust summoned the necromancer Slithbourne to exact his revenge.</p><p>Slithbourne took Feitruin’s body deep into the bowels of Lord Tholust’s keep, and for seven days and nights the necromancer worked his dark magics. On the eighth day, Slithbourne emerged with the reanimated corpse of Feitruin. Feitruin marched across the Tuath Plain and into Iipon Hurr, and none could stand against him as he stalked through the streets. He proceeded to Lonthbeern’s castle, and sought out the king’s chamber, where he wrapped his smoking hands around Lonthbeern’s neck. Both man and corpse were reduced to ash in a flash of light.</p><p>The burnt and blackened path left by Feitruin’s journey to Iipon Hurr became known as the Path of Sorrow, and to this day, the floor in King Lonthbeern’s old chamber has a charred spot which cannot be removed. And though Feitruin was the first flame servant created by Slithbourne, he was not the last. In time, other necromancers learned Slithbourne’s ritual, though it remains a guarded secret.</p><p><strong>Inscriber:</strong> Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence, or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.</p><p><strong>Magickin Necromantos:</strong> The necromantic powers infusing the necromantos can bring it back from death. If the necromantos is killed and its body is not destroyed, it makes a level check (1d20 + necromantos’s HD) against DC 16. If it succeeds, it returns to life in 2d4 days. There is a 10% chance that the necromantos will not return fully alive, and permanently gain the undead type.</p><p><strong>Malison:</strong> A malison is a spiteful undead formed by the union of a man’s fury with the dying curse of a god.</p><p>The first malisons were born when a god took his final breath, and cursed the world that had destroyed him. That breath, those words, held so much power that they lingered in the air. They spread apart, and each syllable was drawn to a dead human whose hatred resembled its own. The humans rose, empowered and enraged. They remembered little of their lives, but their personalities and quirks remained, as well as their memory of what they had hated. When each was finally destroyed, its empowering breath sought out a new host, creating a new malison.</p><p><strong>Soulless One:</strong> Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.</p><p>In one of the last cycles of the seventh arc, a young woman from Falas claimed to have been ravaged by a demon. A child would be born, she’d been told, and that child would bring about the damnation of the world. The woman fell into a nightmare of delusion and self-destruction, wishing to end her life rather than inflict such a terror upon Avadnu. She carried the child within her womb for six weeks, until a skarren raid cut through Falas. Skarren warriors fell upon the village in waves, and the young woman was slain by a skarren thar-chak. The skarren slaughtered every resident of the village, never knowing the horror they destroyed. Though the child was never born, it was transformed and rose as the world’s first soulless one. In time, the soulless one reached out to other stillborn spirits, and began raising them as its servants.</p><p><strong>Swallowed:</strong> The swallowed are the transformed remains of drowned men and women, forced into the service of a watery master.</p><p>When a human drowns in an ocean ruled by magical forces, there’s a chance he or she will rise again as one of the swallowed. The swallowed retain a few fragmented memories, but none of the personality of their old selves—sages believe that a drowned victim’s body and soul are reshaped, used like clay by a powerful being who lacks the knowledge to create life from nothingness.</p><p>Swallowed are born in the seas surrounding the Broken Isles, and local shamans say that their master is the daughter of a mysterious sea god.</p><p><strong>Vohrahn:</strong> Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.</p><p><em>Bind Vohrahn Spell</em></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.</p><p>The spell to create these creatures was originally developed by members of xxyth cults, and the practice dates back to the Time of Dust. Since then, creating vohrahn has become a common practice among many students of the black arts, but until the War of the Shadow had never been used on such a grand scale.</p><p><strong>Wraithlight:</strong> Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence.</p><p>Mouleji, the infamous sulwynarii explorer whose observations on unusual creatures were as often wildly inaccurate as they were insightful, believed that wraithlights were the only peaceful creatures ever to have been born in the Void, and that their souls had come to Avadnu after their swift extinction. Mouleji’s contemporaries were quick to point out holes in his theory, but only halfheartedly defended their own proposal that wraithlights were the ghosts of the gods’ first, failed attempts at creating life.</p><p></p><p><strong>Ghost:</strong> 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.</p><p><strong>Wight:</strong> 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.</p><p><strong>Zombie:</strong> 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.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2628/Complete-Guide-to-Liches-35-edition?it=1&affiliate_id=17596" target="_blank">Complete Guide to Liches</a>[spoiler]</p><p><strong>Dracolich:</strong> Like a lich, a dracolich must possess a phylactery for its soul to survive the transition to undeath. Though the dragon itself need not craft its own phylactery, the fiercely magical nature of dragons requires that the dragon must possess some spellcasting ability for its soul to endure in a phylactery, putting a certain age limit on which dragons can become dracoliches. Either the dragon must have spellcaster class levels, or it must be of a sufficient age to naturally have a caster level.</p><p>A dracolich’s phylactery costs a minimum of 190,000 gp and 7,700 XP to create, and possesses a caster level equal to the caster level of the spellcaster who created it.</p><p>Should the dragon so desire, a more elaborate and expensive phylactery can be created; as with a standard lich, this extra expense in creating a phylactery aids in the process of successfully creating a dracolich.</p><p><strong>Drowlich:</strong> The creation</p><p>process for a drowlich is no different than that of a standard lich; however, the drow’s affinity for evil and its long years of existence in the underdark somehow serve to enhance the necromantic power that gives the drowlich its undead existence.</p><p><strong>Novalich:</strong> A spellcaster cannot turn another creature into a novalich, so all novaliches are necessarily spellcasters themselves. Otherwise, novalich phylacteries are identical to those of normal liches.</p><p><strong>Philolich:</strong> When a lich desires to keep cherished family or servants with him through eternity, he creates a philolich, a lesser lich whose spirit is bound to his own.</p><p>Philoliches can only be created by another lich; the philolich cannot be created by a living spellcaster.</p><p>The only requirements to become a philolich are to be willing, and to have a lich capable and willing to transform the character. Because much of the essence of the philolich’s soul is bound to the original lich’s phylactery, a philolich’s phylactery is easier to make, costing a minimum of 2,000 gp and 80 XP. It has a caster level equal to that of the lich that created it.</p><p>Failed rituals to create a philolich instead create a semi-lich.</p><p><strong>Semi-Lich:</strong> The result of a failed attempt to become a lich.</p><p>Sometimes the process of lichdom is not successful, and with such complicated spells and rituals involved, it is almost surprising there are so few tales of lichdom gone awry. For example, most drinkers of the potion of undead life let themselves die, but if the subject resists the poison after letting his soul be bonded to the phylactery, the subject may rise as a creature known as a semi-lich.</p><p>If a creature dies while its soul is partially in a phylactery due to the join the soul spell, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that.</p><p>Failed rituals to create aphilolich instead create a semi-lich.</p><p>It is a creature that attempted to become a lich and was mostly unsuccessful. This failure stems from its phylactery. While the physical form of the creature became imbued with necromantic force in order to animate it in an undead state, the semi-lich’s original life force – its soul – was never successfully captured and bonded to the prepared phylactery. Without the phylactery, the creature’s original life force dissipated into nothingness, leaving behind only a ghastly undead monster inhabiting the creature’s original body.</p><p><strong>Warlich:</strong> Spellcasters cannot turn themselves into warliches; they can only change others into this undead monster. The spellcaster turning a warrior into a warlich can either be living or undead.</p><p><strong>Lichling:</strong> Imbued with the essence of a lich.</p><p>Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul.</p><p><em>Animate Lichling</em> spell.</p><p><strong>Lichwarg:</strong> Lichwargs are undead hunters created by liches to track down living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it, allowing him to see through its eyes and direct it from a distance.</p><p>Any lich can create a lichwarg with create undead or create greater undead.</p><p><strong>Demi-Lich:</strong> The second possibility is that the lich’s body breaks apart and shatters, turning it into little more than fine powder and a skull. In this state, the skull still houses the remaining fragments of the lich’s still-living mind. With only its demented mind left intact, the lich finally reaches its ultimate state of purest evil – the demi-lich.</p><p></p><p><strong>Lich:</strong> 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.</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.</p><p>No one knows for certain how the first liches came to be.</p><p>Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood.</p><p>The creation of a lich requires a willing, living subject.</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.</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.</p><p><strong>Skeleton:</strong> Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons.</p><p><strong>Wight:</strong> Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons.</p><p></p><p><em>Animate Lichling</em></p><p>Necromancy [Evil]</p><p>Level: Clr 4, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Targets: 1 or more pile of bones touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell functions as animate dead, except that you create a type of undead known as a lichling. The limit for the total hit dice of undead you can control applies to lichlings as well as normal zombies and skeletons created with animate dead.</p><p>Animate lichling can only be cast by a spellcaster who has successfully created a phylactery.</p><p>Material Components: A diamond worth 100 gp and a withered goat’s heart for each lichling you create, both of which must be placed in a pile of bones. The bones become the lichling, and the components are consumed in the casting.</p><p></p><p><em>Join the Soul</em></p><p>Necromancy [Evil]</p><p>Level: Brd 4, Clr 6, Drd 6, Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: 30 minutes</p><p>Range: Touch</p><p>Target: Personal or creature touched, and</p><p>prepared phylactery</p><p>Duration: Instantaneous then 1 round/level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>This spell is used in many rituals of lichdom to bind the life essence of the caster or another creature into a prepared phylactery. Willing creatures voluntarily fail their save to resist. If cast upon an unwilling target, the spell traps the life essence of that target in the phylactery for 1 round per caster level. The target suffers a penalty to all his ability scores equal to 2d4 for the spell’s duration, although this cannot reduce an ability below 1. If the creature dies while its soul is partially in the phylactery, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that.</p><p>A successful Will save by an unwilling target only means that the target feels slightly nauseous, but otherwise is able to function normally.</p><p>If, after receiving this spell, the ritual to become a lich is not completed within 1 hour, the subject’s body dies, and the subject’s life essence is trapped within the phylactery for the rest of eternity.</p><p></p><p><em>Puppets of Death</em></p><p>Necromancy [Evil]</p><p>Level: Clr 6, Death 6, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 50 ft.</p><p>Area: 50 ft. radius emanation, centered on the caster</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell functions like animate dead, except that the skeletons or zombies animated this way only remain animated until the end of the spell’s duration, and that the spell animates all dead bodies in the area of effect. The caster may control up to 2 Hit Dice of undead per caster level with this spell, in addition to the normal limit of animate dead spells. Material Components: Powder from a crushed skull.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3126/Complete-Guide-to-Vampires?term=complete+guide+to+vampires&it=1&affiliate_id=17596" target="_blank">Complete Guide to Vampires</a>[spoiler]</p><p><strong>Inferno Vampire:</strong> The first inferno vampire was created unintentionally. A terrible curse was cast upon a vampire, turning all of him – except his blood – into stone before he was hurled into a lava flow. Somehow he survived, becoming the first inferno vampire. That first inferno vampire was able to create more of his kind, and a new and violent type of vampire appeared.</p><p>Must drink the blood of a dragon, preferably red, while already a vampire or just prior to being turned into a vampire by another inferno vampire who has the create spawn ability. Creatures with the cold subtype cannot become inferno vampires (attempts are fatal).</p><p>If a humanoid or monstrous humanoid slain by an inferno vampire’s energy drain was a sorcerer, or had ever consumed dragon’s blood, he rises from his ashes as an inferno vampire after 1d4 days.</p><p><strong>Lymphatic Vampire:</strong> About one in a thousand vampires that drinks blood can become a lymphatic vampire. Of these, most continue to drink blood, but those that switch to lymphatic fluids only transform into lymphatic vampires.</p><p>The character must be turned into a vampire by another lymphatic vampire who has the create spawn ability, or be one of the few naturally occurring mutations.</p><p>A lymphatic vampire’s spawn are also lymphatic vampires.</p><p><strong>Magebane Vampire:</strong> Magebane vampires come into existence when powerful magic users become vampires.</p><p>The character must be turned into a vampire by another magebane vampire who has the create spawn ability.</p><p>If a magebane vampire drains a humanoid or monstrous humanoid of all spell slots or psionic power points, the victim’s Intelligence immediately drops to 0. He returns as a magebane vampire with 0 race levels after 1d4 days. (A creature without spellcasting or psionic ability cannot become a magebane vampire.)</p><p><strong>Moglet Vampire:</strong> Like lymphatic vampires, moglets are created when a standard vampire or moglet uses the create spawn ability on someone who meets the requirements.</p><p>A moglet vampire who has the create spawn ability must slay the character. Before death the character must have experienced some extreme emotional trauma that has left them emotionally damaged.</p><p>If a moglet drains a humanoid or monstrous humanoid’s Charisma to 0 or lower, and slays the victim, he returns as a moglet vampire with 0 race levels after 1d4 days.</p><p><strong>Sukko Vampire:</strong> The character must be turned into a vampire by another sukko vampire who has the create spawn ability. Creatures with the fire subtype cannot become sukko vampires (attempts are fatal).</p><p>If a sukko vampire drains a humanoid or monstrous humanoid’s Strength to 0 or lower, and then slays them by freezing them in ice, the victim returns as an sukko vampire with 0 race levels after 1d4 days.</p><p></p><p><strong>Vampire:</strong> 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.</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.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1431/Complete-Minions?affiliate_id=17596" target="_blank">Complete Minions:</a></p><p>[spoiler]<strong>Bone Sovereign:</strong> Bone sovereigns are the accumulated remains of skeletons whose animating enchantments have coalesced over the years to form a single, self-aware undead entity. </p><p>When skeletal undead are left to stand unguided over centuries in concentrated groups, their animating forces and physical forms occasionally merge together and achieve a type of sentience. Whether this is brought about by the gradual failure of their individual enchantments or caused by the will of malevolent outsiders remains unknown. It is even speculated that a god of death may create these monsters from abandoned undead to increase his domain. </p><p><strong>Cacogen:</strong> The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian.</p><p><strong>Heart Stalker:</strong> A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil, and obsessed with restoring itself to its former glory.</p><p>A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there, and is typically evil.</p><p><strong>Ka Spirits:</strong> In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates.</p><p>In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death.</p><p><strong>Undead Warlord:</strong> This creature is the spirit of a powerful ancient warlord, who long ago lost his life through an act of betrayal.</p><p><strong>Wraith Skin:</strong> Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering.</p><p></p><p><strong>Skeleton:</strong> As a standard action, a bone sovereign can create any number of skeletal monsters from its body.</p><p><strong>Zombie:</strong> 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.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3238/Creature-Collection-Revised?affiliate_id=17596" target="_blank">Creature Collection Revised</a>[spoiler]</p><p><strong>Alley Reaper:</strong> An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Belsameth - considering that person particularly ruthless, cunning, and deceitful - gave him an extended lease not on life, but on the world.</p><p><strong>Bottle Imp:</strong> Rumor has it that these horrible shadowy creatures are crafted from the ghosts of children by using dark rituals.</p><p><strong>Carnival Crewes Necromantic Golem:</strong> Not every corpse is reanimated sufficiently intact to serve as an individual warrior, and many who begin undeath in good repair become so severely damaged that they can no longer perform field service. From these remnants are made the Krewe of Bone’s so-called necromantic golems. They are golems only in that they are constructed, usually by sewing or lashing remains together around carefully constructed hardwood and iron frames. The rest of the process is completed by the Krewe’s sons of Mirth, using the powers of the blood and curses that saturate Blood Bayou to give a sort of life to the dead tissue. After the proper rituals are enacted, the pieces of the golem gain a dark communal life and begin acting as parts of a single, terrible undead behemoth, the product of long hours of careful craftsmanship. Built not only for the battlefield, but also as works of art to be used in the carnival, these monstrosities are the pride of the Bones.</p><p><strong>Chardun-Slain:</strong> The God Chardun, the Great General, awards distinguished soldiers and units the gift to carry on their wars after death. Chardun-slain rise one full solar cycle after their deaths, apparently at the behest of the Great General, and resume whatever assignment cost them their lives.</p><p><strong>Fleshcrawler:</strong> Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts.</p><p><strong>Golem Bone:</strong> Bone golems are constructed through the use of magical tomes and access to at least 4 Medium skeletons. Creating the golem requires a successful DC 15 Craft (bone) check.</p><p>CL 5th; Craft Construct, bone construct (Hollowfaust: City of Necromancers, Chapter Five), gentle repose, polymorph other, caster must be at least 5th level; Price 2,000 gp; Cost 1,000 gp +80 xp</p><p><strong>Ice Haunt:</strong> Legends say that a man who dies in the snow cursing the goddess of the bitter arctic winds will rise again on the night of the full moon, hungry for warm, raw flesh to fill his shrunken belly.</p><p>Ice haunts are the frost-rimed remains of travelers who starved to death in the blizzards of the north, undead creatures with pale white skin and withered flesh.</p><p><strong>Inn Wight:</strong> Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort.</p><p><strong>Marrow Knight:</strong> These knights are crafted from the bones of humans and horses defeated and collected by the necromancers of Hallowfaust.</p><p><strong>Memory-Eater:</strong> Creatures slain by a memory-eater rise in 1d6 days as a memory-eater.</p><p><strong>Mistwalker:</strong> ?</p><p><strong>Slarecian Ghoul:</strong> There is little dispute that these ghouls were once slarecians. Whether they became ghouls to escape destruction or were subject to it upon death due to a predilection for cannibalism is hardly of concern to the unfortunates who face them.</p><p><strong>Slarecian Shadowman:</strong> ?</p><p><strong>Spirit of the Plague:</strong> After death, the spirits of those who had agonized under Chern's plagues the longest, those whose wills were broken and spent at death, returned to the mortal world bound by Chern’s will.</p><p>A very few souls who die from a communicable illness rise as spirits of the plague a few months later to ignite epidemics.</p><p><strong>Undead Ooze:</strong> The undead ooze is created when an ooze of any other sort violates the grave of a restless and evil soul. A malevolent spirit, still tied to the rotting flesh consumed by the ooze, occasionally enters it. This is the last meal the ooze takes as a living creature, as it is changed into a thing of undeath and filled with a hatred of the living as well as a low cunning.</p><p><strong>Unholy Child:</strong> These deceptive creatures are the spirits of infants murdered or left to die by their parents.</p><p><strong>Well Spirit:</strong> The ghost of a being who drowned in a well.</p><p><strong>Butcher Spirit:</strong> Butcher spirits are what remains of animals once sacrificed in religious rites to feed the relentless hunger of the titan Gaurak. The animals’ wholesale slaughter was avenged by an angry Denev, who sought to destroy the ravenous lord’s cults by allowing the animal spirits to remain in the world to lash out at their murderers.</p><p>“Butcher spirit” is an acquired template that can be added to any animal.</p><p><strong>Unhallowed:</strong> Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than</p><p>any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need. It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts.</p><p>Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil.</p><p>People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them.</p><p>Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world ofthe living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them.</p><p>These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms.</p><p><strong>Unhallowed Faithless Knight:</strong> The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith.</p><p>“Faithless knight (Unhallowed)” is a template that can be added to any humanoid creature that possesses levels in fighter or paladin and betrayed the tenets of his god in life.</p><p><strong>Unhallowed False Lover:</strong> The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon him. He inspired heroes and heroines to great deeds, gave birth to new forms of art and literature and transformed the cultures of entire kingdoms with his wit and grace. Ultimately, however, he betrayed those dreams, crushing the spirits of those who loved him, sometimes simply because he could. He left a trail of broken lives in his wake, exulting in raw sensuality and power. As the years passed and his looks began to wane, he lapsed into bitterness, spitefully using his powers to manipulate those around him and leech every last drop of happiness from their lives.</p><p>“False lover (Unhallowed)” is a template that can be added to any humanoid creature with a Charisma of 15 or greater and betrayed the trust and love of multiple paramours in life.</p><p><strong>Unhallwed Forsaken Priest:</strong> There is no greater crime in the eyes of the gods than that committed when a holy woman forsakes her vows of obedience and uses her influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest offices of her patron deity and, since that time, has been a force of malevolence and temptation to any soul caught in her clutches.</p><p>“Forsaken priest (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the cleric class, followed one of the gods of good and used his influence in the clergy to lead worshipers of his god away from the god’s tenets.</p><p><strong>Unhallowed Treacherous Thief:</strong> The treacherous thief was cursed by the gods for betraying those who trusted him, all for the sake of nothing more than petty greed. He used his skills to steal from those who had almost nothing to call their own, simply for the joy of taking what did not belong to him. He murdered people for nothing more than a handful of coins. And now, in death, there is no treasure in the world great enough to buy his way out of damnation.</p><p>“Treacherous thief (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the rogue or bard class and performed acts of great treachery.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3287/Creature-Collection-III-Savage-Bestiary?affiliate_id=17596" target="_blank">Creature Collection III</a>[spoiler]</p><p><strong>Ashcloud:</strong> Although attributed to Chern by the divine races, titanspawn themselves blame these undead on the goddess Belsameth, or sometimes on the Lord of Destruction, Vangal.</p><p><strong>Carcass:</strong> Gathered and created from the fallen ranks of the Ghoul King's most stalwart enemies, these undead atrocities have been denied any hope of a dignified death,</p><p>corrupted into some of the most grotesque of the Ghoul King’s slaves.</p><p>Bloated to an obscene size by the fell magics of the Ghoul King, carcasses are grossly obese. Jagged horizontal incisions through which all their internal organs are removed, split their distended abdomens into gaping maws, leaving the creatures nothing more than gigantic rotting husks. Once the bodies are magically and surgically altered, they are then reanimated and sent out on stumps of morbid fat to tromp back against the ranks of the Ghoul King's foes.</p><p><strong>Deep Stalker:</strong> Some claim these creatures arise from slaughtered sea life, while others claim they are the twisted souls of evil men who perished at sea. Perhaps they are some combination of the two.</p><p><strong>Dread Crawler:</strong> Along the coast of Termana, near the fearsome Isle of the Dead, there is a salt bog and bayou. This area was once inhabited by a species of large, roachlike vermin, but the negative energies of the Isle reached out and transformed them into undead servants of the Ghoul King.</p><p><strong>Forsaken Spirit:</strong> When Chem was felled by the high elves, he cursed not only the living with his foul breath, but those who were dying, dead, or not yet born as well. So great was hts wrath that he shackled the souls of his destroyers to the earth, while infecttng them with diseases potent enough to affect even the undead.</p><p><strong>Ghoul Hound:</strong> Created through secret necromantic rituals, these relentless predators are animated by their dark masters to hunt down and terrify the living.</p><p>An afflicted canine who dies of a ghoul hound's ghoul fever rises as a ghoul hound at the next midnight.</p><p><strong>Ghoul Gormul:</strong> Gormul ghouls draw much of their power from the stone embedded in their bodies. This necromantic development of the Ghoul King is crafted from a semiprecious gemstone found only on the Isle of the Dead and apparently imbued with quantities of negative energy. While only the Ghoul King possesses the secret of creating Gormul ghouls.</p><p>The process of creating a Gormul ghoul wipes out all memory of its previous life.</p><p><strong>Ghoul Overghast:</strong> Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War - the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures.</p><p><strong>Ghoul Poisonbearer:</strong> The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead.</p><p><strong>Love-Scorned Soul:</strong> These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the unhallowed monster known as the false lover - any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred.</p><p><strong>Mummy Spiderweb:</strong> Spiderweb mummies are created by necromancers with the aid of a rare species of spider found only in southern Termana. These so-called mummy spiders are harmless in small numbers, but those who wish to create spiderweb mummies breed the arachnids by the tens of thousands. Fresh corpses are given to these spiders, which immediately cover them in webbing and inject their bodies with a poison that preserves the flesh for future consumption. Normally, the spiders would feed upon the corpse for weeks or months, but once it has been treated with enough venom, the corpse is then taken back by the necromancer and subjected to profane rituals that bring it back to a shambling semblance of life. The mummy spiders also lay their eggs on the corpse, and spiderweb mummies are often crawling with hundreds if not thousands of the tiny creatures.</p><p>On the Isle of the Dead, however, the fell necromantic energies that abound there will sometimes spontaneously create a spiderweb mummy from the corpses of those who die near a mummy spider lair.</p><p><strong>Mummy Spiderweb Ghoul King's Guard:</strong> The Ghoul King’s necromancers make fearsome versions of these already dangerous hunters.</p><p><strong>Pain Doll:</strong> Pain dolls are tormented undead creatures created by cruel and sadistic ritual. </p><p>While pain dolls can be created by evil cults. necromancers and the like, they can also be created spontaneously, as the victims of cruel torture return to madness-tinged unlife.</p><p>A cleric of at least 16th level can create a pain doll using a create undead spell cast in a special 6-hour ritual, requiring a DC 17 Ritual Casting check for each hour; the body to be animated must be slain during this special torture ritual, which also requires a single DC 15 Profession (torturer) check.</p><p>In addition, victims of especially wicked torture have been known to rise spontaneously as pain dolls (especially those who worship Chardun or Vangal), seeking vengeance upon those who tormented them.</p><p><strong>Phoenix Black:</strong> The black phoenix's dying place becomes an unholy spot, prowled by undead. Living things shun the area; plants refuse to grow there; milk curdles and food spoils; and only foul beasts are willing to call the tainted locale home. Inevitably, a bird dies near the spot of the black phoenix's death, and this bird rises as the new black phoenix. It rapidly grows in size, absorbing the nearby death energy, and the cycle of the black phoenix continues.</p><p><strong>Plague Gator:</strong> As the forsaken elves struggled against Chern, bits of his corrupt flesh flew everywhere, some landing many leagues away in the swamps of northern Termana. There, alligators that consumed his flesh were transformed into the perversions now known as plague gators.</p><p><strong>Slon Gravekeeper:</strong> The gravekeeper is an undead slon, the first to be buried at a particular graveyard.</p><p>An elder slon who dies suddenly and cannot make its way to an established graveyard becomes the gravekeeper of a new gravesite.</p><p><strong>Unbegotten:</strong> Closely related to forsaken spirits, they are the spirits of elven children who died from Chern’s curse while still in their mothers’ wombs.</p><p><strong>Soulless:</strong> The Sisters of the Sun learned of such horrors when they originally pushed the Ghoul King from the western kingdoms back to the Isle of the Dead. The Army of the Living watched as the very life force was drawn from the first 13 Sisters to step onto those bleak shores. Consumed by undeath, these 13 turned against their former fellows.</p><p>Since that time, a few other unwary paladins have been captured by the Ghoul Lord’s servitors and brought to the Isle to be twisted by its dark power.</p><p>“Soulless” is a template that can be added to any living creature with levels in paladin or ex-paladin.</p><p></p><p><strong>Undead:</strong> 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.</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.</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.</p><p><strong>Ghoul:</strong> 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.</p><p><strong>Ghast:</strong> 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.</p><p><strong>Skeleton:</strong> 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.</p><p><strong>Wight:</strong> 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.</p><p><strong>Zombie:</strong> 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 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 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.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/24965/Creatures-of-Freeport?term=creatures+of+freeport&it=1&affiliate_id=17596" target="_blank">Creatures of Freeport</a>[spoiler]</p><p><strong>Deadwood Tree:</strong> Before the fall of the serpent people, the great trees of Valossa’s jungles were inhabited by spirit lizards. When the cataclysm struck, the trees were killed along with most other living things. However, a few spirit lizards were trapped inside their dead and dying trees, and fused with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees.</p><p>As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees.</p><p>Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees.</p><p>It is claim’d by some Authorities as Facte that the Natures of the Deville Lizarde, the Spiritte Lizarde, and the Deadewoode Tree are intertwined, all three Creatures sharing a Common Originne. The Isles of the Serpente’s Teethe, according to this Theory, were, in far distant Antiquity, the topmoste Peakes of a Greate Continente, that some have named Valossa. This Valossa, it is saide, was riven in Fragmentes and caste into the Sea by the Unspeakable One, which was at that Time a most potente Power of Chaosse; and the Magickal Humours that were bred by this Catastrophe shot through certaine of the Spiritte Lizardes, which had until that Time served the same Office in Valossa as Dryaddes do in other Landes. Some Few escaped the Corruption; but those caught in their Trees by the Unnaturale Blaste were fused with the Woode and became the Evil Deadewoodes, while those that were Outside suffered the Destruction of their Trees and were scour’d by the magickal Windes of the Disaster, shaping them into the Deville Lizardes. This, it is claim’d, is why the Deville Lizardes show such Fury towarde the Deadewoodes, who were once their Kin but now embrace Evil; while equally they are Abash’d to show Themselves before the Spiritte Lizardes, who suffer’d neither their Losse nor their Shame. So the Story goes; whether it be Facte or Fancy remaines to be proven. </p><p>There are, in Freeporte and elsewhere, certaine Manuscripts that suggest that the Islandes of the Serpente’s Teethe were at one time high Mountains set upon a Vaste Continent knowne as Valossa; which Lande was sunder’d and throwne into the Sea by a Greate Disaster in Ancient Times. The Force behinde this Cataclysm is thought to be a powerful Being of Chaosse knowne as the Unspeakable One. The Chaotick Energies that were released afflict’d the remaining Lande most cruelly, binding some of these Fey Reptiles into their Trees, which became the awful Deadewoodes; while others, caught without their Arboreal Homes, were Blast’d by Chaosse and Warp’d into the Creatures presently knowne as Deville Lizardes.</p><p><strong>Hazarel Boneroot, Deadwood Tree:</strong> ?</p><p><strong>Death Crab Swarm:</strong> It is said that death crabs are a solid manifestation of the spirits of long-dead pirates.</p><p><strong>Thanatos:</strong> Some do contende that the Creature is Undeade in its Nature, having once been a Greate Living Fishe that was alter’d by Magick, or by feasting upon the Corpses of the Deade.</p><p></p><p><strong>Zombie:</strong> Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies.</p><p>Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. [/spoiler]</p><p></p><p>E.N. Critters 1 Ruins of the Pale Jungle:[spoiler]</p><p><strong>Animus:</strong> An animus is the spiritual remains of a humanoid, intelligent magical beast or dragon that remains behind to guard a site long after the body has crumbled to dust.</p><p>An animus comes into being when a creature, often a humanoid of average intelligence, dies while attempting to guard or protect a particular site, object, or being.</p><p>An animus is created when a creature, usually a humanoid, dies while attempting to protect something and continues to try to do so after its death.</p><p><strong>Baya Tumbili:</strong> It is said that it was once a flesh and blood creature, an awakened ape turned into an undead monster by a powerful evil druid researching necromantic rituals. However, the baya tumbili proved to be too chaotic and too unstable for even the druid to tolerate. Its master destroyed its pet’s body while it was on the Material Plane, and then set in place powerful wards that prevented the creature’s essence from reconstituting itself back on the druid’s home plane.</p><p>An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner.</p><p><strong>Baya Tumbili Spawn:</strong> Baya tumbili spawn are apes that have been turned into undead spawn.</p><p>An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner.</p><p><strong>Haze Horror:</strong> Heat and humidity often manifest as a visible haze and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested.</p><p>Any humanoid slain by a haze horror becomes a haze horror in 1d4 rounds.</p><p>Haze horrors are most likely the creation of some necromancer.</p><p>Although the origin of the haze horror is unknown, it is known that they tend to remain near where they died, and sometimes where their corpse is.</p><p><strong>Leafling Ancestor Lesser:</strong> Leafling ancestors are the undead life forces of leafling shamans occupying their own shrunken, disembodied heads. Most every leafling shaman is honored by having their head shrunken and worn as a totem in battle, but only a select few have the power in life to live on in undeath as a lesser ancestor.</p><p><strong>Leafling Ancestor Greater:</strong> On occasion, this lesser form of ancient will attract such a following that it achieves a god-like status among several clans or tribes. Their combined devotions empower the Ancestor to become one of the greater variety.</p><p><strong>Revered Ancestor:</strong> Revered ancestors are psionically endowed members of ancient cultures, sacrificed by friends and family to protect them in this life through powers of the afterlife.</p><p>Often they were entombed with the treasure they had in life as well as with psionic enhanced items in the hope that it would increase their chances of awakening after the sacrificial ritual was done to create them. They always have a jade knife as it is a standard requirement of the ritual to create them.</p><p>The ancient cultures of the Pale Jungle sacrificed and entombed their family members in an attempt to gain protection over their house and sometimes even over their village. The tombs were often cornerstones of buildings, columns, and even carefully dug holes in the ground. The family member would be sacrificed (sometimes to a balam chac), the body wrapped in cloth and mummified with sacred herbs, and then placed in the prepared location. The location was then sealed according to ritual. Those family members with latent psionic ability so entombed became active revered ancestors with those powers fully awakened and directed toward kineticism.</p><p><strong>Shetani:</strong> Legends speak of a great wizard called Eldaar, known for exploits of great daring and acts of equally great cruelty. It is said that this mage took great delight in his arcane experimentation, and that the Shetani or Children of Eldaar are the result of one such experiment.</p><p>When a living monkey is brought down by a shetani, its corpse is left alone by the pack for reasons that are unknown. The newly dead monkey will then rise 24 hours later as a new shetani.</p><p>Any monkey slain by shetani will rise as one in hours unless their corpse is destroyed.</p><p>Their origin is through arcane experiments in an attempt to create a bestial zombie.[/spoiler]</p><p></p><p>E.N. Critters 2 Beyond the Campfire: [spoiler]</p><p><strong>Bereft:</strong> A Bereft is the undead remains of a dryad that was forced to watch as its bound tree was cut down or destroyed and was unable to do anything to prevent it. With its tree gone, it slowly perished within the next day full of suffering, unrelenting grief and remorse. Unable to accept that it failed to protect its home, it now wanders the land untied to any particular tree, guilt-ridden and irrational. These creatures are twisted mockeries of their former selves, deformed by hate and self-loathing.</p><p>The Bereft are created when forced to watch their bound tree destroyed and then left to wither in its absence.</p><p><strong>Blighter:</strong> Blighters are undead specially created from the corpses of humanoid druids.</p><p>Centuries ago, a conflict arose between a circle of druids and a powerful city-state that was seeking to expand into areas under the druids’ protection. The druids were powerful, but too few in number to effectively combat the legions of the city-state. One of the circle, a brash druid known for his eccentric ideas, proposed that they use their powers to create warriors of their own, an army of guardians that could be used to defend the wilderness. Intrigued, but cautious, the elder druids began experimenting in the creation of a being that could serve to defend different areas of their territory. In the end, they succeeded and created what they began calling a Nature’s Avatar. Fearful that their creation could be perverted to some dark purpose, the elder druids purposely tied the creature to one specific area, charging it with the defense of that area and no more.</p><p>The brash druid who had initially proposed the idea was outraged. Since the Nature’s Avatar was bound to one area, it could only serve as a defensive creature. The druid believed strongly that the fight should be taken to the city-state itself, and thus in secret he began experimenting with his own designs in an attempt to create a mobile foot soldier, one that could wreak havoc among the farming communities and travel routes that led to and from the city-state.</p><p>The druid became obsessed and began tapping into dark powers in order to complete his creation. Instead of constructing a being made from the elements of nature, he turned towards transforming and re-animating the remains of dead comrades. The forces that he was manipulating began to affect his mind, turning him from the path of protector of nature to the creator of something malevolent and undead. (Some sages have theorized that a powerful devil or demon lord was manipulating the druid without his knowledge, but this theory has never been proven.) In the end, he created what would come to be known as the blighters.</p><p>Blighters were created to cause death and destruction to the citizens of the threatening city-state.</p><p>Their powers were designed to be able to combat the city-state’s soldiers while also being able to raze farms and harry merchant caravans. They were created with a desire to destroy the humanoids that dwelled in the opposing community.</p><p>They were originally created long ago by a corrupted druid using necromantic powers.</p><p>The druid responsible for the creation of these creatures strayed from the true path of druidism. He was first obsessed and then possibly became insane as his project evolved. Dark powers took an active interest in this foolhardy venture and twisted it to serve their own ends.</p><p><strong>Nightshade Nightflyer:</strong> Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all living things, with the faint scent of carrion on its breath.</p><p>Nightflyers originate from the plane of shadow and are formed from the darkness therein, resembling any of a number of raptors all combined into one creature.</p><p>Sages speculate a nightflyer is a dream reflection of all such birds of prey given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning.</p><p>While it is unknown for sure how they are created, it is believed they are incapable of reproduction or spawning, which implies they may be limited in number, but exactly how large that number is as yet remains unknown.</p><p>It serves as aerial spy for greater night shades and is incapable of reproduction, including creating spawn.</p><p><strong>Nightshade Nightguard:</strong> Nightshades are powerful undead creatures with a variety of devastating abilities that hail from the plane of shadow. It is not known if any true ecology exists for them, since being undead creatures is it presumed they are incapable of true reproduction, but it is apparent the nightguard were created to serve as the shock troops for the nightshades. They are the equivalent of elite guardsmen serving powerful nobles, only with no small amount of power themselves.</p><p>They are believed to be incapable of reproduction or spawning, but it is rumored that more powerful nightshades are able to create nightguards by capturing the souls of particularly powerful evil warriors and empowering them with negative energy from the plane of shadow, binding them to their forces while doing so.</p><p>It serves as an advance scout for greater nightshades and is incapable of reproduction, including creating spawn.</p><p><strong>Nightshade Nighthound:</strong> Believed to be fey hounds from the plane of shadow, they only appear during the hour of twilight when the sun has just set and before night fully encompasses the land. They resemble hunting dogs composed entirely shadows, and are thought to be shadow reflections of once-living hounds. Some say they are the magically created crossbreed of nightstalkers and shadow mastiffs, if such could breed.</p><p>The more common belief is they are the souls of guard and attack dogs summoned by dark forces and empowered with negative energy from the plane of shadow. Regardless of how they were created, it is believed nighthounds are incapable of reproduction or spawning, have no interest in anything other than hunting and killing, and are incapable of remorse, sympathy, or compassion for any living creature.</p><p><strong>Nightshade Nightstalker:</strong> Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all things living, its foul breath bearing the scent of death and decay.</p><p>Nightstalkers originate from the plane of shadow and are formed from the darkness therein, resembling large hounds or wolves in form but composed entirely of shadow. Sages speculate that a nightstalker is a dream reflection of all such beasts given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning.</p><p>Others believe they are the souls of worgs and other evil wolf-like creatures summoned by dark forces and given substance by negative energy from the plane of shadow, ruthless hunters with little regard for the living except as prey which they take great pleasure in hunting and killing.</p><p>It serves as a hunting hound for greater nightshades and is incapable of reproduction, including creating spawn.</p><p><strong>Owl Howler:</strong> Owl howlers were first created by a necromancer nearing lichhood that devised a ritual to bring along his familiar with him to the life of the undead. It was so effective that other owls were used to create guardians for his lair.</p><p>The ritual it takes to create an owl howler is quite painful. It is at the height of pain when the creature is about to pass on, that its essence is captured and stored into a gem. This gem is then placed inside the skull of the recently dead owl. The gem used must be at least 100gp in value and needs to be yellowish in coloring like a topaz or a piece of amber. The gem is not destroyed in the creation process and can be collected from the creature’s skull after it is slain. It is said that its screech is caused by the immense pain that the creature has endured and now releases in a horrifying attack.</p><p>They are created through a horrific ritual and serve necromancers as familiars.[/spoiler]</p><p></p><p>E.N. Critters 3 Tulenjord Land of the Fallen One:[spoiler]</p><p><strong>Frostbitten:</strong> The frostbitten are the animated corpses of those who die from exposure. Oftentimes their last prayers of salvation will go out to any deity that will listen. Evil deities are not above twisting these final pleas, and as the elements take the life, they fill the husk with a spirit from whatever plane they call home.</p><p>The frostbitten on Tulenjord are the direct result of the dead god’s lingering malevolence. Although any evil deity is capable of creating them, for some unknown reason the dead divinity has dozens of them roaming the island.</p><p>The souls inhabiting the frozen bodies are usually those of former priests. Oaths and promises of servitude along with past displays of faith are sometimes rewarded with this second chance upon the earth. Frostbitten are usually put in charge of a cult, or placed in the service of especially powerful priests. They will do anything to avoid heading back to the torment they have returned from, using every moment of their wretched existence to propagate the will of their deity. Those frostbitten raised by the dead god know only that they must find a way to revive him.</p><p>Its frozen body is inhabited by the soul of a fervent worshipper of an evil god.</p><p><strong>Snow Spirit:</strong> A snow spirit is the undead life essence of someone who has died a cold and lonely death from exposure to the arctic elements.</p><p>The vast majority of snow spirits are chaotic neutral spending their time careening wildly and mindlessly through the arctic wastelands. A few are created from the death of a black-hearted and malevolent creature, who, once expired, leaves behind only its hateful spirit. This form of snow spirit will actively seek living creatures to suck the life and warmth from. Lastly, and most rare, are the wandering life essences of a soul so saintly that its beneficent nature withstands its cold and lonely death. This form of snow spirit will actually seek out dying creatures and protect them from the elements.</p><p>They are the lost souls of those freezing to death alone and helpless in the frozen wastes.[/spoiler]</p><p></p><p>E.N. Critters 4 Along the Banks of the River Vaal:[spoiler]</p><p><strong>Bandalvis:</strong> A bandalvis is a form of undead created when a vissalia succumbs to the ancient curse upon it, feeding on the blood of the living but never able to completely sate its hunger. When this bloodlust curse overtakes a vissalia, it seeks out a victim to feed upon. Once it drinks the blood of a victim it slays for the first time, the transformation to a bandalvis completes and dark powers infuse the body.</p><p>Fortunately, a bandalvis is a unique form of undead unable to create spawn and only coming into being through the curse upon the vissalia.</p><p>It is created when a vissalia succumbs to a curse laid upon its race by the gods.</p><p>Those of the vissalia who had not been transformed became cursed by their gods to forever long for the land, but to never have it unless they drank of the lifeblood of the land-dwellers. At first, they believed this to be a fair trade, and hunted the land-dwellers who came to the water’s edge. It wasn’t too long before the vissalia understood the full extent of the curse as they spilled the blood of innocent creatures and in so doing were transformed into terrible monsters ever hungering for warm blood. Thus were the first bandalvis created.</p><p>Once the vissalia and terravis were of one race that dwelled in the deep waters of the seas and rivers, but a desire to become part of the realms above led the vissalia’s ancestors to involve themselves in forbidden magics, and to forsake the gods they worshipped to gain favor with the gods of the upper realms. The gods of the deep were justly angered by this, and punished the vissalia with the curse of bloodlust. Now they long for the warm blood of the land-dwellers, the smell of it awakening a primal hunger that if not kept in check threatens to consume them by leading them into a frenzy to attack the source of the blood to sate their hunger. This bloodlust can cause a vissalia to forsake its mortality and give itself over to the darker gods, becoming an undead abomination that exists [/spoiler]</p><p></p><p>E.N. Critters 5 Interlopers of the Blasted Realms:[spoiler]</p><p><strong>Remains of the Fallen:</strong> This swarm is native to the Blasted Realm. It is formed from the aftermath of any great conflict that has left bodies strewn across the battle field. Drawn to the psychic and emotional turmoil of such a conflict, the soulfire that permeates this realm coalesces within the remains of the various combatants, re-animates the individual body parts and then gathers them into a collective mass. This mass then develops a hive-like mind and begins to act independently. The swarm is an expression of the fury of the battle and therefore seeks out further conflict. It will attack any living being in an attempt to destroy it.</p><p>One swarm may form for every 30 bodies left on the field. Swarms tends to form within 24 hours of the conflict’s cessation.</p><p>This swarm is essentially soulfire taking shape as the rage of the great many that have fallen in the countless battles across the Blasted Realm.[/spoiler]</p><p></p><p>E.N. Critters 6 Berk’s Wasetland:[spoiler]</p><p><strong>Boneswirl:</strong> A boneswirl is an undead creature animated through strong elemental magic.</p><p>Boneswirls were originally created by evil djinn that had taken up residence on the material plane, away from their inherently good brethren. Djinn necromancers used the bodies of humanoids to make more powerful and mobile undead guardians.</p><p>The ritual of creating a boneswirl is long and complicated, as with creating many greater undead, but the process is a bit different. The primary difference is that minor air elementals are bound to the bones that comprise a boneswirl. They keep the whirlwind in motion. The elementals are twisted and perverted in the binding, but they are also part of the boneswirl’s new identity. Their insanity is a large part of what drives a boneswirl to kill everything it can.</p><p>A boneswirl is typically created from the bones of a single humanoid creature, though it is possible to create one from any creature with a skeleton. The visage of a standard boneswirl is disturbing enough, but one created with the skull of a dragon or a mindflayer can send opponents fleeing into the desert without even attacking. No matter what creature it was originally made from, it retains no memory of its past life. It knows only an intense feeling of loss and pain. This is its primary drive for hunting down and killing living creatures.</p><p>A boneswirl can be created through use of the <em>create undead</em> spell by a 15th-17th level caster (though characters should be made to research the ritual first).</p><p>It is native to warm deserts where it was first created by evil djinn.</p><p>It can be created through the use of a create undead spell by a caster of 15th level or higher.</p><p><strong>Dessicated:</strong> A desiccated is an intelligent undead creature that has had all the moisture drained from its body.</p><p>A humanoid slain by a desiccated’s absorb moisture ability rises as a desiccated 1d4 days later.</p><p>When a desiccated kills a humanoid creature with its absorb moisture ability, that creature undergoes a slow transformation during which every last drop of moisture is lost from its body. Water, blood, and other bodily fluids completely evaporate, organs turn to dust, and the skin becomes a dried out husk. Once complete, negative energy animates and gives sentience to the corpse. Even though the new creature retains some small semblance of its former self, bits and pieces of memories and thoughts, it is now overcome with an incredible and unquenchable thirst. The energy that created the desiccated continues to work and the creature continually feels the moisture being sucked from it.</p><p>Those slain by having all of their moisture sucked out will rise as desiccated themselves within four days time.[/spoiler]</p><p></p><p>Elemental Lore [spoiler]</p><p><strong>Drought:</strong> Droughts look like massive, desiccated draft horses. They range from six to eight feet tall at the shoulder. The process of transformation into a drought darkens their hides to sooty black, no matter what color they were in life. Their manes also turn dark, usually either burnt brown or black. Everything soft weathers away from these creatures when they rise from the grave, leaving behind only hard bone, leathery skin, and flickering flames.</p><p>Not even the greatest necromancers know for sure how they come into being. Many speculate that they appear when thousands of animals die of thirst due to unnaturally long droughts. Others feel that they may be punishments sent into the world by particularly demented gods.</p><p><strong>Rime Wraith:</strong> Rime wraiths are the spirits of hunters, fishermen, and others who drowned in the dead of winter after slipping under the ice.</p><p></p><p><strong>Shadow:</strong> A humanoid reduced to zero Strength by a rime wraith becomes undead. Within 1d4 rounds, it rises as a shadow with the cold descriptor. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/12464/Epic-Monsters?src=also_purchased&it=1&affiliate_id=17596" target="_blank">Epic Monsters</a> [spoiler]</p><p><strong>Atropol Abomination:</strong> Not every divine pregnancy ends in a successful birth. As with the non-divine races some children fail to reach term, when this occurs in the divine realm the child is sometimes animated by the Negative Energy Plane and is reborn as an atropal.</p><p><strong>Demilich:</strong> A demilich is the next evolutionary step in the life of an evil wizard. Through the creation of soul gems a lich may shed they body and travel the multiverse as an astral entity.</p><p>‘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; see Creating Soul Gems, below.</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> Hunefers once strode across the planes as demigods. Slain by adventurers their godly power was stripped from them, but their followers did not abandon them. The body of the hunefer was recovered inscribed with symbols important to them and carefully wrapped for their eventual return to life and ascension to godhood. Now awakened, the hunefer are on a undying quest to recover their lost divinity.</p><p><strong>Lavawight:</strong> The lavawight is the end result of foolish adventurers who attack a shape of fire.</p><p>Those that succumb to a shape of fire's blazefire embrace are converted to lavawights.</p><p>Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.</p><p><strong>Nightswimmer Nightshade:</strong> ?</p><p><strong>Shadow of the Void:</strong> A shadow of the void is cold vengeance personified.</p><p><strong>Shape of Fire:</strong> A shape of fire is white-hot rage personified.</p><p><strong>Winterwight:</strong> The winterwight is the end result of adventurers foolish enough to attack shadow of the void.</p><p>Those that succumb to a shadow of the void's blightfire embrace are converted to winterwights.</p><p>Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.</p><p><strong>Sebastian the Shadow Souled:</strong> Although no one else remembers his history, Sebastian still feels the driving fear of death that led him to sacrifice his kingdom, his people and his own newborn son to the powers of darkness in return for eternal life.</p><p><strong>Bodiless Ao:</strong> ?</p><p></p><p><strong>Undead:</strong> Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.</p><p><strong>Mummy:</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. [/spoiler]</p><p></p><p>Freeport Trilogy:[spoiler]</p><p><strong>Shadow Constrictor Snakes:</strong> Shadow snakes are undead created by evil mages or, as in this case, the anger of a deity.</p><p><strong>Shadow Serpents:</strong> The serpent god Yig turned his priests into shadow serpents as a punishment.[/spoiler]</p><p></p><p>Frost and Fur:[spoiler]</p><p><strong>Corpse Shroud:</strong> In Slavic lands, corpses are wrapped in shrouds and then buried. The spirits that have unfinished business arise at night in graveyards and terrorize the living.</p><p><strong>Draugr:</strong> It is animated out of sheer jealousy. The draugr misses its old life and envies the living.</p><p><strong>Haugbui:</strong> The ketta (she-cat) is considered the “mother” of haugbui in the sense that the creature can create such spawn by inhabiting mounds. Haugbui are stirred to undead life by a ketta’s presence.</p><p><strong>Mummy Aleutian:</strong> The Aleuts have considerable knowledge of human anatomy because they mummify the corpses of important people. They achieve mummification by removing the viscera, washing the body in a cold stream, and stuffing it with oiled sphagnum moss for preservation. The bodies of children are also treated in this way. Mummies are wrapped in sealskins, tightly tied, and laid to rest in caves or even in a special compartment of the family dwelling.</p><p><strong>Rusalka:</strong> These beautiful longhaired maidens were once girls who drowned, were strangled, committed suicide, or didn’t receive a proper burial.</p><p><strong>Ruskaly:</strong> Ruskaly are believed to be the unborn souls of children who were not baptized or claimed by a particular religion. Their souls lost and without guidance, they roam the cold forests of Torassia.</p><p><strong>Snow Angel:</strong> Snow angels are formed from the thrashings of good-aligned creatures that succumb to the cold. The snow around them becomes a mist that is shaped like an angel.</p><p>Snow angels haunt places of avalanches, icefalls, and glaciers—where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few create snow angels.</p><p><strong>Yek:</strong> When a person dies by drowning, he turns into an otter that becomes a werewolf-like creature bent on drowning other humans.</p><p>Any humanoid slain by a yek becomes a yek in 1d4 rounds.[/spoiler]</p><p></p><p>Hallows Eve:[spoiler]</p><p><strong>Manumit:</strong> these spirits are the remains of petty, worthless men. The tattered souls go abandoned and unwanted, languishing in their graves as they lament their wasted lives. On the night of Hallows Eve however, the barrier between the physical world and the spirit world is at its weakest; and the spirits of the dead are freed to roam the earth.[/spoiler]</p><p></p><p>Hallows Eve Demo:[spoiler]</p><p><strong>Haunted Casket:</strong> Animated randomly by rich sources of negative energy and errant corruptions.[/spoiler]</p><p></p><p>Hungry Little Monsters:</p><p>[spoiler]<strong>Ashen Hound:</strong> Created by the burnt sacrifice of a dog and a unique necromancy spell, an ashen hound rises from the pyre to serve as a loyal watchdog to its creator.</p><p>Bound: A bound is a spirit that has been trapped in its material remains.</p><p><strong>Canker Zombie:</strong> Canker zombies are undead creatures formed when a humanoid dies from a particularly potent disease (whether natural or magical).</p><p>Any humanoid killed by a canker zombie and not stripped of its flesh rises as a free-willed canker zombie 1d3 days later.</p><p><strong>Kyokan:</strong> Several years ago, a magical experiment went wrong. Not so wrong that there were deaths involved, but wrong enough that it wasn’t what the experimenters expected. Left with toxic, magical waste, the experimenters did what any organization would do in their situation — they took a boat out to sea very late in the night and slowly dropped the barrels of waste over the side of the ship. No harm done to them, of course.</p><p>Ever so slowly, the barrels of waste drifted to the sea floor, and after impact rolled down a slope to a deeper part of the ocean. Eventually the barrels came to a stop on a flat bed, not entirely flat but with enough knife-sharp growths of coral to break the barrels open and spill the toxic waste onto the sea floor. Luckily for the experimenters, the toxic sludge was heavier than the sea water and stayed at the bottom of the ocean.</p><p>This sludge spilled in a final resting place for squid, a location where the local squid came to die. Somehow, this toxic magical waste interacted with the dying squid to return them to life, at three times their original size. Unknowingly, those stalwart experimenters created a new scourge of the seas, the kyokan.</p><p><strong>Soulgaunt:</strong> The soulgaunt is a hateful undead spirit that forms on the sites of terrible accidents that have claimed the lives of no fewer than a dozen people. The accident can be something as simple as an explosion at a sawmill or as expansive as an earthquake that devastated a city; the larger the accident or disaster, the more soulgaunts result. Many evil death cults revere soulgaunts as unholy aspects of their deities, and a few powerful necromancers have learned how to create soulgaunts with the use of <em>create greater undead</em>. In order to do so, the spellcaster must be at least 19th level, and the spell must be cast on the site of an accident no more than one hour old.</p><p><strong>Sugareater Zombie:</strong> Creatures trapped by a sugareater suffer 1d4 points of Constitution drain per round until they reach 0 Constitution, at which time they are immediately transformed into sugareater zombies.</p><p>“Sugareater zombie” is an acquired template that can be added to any living creature.</p><p><strong>Sample Sugareater Zombie:</strong> This gnoll and its five packmates were ambushed by a sugareater, who hunted them one by one until they all succumbed to its feasting. Now the six roam the forests as sugareater zombies, bringing new victims to their master.</p><p><strong>Vain Dead:</strong> Vain dead are undead tempters, spawned from the most arrogant, narcissistic, and sybaritic creatures ever to have lived. Most of these creatures arise from the ranks of corrupted clerics of gods of beauty, who have perverted the teachings of their god and now exist as accursed personifications of their blasphemy.</p><p>[/spoiler]</p><p></p><p>Into the Black</p><p>[spoiler]</p><p><strong>Hellscorn:</strong> Driven by banal motivations such as greed and lust, some discontent lovers break their partner’s trust, fulfilling their primordial desires with someone else. Viewing the spurned lover as an inconvenient obstacle on the road to true happiness, the two new companions gleefully plot and carry out his earthly demise in the ultimate act of betrayal. Yet, while most individuals cross the fine boundary between love and hate during life, some spirits only complete the transition after death. Rising from the grave in search of revenge.</p><p>Hellscorns rise from the grave solely to wreak vengeance against their killers.</p><p><strong>Waking Dead:</strong> Bereft of any formal medical training or knowledge, physicians and healers sometimes incorrectly pronounce their patients dead. Unfortunately, the individual actually lapsed into a deep coma, a catatonic state that simulates death, thus fooling the average layperson and the professional alike. Before long, the slumbering person awakens to a horrific nightmare, finding himself trapped within a coffin. Despite his feverish efforts to escape his eternal tomb, he eventually succumbs to thirst and suffocation. The sheer terror and frantic desperation experienced during his final moments serve as the catalyst transforming his corpse into the terrifying waking dead.</p><p><strong>Gremmin:</strong> The discovery of gold and other precious minerals invariably draws the rapacious interest of desperate prospectors craving instant wealth and fortune. Enraptured by the mesmerizing allure of fabulous riches, starry eyed speculators hastily delve deep into the earth, fully intent on staking their claim to the dense veins of precious minerals before anyone else. In their mad rush to unearth the buried treasure, they pay no regard to practical concerns such as food, water, and leaving a discernible trail back to the surface. After the initial ecstasy subsides, the hungry, thirsty, and hopefully lost miner finally realizes the gravity of his predicament. Although ultimately doomed to a lonely and prolonged death, he refuses to part from his spectacular find, a sentiment that sparks his transformation into a gremmin after his earthly demise.</p><p><strong>Walking Disease:</strong> No natural or artificial environment serves as a better incubator for disease than sewers. Teeming with copious volumes of rotting organic material, stable temperatures and abundant moisture, countless virulent bacteria, viruses and fungi abound within the filthy, nutrient rich habitat. Nearly all of these infectious agents remain simple, non sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge. The consensus lays the blame for these abominations on the wicked priests and worshippers of several nefarious deities performing their devilish rituals and savage rites in the anonymity and security of the sewers.</p><p></p><p><strong>Undead:</strong> 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.[/spoiler]</p><p></p><p>Into the Blue[spoiler]</p><p><strong>Lost Sailor:</strong> Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. Longing for the comfort of the water’s embrace, these seafarers could not rest in death, crawling forth from their graves to trek overland to reach the sea. They usually only rise when they are buried within a handful of miles of the ocean, yet still feel robbed of it in death.</p><p>The irony of being such a short distance from their goal only makes the spirits of the mariners more restless.</p><p><strong>Sea Scorned:</strong> A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. They are normally only encountered near seaside or aquatic settlements. These are the unfortunate, lonely souls that take their own lives over the loss of a loved one, becoming doomed to stand vigil forever, waiting for their dead love to return.</p><p><strong>Unwanted:</strong> Among some sailors, it is bad luck to save a man who falls overboard: it is believed that what the sea wants, the sea takes, and no one wishes to evoke the sea’s wrath by standing in its way. Unfortunately, men sometimes fall over the side of their own accord—or are given some help by an angry comrade—but still are not rescued for fear of angering the sea. The sea does not want these men, but they are forced upon it. Either through the sea’s anger or their own rage at not being rescued, these lost men sometimes return as undead. Called the unwanted, they were rejected by both seas and men, and have returned to take their vengeance on both.</p><p>Unwanted is an acquired template that can be added to any humanoid creature lost at sea.</p><p><strong>Floating Dead:</strong> Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come.</p><p>[/spoiler]</p><p></p><p>Kaiser’s Garden:[spoiler]</p><p><strong>Vine of Decay:</strong> ?[/spoiler]</p><p></p><p>Kobold Quarterly[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/50546/Kobold-Quarterly-2?affiliate_id=17596" target="_blank">Kobold Quarterly 2</a>[spoiler]</p><p><strong>Darrakh, Adult Darakhul Cave Dragon:</strong> The ravenous hunger and ambition that define the Empire of the Ghouls come from a hunting expedition 200 years ago. A priest of the Death God led a pack of ghouls and ghasts into the underdark in a hunt for new sources of meat. The hunters met and devoured a few of the weaker residents of the deep lands, but then met a horror they were woefully ill-prepared to fight, a cave dragon in its prime. Its darkness filled the tunnels, and its jaws devoured ghouls by the dozens.</p><p>Strengthened the Death God’s blessing, one ghast struck a crucial blow with its paralyzing claw, and the dragon was rendered immobile for a dozen heartbeats. The frenzy that followed infected the dragon with ghoul fever. The rest of the ghouls and ghasts died before the dragon could be slain, but the priest of the Death God survived and became the ghoul-dragon’s minion and chief servant. The dragon grew powerful in undeath. Though its growth stopped, its power was greater than any others of its kind.</p><p>So was born Darrakh, Father of Ghouls, the Great and Unending Devourer. Of all dragons below the earth, he is the greatest. He recieves ghoul petitioners in a deep cavern perpetually wrapped in darkness, and when he is displeased, he dines on the flesh of the ghouls, his followers and children.</p><p>The cult of the Hunger God reveres him as an avatar of their deity, an earthly manifestion of the endless gnawing need that drives ghouls to consume corpses. Darrakh is fast, tough, and powerful — and as an undead dragon, extremely lethal.</p><p>As he created ghoul followers, Darrakh and the priest learned that the form of ghoul fever the dragon carried was magically strengthened. Darrakh has always claimed he bathed in the River Styx and struck a bargain with Charon the boatman. The terms seemed to be that to return to the mortal world, he would raise up a race of followers of the Death God. That story is among the secret lore of the Imperial priesthoods. It’s truth depends on what one thinks of the veracity of the undead and the trustworthiness of dragons. Most are sure it’s sheer puffery.</p><p><strong>Darakhul Ghoul:</strong> Darakhul Fever (Su): Magical disease—bite, Fortitude DC 30, incubation period 1 hour, damage 1d6 Con and 1d3 Dex. Requires a DC 16 level check to cure magically. A creature which dies while infected with darakhul fever may become a more powerful form of ghoul (see Empire of the Ghouls for details).[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54285/Kobold-Quarterly-3?affiliate_id=17596" target="_blank">Kobold Quarterly 3</a>[spoiler]</p><p><strong>Lich:</strong> the sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality. </p><p>The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches. </p><p>Liches are created, not born, and their only method of reproduction is the creation of a new lich. </p><p>The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping.</p><p>The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it. </p><p>This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness. </p><p>The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster.</p><p>As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item.</p><p>The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster. </p><p>This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster.</p><p>Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption.</p><p>The Journey</p><p>Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking. </p><p><strong>Thing at the Soul of the Mire, Human Lich Druid 15:</strong> ?</p><p><strong>Stone Door:</strong> Combining necromantic artifice and the art of trapmaking, this door is a favorite among priests of undeath, liches, necromancers, and the depraved wretches who favor such evil devices to deal with trespassers. Creating a bone door is quite tedious, and requires placing an animated skeleton in a specially prepared door mold, then pouring in a high quality mortar. This slurry eventually hardens to the consistency of stone. Later, the stonework is decorated, fitted with a locking mechanism and hinges, and then mounted. </p><p>The skeleton’s arms and head are free of the stone confining the rest of its folded extremities, and they jut out like a necromantic fossil. Each bone door’s skeleton has different instructions, though most attack trespassers. Thus, a bone door has two parts: a masterfully constructed stonework door and a large embedded skeleton. In combat, the stonework provides the skeleton with improved cover, though it negates any Dexterity bonus to AC and imposes a –8 penalty on its Reflex saves.</p><p>The sample bone door uses a stone giant skeleton to grapple would-be trespassers and crush them to pieces. The EL takes into account its high AC and grapple bonuses.</p><p>The cost to construct a bone door varies but is never less than 1,825 gp.</p><p><strong>Stone Giant Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/58572/Kobold-Quarterly-7?affiliate_id=17596" target="_blank">Kobold Quarterly 7</a>[spoiler]</p><p><strong>Vampire:</strong> Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.</p><p><strong>Ghost:</strong> Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost.</p><p><strong>Undead:</strong> Create Undead feat.</p><p><strong>Zombie:</strong> A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse.</p><p>Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Skeleton:</strong> The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check.</p><p>Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Ghoul:</strong> The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors.</p><p>CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP</p><p><em>Animate Undead I</em> spell.</p><p><em>Animate Undead II</em> spell.</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Ghast:</strong> The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane.</p><p>CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Shadow:</strong> The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade.</p><p>CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP</p><p><em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Mummy:</strong> The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible.</p><p>CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Wraith:</strong> The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil.</p><p>CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP </p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Spectre:</strong> Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre.</p><p>CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Mohrg:</strong> The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue.</p><p>CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Devourer:</strong> Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity.</p><p>At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself.</p><p>CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP</p><p><em>Animate Undead IX</em> spell.</p><p>Create Undead feat.</p><p><strong>Wight:</strong> <em>Animate Undead III</em> spell.</p><p><em>Animate Undead IV</em> spell.</p><p><em>Animate Undead V</em> spell.</p><p><em>Animate Undead VI</em> spell.</p><p><em>Animate Undead VII</em> spell.</p><p><em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p><strong>Greater Shadow:</strong> <em>Animate Undead VIII</em> spell.</p><p><em>Animate Undead IX</em> spell.</p><p><strong>Dread Wraith:</strong> <em>Animate Undead IX</em> spell.</p><p></p><p>Create Undead [Item Creation]</p><p>Prerequisite: Spell Focus (Necromancy) or the ability to rebuke undead, caster level 1st</p><p>Benefit: You can create any undead provided the prerequisites are met.</p><p>Creating an undead requires one day for every 1,000 gp of its market price, 1/25 of its cost to create in XP, and raw materials costing half that price (see individual monster entries for details).</p><p>Completing the undead’s creation drains the appropriate XP from the creator and requires the casting of any spells on the final day.</p><p>The creator must cast the spells personally but may do so using a scroll or similar device.</p><p>As most undead are Evil, creating an undead creature is almost always an Evil act.</p><p>A newly created undead has average hit points for its Hit Dice.</p><p>Mindless undead created using this feat are automatically under the creator’s control. Free-willed undead are not controlled, though the creator can attempt to gain control using some other method at the moment of creation.</p><p>A character can control up to 4 HD of created, mindless undead per level. If you exceed this number, all the newly created creatures fall under your control, and any previously created undead over this limit are released from your control. (The caster chooses which creatures are released.) Any undead commanded by virtue of a command or rebuke undead ability do not count toward this limit.</p><p></p><p>Animate Dead I</p><p>Necromancy (Animation)</p><p>Level: Clr 1, Sor/Wiz 1</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 round</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One or more animated undead</p><p>Duration: 1 round/level (D)</p><p>Targets: Corpses, no two of which can</p><p>be more than 30 feet apart [See below]</p><p>Saving Throw: Will negates (object)</p><p>Spell Resistance: No</p><p>This spell temporarily infuses the remains of a once-living creature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand.</p><p>The spell animates one of the creatures from the 1st-level list on the accompanying table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell.</p><p>To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic.</p><p>Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave.</p><p>An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities.</p><p>When you use an animation spell to create an Air, Chaotic, Earth, Evil, Fire, Good, Lawful, or Water subtype creature, it is a spell of that type.</p><p>Within the area of a desecrate spell, the duration of animate dead I is doubled.</p><p>Arcane Material Component: A fistful of graveyard soil or a fragment of a tombstone.</p><p></p><p>Animate Dead II</p><p>Necromancy (Animation)</p><p>Level: Clr 2, Sor/Wiz 3</p><p>This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list.</p><p></p><p>Animate Dead III</p><p>Necromancy (Animation)</p><p>Level: Clr 3, Sor/Wiz 4</p><p>This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list.</p><p></p><p>Animate Dead IV</p><p>Necromancy (Animation)</p><p>Level: Clr 4, Sor/Wiz 5</p><p>This spell functions like animate dead I, except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option a lower level list.</p><p></p><p>Animate Dead V</p><p>Necromancy (Animation)</p><p>Level: Clr 5, Sor/Wiz 6</p><p>This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead VI</p><p>Necromancy (Animation)</p><p>Level: Clr 6, Sor/Wiz 7</p><p>This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead VII</p><p>Necromancy (Animation)</p><p>Level: Clr 7, Sor/Wiz 8</p><p>This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead VIII</p><p>Necromancy (Animation)</p><p>Level: Clr 8, Sor/Wiz 9</p><p>This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Animate Dead XI</p><p>Necromancy (Animation)</p><p>Level: Clr 9</p><p>This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list.</p><p></p><p>Table 1: Undead Animation</p><p>Spell Level Undead Remains Required Alignment</p><p>Animate Undead I ghoul humanoid corpse CE</p><p>1d4 skeletons (1 HD) appropriate corpse or skeleton NE</p><p>skeleton (2-3 HD) appropriate corpse or skeleton NE</p><p>1d3 zombies (2 HD) appropriate corpse NE</p><p>zombie (4 HD) appropriate corpse NE</p><p>Animate Undead II skeleton (4-5 HD) appropriate corpse or skeleton NE</p><p>zombie (6 HD) appropriate corpse NE</p><p>Animate Undead III ghast humanoid corpse CE</p><p>shadow humanoid soul CE</p><p>skeleton (6-7 HD) appropriate corpse or skeleton NE</p><p>wight humanoid corpse LE</p><p>zombie (8-10 HD) appropriate corpse NE</p><p>Animate Undead IV skeleton (8-9 HD) appropriate corpse or skeleton NE</p><p>zombie (12-14 HD) appropriate corpse NE</p><p>Animate Undead V skeleton (10-11 HD) appropriate corpse or skeleton NE</p><p>wraith humanoid soul LE</p><p>zombie (15-16 HD) appropriate corpse NE</p><p>Animate Undead VI skeleton (12-14 HD) appropriate corpse or skeleton NE</p><p>zombie (18-10 HD) appropriate corpse NE</p><p>Animate Undead VII skeleton (15-17 HD) appropriate corpse or skeleton NE</p><p>spectre humanoid soul LE</p><p>Animate Undead VIII mohrg humanoid corpse CE</p><p>greater shadow humanoid soul CE</p><p>skeleton (18-20 HD) appropriate corpse or skeleton NE</p><p>Animate Undead IX devourer humanoid corpse NE</p><p>dread wraith humanoid or giant soul LE[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/61213/Kobold-Quarterly-Magazine-9?affiliate_id=17596" target="_blank">Kobold Quarterly 9</a>[spoiler]</p><p><strong>Skin Bat:</strong> Camazotz has created flesh vats within these inverted spires that transform the flayed remnants of sacrifices into undead abominations built of skin.</p><p>Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile rituals involving immersion in the Abyssal flesh vats.</p><p>They were born in the fleshwarp cauldrons of Camazotz, the dark bat-god.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/65189/Kobold-Quarterly-11?affiliate_id=17596" target="_blank">Kobold Quarterly 11</a>[spoiler]</p><p><strong>Vampire:</strong> When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse.</p><p>One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.</p><p>When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free.</p><p><strong>Vampire Spawn:</strong> When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse.</p><p>One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire.</p><p>[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7538882, member: 2209"] [b]3.5 3rd Party A-K[/b] 3.5 3rd Party A-K[spoiler] [URL="http://www.drivethrurpg.com/product/18896/Advanced-Bestiary?term=advanced+bestiary&it=1&affiliate_id=17596"]Advanced Bestiary: [/URL][spoiler] [B]Blood Knight:[/B] Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner. Cursed to walk the earth until their warlike ways lead to their destruction, blood knights seek always to fight and conquer. “Blood knight” is an acquired template that can be applied to any living creature that is proficient with light, medium, and heavy armor, wears full plate armor, and has blood Altered Blood Knight: Ignore the required proficiency with armor and change the name of the template to the blood gaunt. In this form, the template could be applied to the temple guardians of a god of murder. Alternatively, blood knights could result from a curse that animates great quantities of spilled blood into a strange new form. The blood knights could be unique. Perhaps a group of paladins that unwittingly participated in a highly evil act were cursed to become blood knights. Make the template self-propagating. Creatures killed by Constitution damage from a blood knight’s attacks rise as blood knights in 1d4 rounds. [B]Morden Thrallhammer:[/B] Morden Thrallhammerer was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with its enemies. When some giants took up residence near his clan’s territory, Morden provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Morden led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracter their warriors. When Morden dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Morden’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Morden had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarf-made armor in which he died. [B]Dread Allip:[/B] Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions in undeath and madness. A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others. “Dread allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature. A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death. [B]Dread Allip Spirit Naga:[/B] ? [B]Dread Bodak:[/B] Bodaks are extraplanar undead created when living beings are touched by ultimate evil. A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, the use of the death knell spell on a friend seems most likely to create a dread bodak. A dread bodak is consumed with the desire for revenge on everyone it knew in life and anyone who gets in the way. Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks. “Dread bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a method such as use of the death knell spell. Any creature killed by a dread bodak’s death knell ability rises as a dread bodak in 1d6 rounds. [B]Dread Bodak Tyrannosaurus:[/B] ? [B]Dread Devourer:[/B] Few know how these dread devourers originated, but some sages speculate that they form as ethereal or astral “shadows” of creatures on coexistent planes that die from energy draining effects. “Dread devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part. [B]Dread Devourer Purple Worm:[/B] ? [B]Dread Ghast:[/B] 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. The first dread ghasts were villains of still broader scope. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast. “Dread ghast” is an acquired template that can be added to any living creature. Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time. [B]Dread Ghast Gnoll:[/B] ? [B]Dread Ghost:[/B] Like normal ghosts, dread ghosts are restless spirits that exist on both the Material and the Ethereal Planes. Unlike many other dread undead, dread ghosts have no special power over others of their kind, but some mystery of their creation makes them more powerful than standard ghosts. “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score. [B]Dread Ghost Medusa:[/B] “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score. [B]Dread Ghoul:[/B] Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had indulged in unwholesome pleasures, such as cannibalism or necrophilia, in life. The original dread ghouls came into being because they had exhorted or compelled others to such acts while alive. “Dread ghoul” is an acquired template that can be added to any living creature. In most cases, dread ghouls feast on the bodies of the fallen. However, any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time. [B]Dread Ghoul Frost Giant:[/B] ? [B]Dread Lacedon:[/B] Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon. “Dread lacedon” is an acquired template that can be added to any living creature. In most cases, dread lacedons feast on the bodies of the fallen, or sea creatures such as sharks devour them. However, any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time. [B]Dread Lacedon Cachalot Whale:[/B] ? [B]Dread Lich: [/B]Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret. “Dread lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich. Only a willing evil creature can become a dread lich. An integral part of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought to the plane on which the dread lich was destroyed. Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The phylactery costs 200,000 gp and 8,000 XP to create and has a caster level equal to that of its creator at the time of creation. The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist. [B]Dread Lich Titan:[/B] The rare evil titan that learns the secret of lichdom in its youth cannot help but seek out and follow that dark path. [B]Dread Mohrg:[/B] Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial. Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures. “Dread mohrg” is an acquired template that can be added to any evil living creature with a mouth and a digestive tract that includes intestines. [B]Dread Mohrg Seven Headed Cryohydra:[/B] Native to the colder climes, it was created when a normal cryohydra slew an entire village of humans. [B]Dread Mummy:[/B] “Dread mummy” is an acquired template that can be added to any living corporeal creature. Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms next to it as a new dread mummy. [B]Dread Mummy Harpy:[/B] ? [B]Dread Shadow:[/B] Like normal shadows, they are sentient pools of darkness and negative energy that drain strength and life from living creatures. “Dread shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow. 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. [B]Dread Shadow Achaierai:[/B] ? [B]Dread Skeleton:[/B] “Dread skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton. [B]Dread Skeleton Blink Dog:[/B] ? [B]Dread Spectre:[/B] Like ghosts, dread spectres are the incorporeal spirits of living beings that continue to act after death. “Dread spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre. 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. [B]Dread Spectre Nymph:[/B] ? [B]Dread Wight:[/B] Dread wights are the animate remains of creatures that were terribly violent and hateful in life. “Dread wight” is an acquired template that can be added to any living corporeal creature. Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds. [B]Dread Wight Gargoyle:[/B] ? [B]Dread Vampire:[/B] “Dread vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher. 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. Any creature with an Intelligence score of 3 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as a dread vampire 24 hours after death. [B]Dread Vampire Night Hag:[/B] ? [B]Dread Wraith Sovereign:[/B] “Dread wraith sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign. Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. A dread wraith created in this manner is under the command of its creator and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, one of its dread wraith spawn that had 10 or more character levels in life becomes a dread wraith sovereign. [B]Dread Wraith Sovereign Trumpet Archon:[/B] When a trumpet archon falls to the touch of a dread wraith sovereign, gods and angels weep. Dread wraith sovereign trumpet archons are heinous undead beings composed in equal parts of sacrilege, cruelty, and hate. [B]Dread Zombie:[/B] Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life. “Dread zombie” is an acquired template that can be added to any living creature. Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed on a Fortitude save (DC 10 + 1/2 dread mummy’s character level + dread mummy’s Cha modifier) or gain 1d4 negative levels. A creature killed by a dread mummy’s breath of death ability rises as a dread zombie in 1d4 rounds. [B]Dread Zombie Aasimar:[/B] ? [B]Negative-Energy-Charged Creature:[/B] Through dark magic, a spellcaster can strengthen an undead creature’s link to the chilling source of its unnatural existence. “Negative-energy-charged creature” is an acquired template that can be added to any undead creature. [I]Empower Undead[/I] spell [B]Negative-Energy-Charged Wight:[/B] ? Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. [B]Nightmare Creature Undead:[/B] Make nightmare creature an acquired template gained when an evil individual is killed in a particularly torturous manner by good creatures. [B]Poltergeist:[/B] A poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house poltergeists are places where they felt a sense of ownership and security. A simple death, even a murder, is rarely enough to cause the victim’s spirit to remain as a poltergeist—the death must intimately involve the location. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk. “Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher. [B]Dread Poltergeist:[/B] ? [B]Athach Poltergeist:[/B] ? [B]Alternate Sonic Creatures: [/B]Ghosts: Sonic creatures might be ghosts or a specific form of undead. In this case, the template should change the creature’s type to undead, and the sound the sonic creature makes should be mournful wailing. [B]Changed Swamp Lord Template:[/B] ? [B]Ghoul:[/B] The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. [B]Ghast:[/B] 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. [B]Shadow: [/B]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. [B]Spectre:[/B] 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. [B]Vampire:[/B] 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. [B]Wight:[/B] Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. [B]Dread Wraith:[/B] Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. [B]Zombie:[/B] Any creature killed by a dread mohrg rises as a zombie in 1d4 days. [I]Empower Undead[/I] Necromancy [Evil] Level: Clr 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Undead creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell grants the touched undead the negative-energy-charged creature template. The target is immediately empowered with the benefits of the template and knows how to utilize all the abilities it grants. Material Component: A gem worth at least 10 gp that has spent a night within the body of an undead creature.[/spoiler] [URL="http://www.drivethrurpg.com/product/17812/Bane-Ledger?term=bane+le&it=1&affiliate_id=17596"]Bane Ledger I [/URL][spoiler] [B]Angiaks:[/B] During lean times, tribal peoples are forced to make hard decisions about who can eat and who cannot. Newborn babies that cannot be fed are left to die in the wilderness. Angiaks are the restless souls of these children killed by their fellow clansmen. The naming of a child imbues it with a spirit. If a child must be sacrificed in this way, avoid naming it and you will be safe from the vengeful angiaks. [B]Bay-kok:[/B] ? [B]Civatateo:[/B] When a woman of royal status dies while giving birth, she sometimes returns from the dead as a fiendish civatateo. [B]Impundulu:[/B] Necromancers create these fell creatures to be both servants and lovers. [/spoiler] [URL="http://www.drivethrurpg.com/product/27813/Bestiary-Malfearous?term=Bestiary+Malfearous&it=1&affiliate_id=17596"]Bestiary Malfearous: [/URL][spoiler] [B]Death Beater:[/B] It is unknown what event creates a death beater, but they are often found in mines, dungeon hallways and tombs where many beings have lost their lives in previous accidents. [B]Ghargoyle:[/B] The ghargoyle is a horrid construct created by necromantic wizards as guardians. It costs 1,000 gp to properly prepare the dead body of a gargoyle for transformation into a ghargoyle. It takes a DC 13 craft (taxidermy) or DC 13 (leatherworking) check to create the body. Caster Level 9; craft construct; [I]Animate Dead[/I], [I]Confusion[/I], [I]Enervation[/I], [I]Geas/Quest[/I]; Price: 15,000 gp; Cost: 8,000 gp + 320 XP. [B]Karrock:[/B] The bite of a karrock spreads a deadly plague to its victim. Those bitten that fail a Fort save are infected (Injury; Fort DC 15; incubation: Instant; Init: 3d8 Con, Sec: 1d8 Con). Those who die from the disease fall to the ground lifeless, becoming a blackened, bloated corpse in but a single round. In a short span of time (1d4+1 rounds) later, the deceased victim rises as a karrock. [B]Keeper:[/B] Keepers are undead constructs, but the exact procedure to create them is unknown, and there do not seem to be any known procedures to spawn new keepers. It is thought that the deceased god Teeth, The Master Vampire, passed the secret of creation of these creatures to his priests. With the god’s destruction, the secret to creating new keepers has become lost. [B]Gray Render Zombie:[/B] ? [B]Human Warrior Zombie:[/B] ? [B]Cloud Gant Skeleton:[/B] ? [B]Living Dead:[/B] The Living Dead are beings that have been infected with a deadly disease that stops the living processes (heartbeat, need for rest), yet sustains the body in a semblance of life. The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later. It is thought that the living death disease is a creation of Lepornunse, who in some way wanted to emulate his father Teeth, lord of the undead. [B]Living Dead Human Commoner:[/B] Wracked with the horrid disease that makes the victim like a walking zombie, the living dead is a being cursed to feed on human flesh and spread the terrible disease to others. The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later. [B]Living Dead Plaguebearer:[/B] ? [B]Living Dead Lord of Disease:[/B] ? [B]Redbones:[/B] Redbones are undead created by powerful spellcasters using a deadly spell to effect their creation. Redbones are created with the use of a special spell. Redbones are the specialty creations of the Red Cabal of Barbed March. The Red Cabal keeps the secret of their creation a jealously guarded secret. [I]Redifre Death[/I] spell [B]Skeleking:[/B] Skelekings are foul necromantic constructs animated from the fallen bodies of powerful Aesir warriors. Their endless years of battle give them great skill, and the foul magic that binds them back to a corporeal body also enslaves them to the evil being who has raised them. A skeleking template may be applied to any formerly good warrior-type of 6th level or better. Once animated, the flesh is consumed in an unholy fire and the incantation that raises them from the dead burns a crown of ashes into their skull, forever marking them as servants to their animator. Only spellcasters of an evil alignment who worship a devilish power can create a skeleking. Creating a skeleking requires the corpse of a deceased warrior with a Base Attack Bonus of +6 or better. The caster then uses the spell [I]Create Greater Undead[/I] and requires the expenditure of a fire opal (instead of a black onyx gem) worth 50 gp per hit dice of the skeleking to be created. A caster cannot create a skeleking whose hit dice are greater than ¾ the level of the caster. According to legend, the Dark One found a way to steal away the dead from Asgard and bind them into these skeletal frames, and passed this knowledge to his dark armies of the Skyland Hold. Since the Skyland Hold fell, devils have continued to pass the knowledge on to those wizards and clerics who prove their allegiance to the Dark One. [B]Skeleking Duke:[/B] This skeleking is formed from the body of a fallen warrior of good. [B]Skeleking Baron:[/B] ? [B]Skeleking Warrior-King:[/B] ? [B]Skulleon:[/B] A skulleon is the undead remnants of a drake, orm or dragon brought to life by unknown magical powers. Legends often ascribe them as rising from the remnants of a draconic creature that was slain in battle and its hoard stolen from it. Skulleons are often ascribed to being remnants of dragons slain during the First Dragon War in Amberos’s past. The draconic remains often linger in desolate areas, killing all that come near. [B]Skeleton:[/B] 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. [I]Redfire Death[/I] Necromancy (Evil, Fire) Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Short (25 ft. +5 ft./2 levels) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Casting this spell release a furious ball of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The spell does no damage to objects. The explosion creates no pressure. Perhaps most insidious about this spell is that any humanoid victim reduced to -10 hit points or less by the spell is immolated by the flame, transforming the slain individual into a redbones (regardless of original form or HD). You cannot create more HD of redbones than twice your caster level with a single casting of Redfire Death. Any additional corpses slain but not raised by the spell are consumed to ash and cannot be the target of Animate Dead or another casting of Redfire Death. 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. Material Component: You must possess a ruby worth 125 gp per redbones you animate. The magic of the spell turns the gem into worthless powder.[/spoiler] [URL="http://www.drivethrurpg.com/product/28035/Dungeon-Crawl-Classics-Presents-Blackdirges-Dungeon-Denizens?cPath=187_4930&it=1&affiliate_id=17596"]Blackdirge's Dungeon Denizens[/URL][spoiler] [b]Ash Guardian:[/b] The ash guardian is a creature of dust, earth and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately the wrath of these spirits congeals into a single entity capable only of hate and evil. The ash guardian is usually found in the “special” earth belonging to a vampire. [b]Bone Swarm:[/b] A creature reduced to 0 levels by a bone swarm’s energy drain attack is slain and rapidly decays, all flesh rotting away in a manner of seconds. The resulting skeleton then spontaneously disassembles, each individual bone separating from the whole to form a new bone swarm. [b]Flayed Horror:[/b] The process of creating a flayed horror requires a living humanoid victim, who is slowly and torturously flayed alive. The terrible pain and horror suffered by the victim, as well as no small amount of necromantic energy, is combined to provide the spark of undeath necessary to animate the flayed horror. [b]Lichling:[/b] Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul. [b]Lichwarg:[/b] Lichwargs are undead hunters created by liches to trackdown living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it. Any lich can create a lichwarg with create undead or create greater undead. [b]Possessed Object:[/b] Possessed objects are mundane items given unnatural locomotion through the controlling presence of ghostly remnants. Largely indistinguishable from mundane items, possessed objects most commonly arise when beings die in particularly traumatic manners, yet do not possess the force of will to manifest as ghosts. Usually these items were closely related to or meaningful in the lives of the presences that animate them (like a warrior’s weapon or a cleric’s robes), although proximity to or involvement in a creature’s death seems just as likely causes for possession. In such cases, weapons, statues, large pieces of furniture, and even constructs prove attractive choices for possession. Possessed objects most commonly appear in civilized areas where some murder or accident took place, and many minor hauntings and urban legends arise due to random attacks from these lesser ghosts. Evidence also suggests mass tragedies generating a single possessed object animated by numerous souls. For example, a lone carriage might roll through the burnt-out husk of an orphanage, possessed by the souls of dozens of orphans, forever seeking a mother. While mass deaths might create a possessed object of gigantic size, this is no more likely than a single soul infusing a large object. “Possessed object” is an acquired template that can be added to any construct without an Intelligence score. [b]Scourging Corpse:[/b] A scourge corpse is an undead creature forced to endure eternal torment, a constant state of unrelenting physical and mental pain. The creature is placed in this horrible condition either by a vengeful deity, or by a powerful artifact created by beings of immense power. This process is long and dangerous, requiring intricate rituals and the combined casting of many powerful spells (blasphemy, destruction, geas/quest, resurrection, soul bind) that may take days to complete. “Scourge corpse” is an acquired template that can be added to any humanoid. [b]Shambling Skullpiles:[/b] A shambling skullpile is an undead monstrosity formed from the many skulls of ritually sacrificed creatures. The horror and torment of these sacrificed victims form a maelstrom of psychic energies, which take a physical form by animating and possessing skulls into a rough humanoid form. [b]Doomtwitch Zombie:[/b] Doomtwitch zombies are a rare form of undead, supernaturally quickened by an obscure necromantic process. “Doomtwitch Zombie” is an acquired template that can be added to any corporeal humanoid, giant, or monstrous humanoid.[/spoiler] [URL="http://www.drivethrurpg.com/product/19676/Book-of-Fiends?manufacturers_id=536&it=1&affiliate_id=17596"]Book of Fiends[/URL][spoiler] [b]Skulldugger:[/b] Only two demon princes know the secret of skulldugger creation: Gamigin and Orcus. Both of these princes are masters of necromancy and lords of undeath. Skullduggers are created in blasphemous rituals enacted personally by the demon princes. They use souls to animate these undead, rather than negative energy as is usually the case. In theory the ritual can be performed on several different types of skeletons. However, both demon princes favor the remains of an extinct breed of qlippoth. They have found its winged form of great utility, so other forms of skullduggers are almost never seen. [b]Vessel of Orcus:[/b] Orcus constructs these vessels from the stitched together faces of sinners. Even though they lack mobility, these faces retain some sense of their former lives and their current fate. The skins form a sort of bladder, of which Orcus then fills near to bursting with maggots. He ties off sections with hard leather straps to give the creature form—legs and arms, and a pillow-like head. Vessels of Orcus are very rare and never made by necromancers; they are a product of Orcus’ depraved invention alone. [b]Necro-Ripper:[/b] In the eternal war, Ulasta, the Exarch of Envy creates her own soldiers. Cobbled together in great lifeless factories at the heart of the Circle of Envy, these constructs are made of undead parts, pieced together by daemons that yearn to join the battle but are forced instead to toil. [b]Exiled:[/b] Not all residents of Hell remain there for eternity. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death, preventing immediate entry into the proper plane he deserves. “Exiled” is an acquired template that can be added to any dead humanoid or monstrous humanoid creature, provided it is of good alignment and violated the tenets of its faith, code of conduct or alignment just prior to death and died before repenting. [b]Jalie Squarefoot The Lich Fiend:[/b] Millennia ago, Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival, another pit fiend named Belphagon. The vengeful fiend and his coterie, jealous of Jalie’s meteoric rise, concocted a number of plans for his assassination. After he had escaped dozens of attempts, one finally left Jalie barely alive, mere inches from humiliating demotion. He needed a new weapon—and he found one. Jalie discovered the secrets of lichdom, but he also learned that a mortal body was a prerequisite. Leaving a polymorphed double at court, he hid away to prepare the lich’s phylactery, then took mortal form long enough to ritually destroy his body and pass through the horrid change to unlife.[/spoiler] [URL="http://www.drivethrurpg.com/product/2765/Book-of-Templates--Deluxe-Edition-35?term=book+of+templates+deluxe&it=1&affiliate_id=17596"]Book of Templates Deluxe 3.5:[/URL] [spoiler] [B]Corpse Vampire:[/B] Nosferatu, mullo, and dreaded hopping vampires all have one thing in common—they are corpses animated by an evil and animalistic will to feed on the living. Not truly sentient, these abominations are like a spiritual plague that can infest almost any creature. Only the bodies of the truly vile or terribly corrupted animate thusly. “Corpse Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant. An appropriate creature slain by a corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a Will save (as if it were alive, DC 10 + one-half of the corpse vampire’s HD + its Charisma modifier). Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty. An appropriate creature slain by a gnoll corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a DC 10 Will save. Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty. Any appropriate creature that drinks or otherwise ingests the blood of a fleshbound vampire comes back as a corpse vampire if it dies with the blood still in its system. Such a creature gains the Corpse Vampire template. Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits. [I]Create Undead[/I] spell [I]Create Greater Undead[/I] spell [B]Gnoll Corpse Vampire:[/B] ? [B]Dessicated:[/B] Aptly called the “horrors of the sands” or the “dried ones,” desiccated are a special type of undead created from the dried remains of creatures that have perished in the brutal environments of the world’s deserts. Skilled necromancers know how to raise desiccated. “Desiccated” is an acquired template that can be added to any living creature besides an elemental or ooze. [I]Create Undead [/I]spell [I]Create Greater Undead[/I] spell [B]Duneshambler:[/B] ? [B]Fleshbound Vampire: [/B]Fleshbound vampires are bloodsucking undead possessing superior physical abilities. Although they are undead, they can breed with each other (or suitable humanoids) to produce young or infect humanoids by forcing them to ingest vampire blood. “Fleshbound Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant. An appropriate creature slain by a fleshbound vampire’s blood drain attack rises as a fleshbound vampire the next night after its death. Any creature of the appropriate type that is disabled or dying and drinks the blood of a fleshbound vampire immediately stabilizes, but transforms into a fleshbound vampire over the next 24 hours. An afflicted dhampirelike creature begins to hunger for blood, and must make a Will saving throw against drinking the blood of any sentient creature it sees bleeding (wounded in combat, and so on). If the infected creature does drink, it must make a similar saving throw to resist drinking its victim dry. Killing another sentient creature in this manner causes the dhampirelike creature to die and transform into a full fleshbound vampire (losing the Dhampire template abilities altogether) after the next day has passed into night. As indicated in the template, fleshbound vampires can reproduce biologically. To do so requires a partner of the appropriate species that is either alive or also a fleshbound vampire. The offspring of a fleshbound vampire and a living being is a dhampire (see the Dhampire sample of the Half-Template metatemplate). Two fleshbound vampires produce another fleshbound vampire that ages like a normal member of the species until it reaches adulthood, at which point aging ceases. An appropriate creature slain by Pavil’s blood drain attack rises as a fleshbound vampire the next night after its death. Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits. [I]Create Greater Undead[/I] spell [B]Pavil:[/B] A murderer, Pavil was cast out into the wilderness by his north-dwelling clan. He faired well there, preying on those unfortunate enough to cross his path and eventually falling in with similar ne’er-do-wells. This all changed when Pavil’s band took a young girl from a passing group of strangers for sport—what was good in Pavil made him protect her. When her kinsman, an immortal blood-drinker, came to find the girl, Pavil was the only man given any sort of mercy. [B]Paleoskeleton:[/B] Paleoskeletons are the fossilized remains of long-dead creatures animated by special rituals associated with spirits of the earth. Shamans or druids who know the proper rites can summon these undead dinosaurs as guardians. Evil clerics have necromantic arts that allow them to raise similar creations, though fossil skeletons associated with mere negative energy are much weaker. Paleoskeleton” is an acquired template that can be applied to any dinosaur, prehistoric animal, or any other living creature appropriate for fossil remains. [I]Animate Paleoskeleton[/I] spell [B]Triceratops Paleoskeleton:[/B] ? [B]Skinhusk:[/B] An idea born of the vilest necromantic depravation, the skinhusk is a hollow shell of a creature’s skin, animated to undeath by rituals of unspeakable evil. “Skinhusk” is a template that can be added to any living creature that has a skin. Craft (taxidermy) is used to create skinhusks, taking a DC 20 Craft (taxidermy) check. Cost is the same as preparing a body for create undead. A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check. [I]Create Undead[/I] spell [I]Create Greater Undead [/I]spell [B]Dire Bear Skinhusk:[/B] ? [B]Terror Vampire:[/B] “Terror Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant. A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire. [I]Create Greater Undead [/I]spell [B]Terror Vampire Spawn:[/B] A creature slain by a terror vampire’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. Potential spawn with more Hit Dice than the terror vampire do not rise. A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire. Terror vampire spawn are creatures with fewer Hit Dice than the terror vampire that created them, most often 4 or fewer Hit Dice. A creature slain by a terror harpy’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn (see the Terror Vampire Spawn template, page 170) 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy. Create Greater Undead spell [B]Terror Harpy:[/B] A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy. [B]True Mummy:[/B] The true mummy is the pinnacle of the embalmer’s art—a sentient undead as powerful as many liches. The problem with becoming one is that almost all the vital work for the creation of the true mummy occurs after the death of the person to be preserved, and no guarantees can be had that the embalmer will do the job correctly or that he will not steal the immortal power of the true mummy for his own, leaving the mummy as a nearly mindless automaton of the gods of death. “True Mummy” is an acquired template that can be added to any living creature with an Intelligence score greater than 3, other than an elemental, an ooze, or a plant. A true mummy is always created via a long ritual that is planned before the aspiring mummy’s death. This ritual requires the sacred vessels detailed here. The core element of becoming a true mummy is the removal of the organs during the embalming process and placing them into specially prepared sacred vessels, which in turn store the true mummy’s essential soul and persona. Unless the true mummy is separated from these sacred vessels, no mere physical attacks can ever slay it due to its fast healing. Each would-be true mummy must make (or have made) three sacred vessels. The sacred vessels are usually small stone or clay jars (sometimes metal) just large enough to contain the fresh organs to be placed within. Many also have rings mounted upon their top so they may be hung from a rope or cord. A sacred vessel has a hardness of 12 and 30 hit points, with a spell resistance of 12 + the creator’s level. The sacred vessels contain some of the essential energies of the embalmed true mummy. Each jar contains one or more organs, and each organ is linked to a specific ability. The liver is linked to Intelligence, stomach and small and large intestines to Wisdom, and spleen and lungs to Charisma. If any are destroyed, the true mummy can be killed, and only a wish or miracle can restore the creature. Destruction of one or more of the jars also causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points). [B]Desecrated True Mummy:[/B] Destruction of one or more of a true mummy’s sacred vessel jars causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points). If the true mummy’s sacred vessels are destroyed, the creature loses all memories of its former life and becomes an abomination. A desecrated true mummy usually has a true mummy as its base creature, but this variant can be applied to any creature that qualifies for the True Mummy template. [B]Kaminheni the Traveler:[/B] Though her true name is known only to her, it is rumored the Traveler was once a princess—one gifted with the final power of eternal life. [B]Exoskeleton:[/B] The Skeleton template can be applied to creatures with exoskeletons as much as those with internal bones. [B]Greater Undead:[/B] Greater undead can be created using the versions of create undead or create greater undead found in this book. [B]Greater Skeleton:[/B] Use the Skeleton template in the MM, but a greater skeleton can have any amount of Hit Dice, limited only by the base creature’s Hit Dice. The only limit on a greater skeleton’s potential Hit Dice is the caster level of the spellcaster who creates them. [I]Create Undead[/I] spell [I]Create Greater Undead[/I] spell [B]Greater Zombie:[/B] Use the Zombie template in the MM, but a greater zombie can have any amount of Hit Dice, limited only by the base creature’s Hit Dice. Do not double racial Hit Dice. The only limit on a greater zombie’s potential Hit Dice is the caster level of the spellcaster who creates them. [I]Create Undead[/I] spell [I]Create Greater Undead[/I] spell [B]Hardened:[/B] Hardened undead are corporeal undead specially treated to be tougher and more resilient. Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with the embalming skill gains the Hardened variant. A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check. Undead vampires: ? [B]Variant Vampire Spawn: [/B]A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise. If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. Vampire spawn are humanoids or monstrous humanoids (and other creatures you allow) with fewer Hit Dice than the vampire that created them, most often 4 or fewer Hit Dice. [B]Alternative Vampire Spawn:[/B] Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits. [B]Undead:[/B] An undead is a once-living creature animated by spiritual or supernatural forces. [B]Incorporeal Undead:[/B] Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with this skill gains the Hardened variant. An incorporeal undead prepared with this skill gains +1 hit point per Hit Die from the respect shown its body. [B]Skeleton: [/B]Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does. Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice. [B]Vampire:[/B] If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. [B]Vampire Spawn:[/B] A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise. If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice. [I]Animate Paleoskeleton[/I] Necromancy Level: Animal 8, druid 7, shaman 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One set of fossils Duration: Instantaneous Saving Throw: None Spell Resistance: No You summon a primal spirit to occupy the fossils of a deceased prehistoric beast. The fossils include most of the upper portion of the creature’s skull and 20% of the creature’s other bone mass, but the power of the spell creates the missing parts of the skeleton out of the local rock. The raised paleoskeleton must have no more Hit Dice than your caster level, or the spell automatically fails. The created paleoskeleton is not under your control, but you can attempt to command it and secure its loyalty with a wild empathy check. See the Paleoskeleton template. Material Component: Volcanic ash, obsidian, and amber worth at least 50 gp per Hit Die of the creature raised. [I]Create Greater Undead[/I] Necromancy [Evil] Level: Cleric 7, Death 7, sorcerer/wizard 9 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 This spell must be cast at night. You create even more potent undead than those created with create undead, limited to devourers, fleshbound vampires, ghosts, greater desiccated, mohrgs, mummies, spectres, terror vampires, vampires, and wraiths. You can raise 4 Hit Dice of these types of undead +2 Hit Dice per level you are over 13th. You may also use this spell to create undead listed in the create undead spell, starting at 7 Hit Dice and gaining +2 Hit Dice per level over 13th. Created undead are not automatically under your control. You may attempt to command the undead as it forms with a turning check. A wish or miracle spell puts a creature of the types listed in this spell under your control. Material Component: A jet gem worth 50 gp per Hit Die of the raised creature. [I]Create Undead[/I] Necromancy [Evil] Level: Cleric 5, Death 5, Evil 5, sorcerer/wizard 7 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 This spell must be cast at night. You can create powerful kinds of undead: corpse vampires, desiccated, ghasts, ghouls, greater skeletons, greater zombies, shadows, skinhusks, and wights. You can raise 3 Hit Dice of these types of undead +1 Hit Die per level you are above 9th. Thus, a 12th-level character could raise any of these undead that have 6 Hit Dice or less. Other created undead are not automatically under your control, but you may attempt to command the undead as it forms with a turning check. A limited wish or small miracle spell puts the creature under control automatically. Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.[/spoiler] [URL="http://www.drivethrurpg.com/product/54942/The-Complete-Book-of-Denizens?term=complete+book+of+denizens&affiliate_id=17596"]Complete Book of Denizens:[/URL] [spoiler] [B]Aszevara:[/B] Aszevara are creatures touched by chaotic forces, their bodies warped by fell magics and wracked with terrible suffering. The exact method by which a creature is transformed into an aszevara is unknown. Such an event is a rare occurrence, brought on by terribly destructive magics. Often, the creature is exposed to these magics as a result of its own tampering with powers beyond its control, but witnesses to such magics may be tainted by them, as well. The unleashed energy leaves the creature both physically and spiritually devastated, and the dark magics replace everything that has been lost. “Aszevara” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, undead, or vermin. When the xxyth rose up from the oceans of the north, the mistji responded by delving into forbidden tomes and devising spells which would rend the fabrics of energy and life. By creating a storm of overwhelming destruction, they thought would lay waste to the xxyth. Somewhere in their souls they knew that by their spells, Avadnu would be marred, but it seemed a small price to prevent the world’s utter demise. The great storm rose with unbridled fury called from the depths of the universe. Those surviving during those dark times saw a cloud of swirling red, hanging as a sign of doom over Kaelendar’s northwestern skies. Stones melted under the cloud’s lightning, and lakes evaporated beneath its rain. But it was all a waste. The xxyth remained, and moved over the blasted land as easily as they had the formerly fertile valleys. The mistji had failed. But the storm of alien energies did not kill all. Some creatures were changed, life clinging to deformed, withering shells and changing as the xxyth passed. Minds and souls twisted beyond hope, the aszevara wander the Kaarad Lands, working madness with the powers that the storm that birthed them was meant to destroy. [B]Bhorloth Raging Spirit:[/B] 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. [B]Carcaetan:[/B] A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally. Found throughout Avadnu, the Izgrat Witches perform bizarre rituals of self-mutilation, and revere Vérthax as their lord and master. Through their meddling in necromancy, they created the carcaetans to further their evil influence over the world. [B]Flame Servant:[/B] Born from dark necromancy, flame servants are tools of violence and hatred. Every flame servant is created by a spellcaster to complete a particular task. The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together. The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant. A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly. CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, fireball, caster must be at least 14th level; Price 60,900 gp; Cost 30,900 gp + 2,400 XP. [B]Flame Soul:[/B] Some orders of monks embrace the “burning soul,” a set of spiritual beliefs epitomizing the destructive power of flame. Certain initiates in these orders go to their deaths prepared to be raised by their brothers as flame servants, and emerge from the transformation with their minds intact. During the civil uprising of Iipon Hurr, Lord Tholust’s only son Feitruin was slain in the very battle that he thought would end the conflict. King Lonthbeern sent Feitruin’s body to Tholust’s castle as a warning to either cease the attacks and reopen trade routes, or face the wrath of his army. Enraged, Tholust summoned the necromancer Slithbourne to exact his revenge. Slithbourne took Feitruin’s body deep into the bowels of Lord Tholust’s keep, and for seven days and nights the necromancer worked his dark magics. On the eighth day, Slithbourne emerged with the reanimated corpse of Feitruin. Feitruin marched across the Tuath Plain and into Iipon Hurr, and none could stand against him as he stalked through the streets. He proceeded to Lonthbeern’s castle, and sought out the king’s chamber, where he wrapped his smoking hands around Lonthbeern’s neck. Both man and corpse were reduced to ash in a flash of light. The burnt and blackened path left by Feitruin’s journey to Iipon Hurr became known as the Path of Sorrow, and to this day, the floor in King Lonthbeern’s old chamber has a charred spot which cannot be removed. And though Feitruin was the first flame servant created by Slithbourne, he was not the last. In time, other necromancers learned Slithbourne’s ritual, though it remains a guarded secret. [B]Inscriber:[/B] Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence, or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information. [B]Magickin Necromantos:[/B] The necromantic powers infusing the necromantos can bring it back from death. If the necromantos is killed and its body is not destroyed, it makes a level check (1d20 + necromantos’s HD) against DC 16. If it succeeds, it returns to life in 2d4 days. There is a 10% chance that the necromantos will not return fully alive, and permanently gain the undead type. [B]Malison:[/B] A malison is a spiteful undead formed by the union of a man’s fury with the dying curse of a god. The first malisons were born when a god took his final breath, and cursed the world that had destroyed him. That breath, those words, held so much power that they lingered in the air. They spread apart, and each syllable was drawn to a dead human whose hatred resembled its own. The humans rose, empowered and enraged. They remembered little of their lives, but their personalities and quirks remained, as well as their memory of what they had hated. When each was finally destroyed, its empowering breath sought out a new host, creating a new malison. [B]Soulless One:[/B] Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead. In one of the last cycles of the seventh arc, a young woman from Falas claimed to have been ravaged by a demon. A child would be born, she’d been told, and that child would bring about the damnation of the world. The woman fell into a nightmare of delusion and self-destruction, wishing to end her life rather than inflict such a terror upon Avadnu. She carried the child within her womb for six weeks, until a skarren raid cut through Falas. Skarren warriors fell upon the village in waves, and the young woman was slain by a skarren thar-chak. The skarren slaughtered every resident of the village, never knowing the horror they destroyed. Though the child was never born, it was transformed and rose as the world’s first soulless one. In time, the soulless one reached out to other stillborn spirits, and began raising them as its servants. [B]Swallowed:[/B] The swallowed are the transformed remains of drowned men and women, forced into the service of a watery master. When a human drowns in an ocean ruled by magical forces, there’s a chance he or she will rise again as one of the swallowed. The swallowed retain a few fragmented memories, but none of the personality of their old selves—sages believe that a drowned victim’s body and soul are reshaped, used like clay by a powerful being who lacks the knowledge to create life from nothingness. Swallowed are born in the seas surrounding the Broken Isles, and local shamans say that their master is the daughter of a mysterious sea god. [B]Vohrahn:[/B] Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals. [I]Bind Vohrahn Spell[/I] 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. The spell to create these creatures was originally developed by members of xxyth cults, and the practice dates back to the Time of Dust. Since then, creating vohrahn has become a common practice among many students of the black arts, but until the War of the Shadow had never been used on such a grand scale. [B]Wraithlight:[/B] Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence. Mouleji, the infamous sulwynarii explorer whose observations on unusual creatures were as often wildly inaccurate as they were insightful, believed that wraithlights were the only peaceful creatures ever to have been born in the Void, and that their souls had come to Avadnu after their swift extinction. Mouleji’s contemporaries were quick to point out holes in his theory, but only halfheartedly defended their own proposal that wraithlights were the ghosts of the gods’ first, failed attempts at creating life. [B]Ghost:[/B] 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. [B]Wight:[/B] 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. [B]Zombie:[/B] 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.[/spoiler] [URL="http://www.drivethrurpg.com/product/2628/Complete-Guide-to-Liches-35-edition?it=1&affiliate_id=17596"]Complete Guide to Liches[/URL][spoiler] [b]Dracolich:[/b] Like a lich, a dracolich must possess a phylactery for its soul to survive the transition to undeath. Though the dragon itself need not craft its own phylactery, the fiercely magical nature of dragons requires that the dragon must possess some spellcasting ability for its soul to endure in a phylactery, putting a certain age limit on which dragons can become dracoliches. Either the dragon must have spellcaster class levels, or it must be of a sufficient age to naturally have a caster level. A dracolich’s phylactery costs a minimum of 190,000 gp and 7,700 XP to create, and possesses a caster level equal to the caster level of the spellcaster who created it. Should the dragon so desire, a more elaborate and expensive phylactery can be created; as with a standard lich, this extra expense in creating a phylactery aids in the process of successfully creating a dracolich. [b]Drowlich:[/b] The creation process for a drowlich is no different than that of a standard lich; however, the drow’s affinity for evil and its long years of existence in the underdark somehow serve to enhance the necromantic power that gives the drowlich its undead existence. [b]Novalich:[/b] A spellcaster cannot turn another creature into a novalich, so all novaliches are necessarily spellcasters themselves. Otherwise, novalich phylacteries are identical to those of normal liches. [b]Philolich:[/b] When a lich desires to keep cherished family or servants with him through eternity, he creates a philolich, a lesser lich whose spirit is bound to his own. Philoliches can only be created by another lich; the philolich cannot be created by a living spellcaster. The only requirements to become a philolich are to be willing, and to have a lich capable and willing to transform the character. Because much of the essence of the philolich’s soul is bound to the original lich’s phylactery, a philolich’s phylactery is easier to make, costing a minimum of 2,000 gp and 80 XP. It has a caster level equal to that of the lich that created it. Failed rituals to create a philolich instead create a semi-lich. [b]Semi-Lich:[/b] The result of a failed attempt to become a lich. Sometimes the process of lichdom is not successful, and with such complicated spells and rituals involved, it is almost surprising there are so few tales of lichdom gone awry. For example, most drinkers of the potion of undead life let themselves die, but if the subject resists the poison after letting his soul be bonded to the phylactery, the subject may rise as a creature known as a semi-lich. If a creature dies while its soul is partially in a phylactery due to the join the soul spell, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that. Failed rituals to create aphilolich instead create a semi-lich. It is a creature that attempted to become a lich and was mostly unsuccessful. This failure stems from its phylactery. While the physical form of the creature became imbued with necromantic force in order to animate it in an undead state, the semi-lich’s original life force – its soul – was never successfully captured and bonded to the prepared phylactery. Without the phylactery, the creature’s original life force dissipated into nothingness, leaving behind only a ghastly undead monster inhabiting the creature’s original body. [b]Warlich:[/b] Spellcasters cannot turn themselves into warliches; they can only change others into this undead monster. The spellcaster turning a warrior into a warlich can either be living or undead. [b]Lichling:[/b] Imbued with the essence of a lich. Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul. [i]Animate Lichling[/i] spell. [b]Lichwarg:[/b] Lichwargs are undead hunters created by liches to track down living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it, allowing him to see through its eyes and direct it from a distance. Any lich can create a lichwarg with create undead or create greater undead. [b]Demi-Lich:[/b] The second possibility is that the lich’s body breaks apart and shatters, turning it into little more than fine powder and a skull. In this state, the skull still houses the remaining fragments of the lich’s still-living mind. With only its demented mind left intact, the lich finally reaches its ultimate state of purest evil – the demi-lich. [b]Lich:[/b] 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. Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. No one knows for certain how the first liches came to be. Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. The creation of a lich requires a willing, living subject. 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. 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. [b]Skeleton:[/b] Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. [b]Wight:[/b] Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. [i]Animate Lichling[/i] Necromancy [Evil] Level: Clr 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: 1 or more pile of bones touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell functions as animate dead, except that you create a type of undead known as a lichling. The limit for the total hit dice of undead you can control applies to lichlings as well as normal zombies and skeletons created with animate dead. Animate lichling can only be cast by a spellcaster who has successfully created a phylactery. Material Components: A diamond worth 100 gp and a withered goat’s heart for each lichling you create, both of which must be placed in a pile of bones. The bones become the lichling, and the components are consumed in the casting. [i]Join the Soul[/i] Necromancy [Evil] Level: Brd 4, Clr 6, Drd 6, Sor/Wiz 6 Components: V, S Casting Time: 30 minutes Range: Touch Target: Personal or creature touched, and prepared phylactery Duration: Instantaneous then 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell is used in many rituals of lichdom to bind the life essence of the caster or another creature into a prepared phylactery. Willing creatures voluntarily fail their save to resist. If cast upon an unwilling target, the spell traps the life essence of that target in the phylactery for 1 round per caster level. The target suffers a penalty to all his ability scores equal to 2d4 for the spell’s duration, although this cannot reduce an ability below 1. If the creature dies while its soul is partially in the phylactery, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that. A successful Will save by an unwilling target only means that the target feels slightly nauseous, but otherwise is able to function normally. If, after receiving this spell, the ritual to become a lich is not completed within 1 hour, the subject’s body dies, and the subject’s life essence is trapped within the phylactery for the rest of eternity. [i]Puppets of Death[/i] Necromancy [Evil] Level: Clr 6, Death 6, Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: 50 ft. Area: 50 ft. radius emanation, centered on the caster Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell functions like animate dead, except that the skeletons or zombies animated this way only remain animated until the end of the spell’s duration, and that the spell animates all dead bodies in the area of effect. The caster may control up to 2 Hit Dice of undead per caster level with this spell, in addition to the normal limit of animate dead spells. Material Components: Powder from a crushed skull.[/spoiler] [URL="http://www.drivethrurpg.com/product/3126/Complete-Guide-to-Vampires?term=complete+guide+to+vampires&it=1&affiliate_id=17596"]Complete Guide to Vampires[/URL][spoiler] [b]Inferno Vampire:[/b] The first inferno vampire was created unintentionally. A terrible curse was cast upon a vampire, turning all of him – except his blood – into stone before he was hurled into a lava flow. Somehow he survived, becoming the first inferno vampire. That first inferno vampire was able to create more of his kind, and a new and violent type of vampire appeared. Must drink the blood of a dragon, preferably red, while already a vampire or just prior to being turned into a vampire by another inferno vampire who has the create spawn ability. Creatures with the cold subtype cannot become inferno vampires (attempts are fatal). If a humanoid or monstrous humanoid slain by an inferno vampire’s energy drain was a sorcerer, or had ever consumed dragon’s blood, he rises from his ashes as an inferno vampire after 1d4 days. [b]Lymphatic Vampire:[/b] About one in a thousand vampires that drinks blood can become a lymphatic vampire. Of these, most continue to drink blood, but those that switch to lymphatic fluids only transform into lymphatic vampires. The character must be turned into a vampire by another lymphatic vampire who has the create spawn ability, or be one of the few naturally occurring mutations. A lymphatic vampire’s spawn are also lymphatic vampires. [b]Magebane Vampire:[/b] Magebane vampires come into existence when powerful magic users become vampires. The character must be turned into a vampire by another magebane vampire who has the create spawn ability. If a magebane vampire drains a humanoid or monstrous humanoid of all spell slots or psionic power points, the victim’s Intelligence immediately drops to 0. He returns as a magebane vampire with 0 race levels after 1d4 days. (A creature without spellcasting or psionic ability cannot become a magebane vampire.) [b]Moglet Vampire:[/b] Like lymphatic vampires, moglets are created when a standard vampire or moglet uses the create spawn ability on someone who meets the requirements. A moglet vampire who has the create spawn ability must slay the character. Before death the character must have experienced some extreme emotional trauma that has left them emotionally damaged. If a moglet drains a humanoid or monstrous humanoid’s Charisma to 0 or lower, and slays the victim, he returns as a moglet vampire with 0 race levels after 1d4 days. [b]Sukko Vampire:[/b] The character must be turned into a vampire by another sukko vampire who has the create spawn ability. Creatures with the fire subtype cannot become sukko vampires (attempts are fatal). If a sukko vampire drains a humanoid or monstrous humanoid’s Strength to 0 or lower, and then slays them by freezing them in ice, the victim returns as an sukko vampire with 0 race levels after 1d4 days. [b]Vampire:[/b] 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. 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.[/spoiler] [URL=http://www.drivethrurpg.com/product/1431/Complete-Minions?affiliate_id=17596]Complete Minions:[/URL] [spoiler][B]Bone Sovereign:[/B] Bone sovereigns are the accumulated remains of skeletons whose animating enchantments have coalesced over the years to form a single, self-aware undead entity. When skeletal undead are left to stand unguided over centuries in concentrated groups, their animating forces and physical forms occasionally merge together and achieve a type of sentience. Whether this is brought about by the gradual failure of their individual enchantments or caused by the will of malevolent outsiders remains unknown. It is even speculated that a god of death may create these monsters from abandoned undead to increase his domain. [B]Cacogen:[/B] The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian. [b]Heart Stalker:[/b] A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night [B]Hearth Horror:[/B] A hearth horror is the ghost of a dead place, horribly corrupted by evil, and obsessed with restoring itself to its former glory. A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there, and is typically evil. [B]Ka Spirits:[/B] In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates. In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death. [B]Undead Warlord:[/B] This creature is the spirit of a powerful ancient warlord, who long ago lost his life through an act of betrayal. [B]Wraith Skin:[/B] Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering. [B]Skeleton:[/B] As a standard action, a bone sovereign can create any number of skeletal monsters from its body. [B]Zombie:[/B] 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.[/spoiler] [URL=http://www.drivethrurpg.com/product/3238/Creature-Collection-Revised?affiliate_id=17596]Creature Collection Revised[/URL][spoiler] [b]Alley Reaper:[/b] An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Belsameth - considering that person particularly ruthless, cunning, and deceitful - gave him an extended lease not on life, but on the world. [b]Bottle Imp:[/b] Rumor has it that these horrible shadowy creatures are crafted from the ghosts of children by using dark rituals. [b]Carnival Crewes Necromantic Golem:[/b] Not every corpse is reanimated sufficiently intact to serve as an individual warrior, and many who begin undeath in good repair become so severely damaged that they can no longer perform field service. From these remnants are made the Krewe of Bone’s so-called necromantic golems. They are golems only in that they are constructed, usually by sewing or lashing remains together around carefully constructed hardwood and iron frames. The rest of the process is completed by the Krewe’s sons of Mirth, using the powers of the blood and curses that saturate Blood Bayou to give a sort of life to the dead tissue. After the proper rituals are enacted, the pieces of the golem gain a dark communal life and begin acting as parts of a single, terrible undead behemoth, the product of long hours of careful craftsmanship. Built not only for the battlefield, but also as works of art to be used in the carnival, these monstrosities are the pride of the Bones. [b]Chardun-Slain:[/b] The God Chardun, the Great General, awards distinguished soldiers and units the gift to carry on their wars after death. Chardun-slain rise one full solar cycle after their deaths, apparently at the behest of the Great General, and resume whatever assignment cost them their lives. [b]Fleshcrawler:[/b] Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts. [b]Golem Bone:[/b] Bone golems are constructed through the use of magical tomes and access to at least 4 Medium skeletons. Creating the golem requires a successful DC 15 Craft (bone) check. CL 5th; Craft Construct, bone construct (Hollowfaust: City of Necromancers, Chapter Five), gentle repose, polymorph other, caster must be at least 5th level; Price 2,000 gp; Cost 1,000 gp +80 xp [b]Ice Haunt:[/b] Legends say that a man who dies in the snow cursing the goddess of the bitter arctic winds will rise again on the night of the full moon, hungry for warm, raw flesh to fill his shrunken belly. Ice haunts are the frost-rimed remains of travelers who starved to death in the blizzards of the north, undead creatures with pale white skin and withered flesh. [b]Inn Wight:[/b] Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort. [b]Marrow Knight:[/b] These knights are crafted from the bones of humans and horses defeated and collected by the necromancers of Hallowfaust. [b]Memory-Eater:[/b] Creatures slain by a memory-eater rise in 1d6 days as a memory-eater. [b]Mistwalker:[/b] ? [b]Slarecian Ghoul:[/b] There is little dispute that these ghouls were once slarecians. Whether they became ghouls to escape destruction or were subject to it upon death due to a predilection for cannibalism is hardly of concern to the unfortunates who face them. [b]Slarecian Shadowman:[/b] ? [b]Spirit of the Plague:[/b] After death, the spirits of those who had agonized under Chern's plagues the longest, those whose wills were broken and spent at death, returned to the mortal world bound by Chern’s will. A very few souls who die from a communicable illness rise as spirits of the plague a few months later to ignite epidemics. [b]Undead Ooze:[/b] The undead ooze is created when an ooze of any other sort violates the grave of a restless and evil soul. A malevolent spirit, still tied to the rotting flesh consumed by the ooze, occasionally enters it. This is the last meal the ooze takes as a living creature, as it is changed into a thing of undeath and filled with a hatred of the living as well as a low cunning. [b]Unholy Child:[/b] These deceptive creatures are the spirits of infants murdered or left to die by their parents. [b]Well Spirit:[/b] The ghost of a being who drowned in a well. [b]Butcher Spirit:[/b] Butcher spirits are what remains of animals once sacrificed in religious rites to feed the relentless hunger of the titan Gaurak. The animals’ wholesale slaughter was avenged by an angry Denev, who sought to destroy the ravenous lord’s cults by allowing the animal spirits to remain in the world to lash out at their murderers. “Butcher spirit” is an acquired template that can be added to any animal. [b]Unhallowed:[/b] Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need. It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts. Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil. People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them. Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world ofthe living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them. These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms. [b]Unhallowed Faithless Knight:[/b] The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith. “Faithless knight (Unhallowed)” is a template that can be added to any humanoid creature that possesses levels in fighter or paladin and betrayed the tenets of his god in life. [b]Unhallowed False Lover:[/b] The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon him. He inspired heroes and heroines to great deeds, gave birth to new forms of art and literature and transformed the cultures of entire kingdoms with his wit and grace. Ultimately, however, he betrayed those dreams, crushing the spirits of those who loved him, sometimes simply because he could. He left a trail of broken lives in his wake, exulting in raw sensuality and power. As the years passed and his looks began to wane, he lapsed into bitterness, spitefully using his powers to manipulate those around him and leech every last drop of happiness from their lives. “False lover (Unhallowed)” is a template that can be added to any humanoid creature with a Charisma of 15 or greater and betrayed the trust and love of multiple paramours in life. [b]Unhallwed Forsaken Priest:[/b] There is no greater crime in the eyes of the gods than that committed when a holy woman forsakes her vows of obedience and uses her influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest offices of her patron deity and, since that time, has been a force of malevolence and temptation to any soul caught in her clutches. “Forsaken priest (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the cleric class, followed one of the gods of good and used his influence in the clergy to lead worshipers of his god away from the god’s tenets. [b]Unhallowed Treacherous Thief:[/b] The treacherous thief was cursed by the gods for betraying those who trusted him, all for the sake of nothing more than petty greed. He used his skills to steal from those who had almost nothing to call their own, simply for the joy of taking what did not belong to him. He murdered people for nothing more than a handful of coins. And now, in death, there is no treasure in the world great enough to buy his way out of damnation. “Treacherous thief (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the rogue or bard class and performed acts of great treachery.[/spoiler] [URL=http://www.drivethrurpg.com/product/3287/Creature-Collection-III-Savage-Bestiary?affiliate_id=17596]Creature Collection III[/URL][spoiler] [b]Ashcloud:[/b] Although attributed to Chern by the divine races, titanspawn themselves blame these undead on the goddess Belsameth, or sometimes on the Lord of Destruction, Vangal. [b]Carcass:[/b] Gathered and created from the fallen ranks of the Ghoul King's most stalwart enemies, these undead atrocities have been denied any hope of a dignified death, corrupted into some of the most grotesque of the Ghoul King’s slaves. Bloated to an obscene size by the fell magics of the Ghoul King, carcasses are grossly obese. Jagged horizontal incisions through which all their internal organs are removed, split their distended abdomens into gaping maws, leaving the creatures nothing more than gigantic rotting husks. Once the bodies are magically and surgically altered, they are then reanimated and sent out on stumps of morbid fat to tromp back against the ranks of the Ghoul King's foes. [b]Deep Stalker:[/b] Some claim these creatures arise from slaughtered sea life, while others claim they are the twisted souls of evil men who perished at sea. Perhaps they are some combination of the two. [b]Dread Crawler:[/b] Along the coast of Termana, near the fearsome Isle of the Dead, there is a salt bog and bayou. This area was once inhabited by a species of large, roachlike vermin, but the negative energies of the Isle reached out and transformed them into undead servants of the Ghoul King. [b]Forsaken Spirit:[/b] When Chem was felled by the high elves, he cursed not only the living with his foul breath, but those who were dying, dead, or not yet born as well. So great was hts wrath that he shackled the souls of his destroyers to the earth, while infecttng them with diseases potent enough to affect even the undead. [b]Ghoul Hound:[/b] Created through secret necromantic rituals, these relentless predators are animated by their dark masters to hunt down and terrify the living. An afflicted canine who dies of a ghoul hound's ghoul fever rises as a ghoul hound at the next midnight. [b]Ghoul Gormul:[/b] Gormul ghouls draw much of their power from the stone embedded in their bodies. This necromantic development of the Ghoul King is crafted from a semiprecious gemstone found only on the Isle of the Dead and apparently imbued with quantities of negative energy. While only the Ghoul King possesses the secret of creating Gormul ghouls. The process of creating a Gormul ghoul wipes out all memory of its previous life. [b]Ghoul Overghast:[/b] Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War - the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures. [b]Ghoul Poisonbearer:[/b] The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead. [b]Love-Scorned Soul:[/b] These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the unhallowed monster known as the false lover - any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred. [b]Mummy Spiderweb:[/b] Spiderweb mummies are created by necromancers with the aid of a rare species of spider found only in southern Termana. These so-called mummy spiders are harmless in small numbers, but those who wish to create spiderweb mummies breed the arachnids by the tens of thousands. Fresh corpses are given to these spiders, which immediately cover them in webbing and inject their bodies with a poison that preserves the flesh for future consumption. Normally, the spiders would feed upon the corpse for weeks or months, but once it has been treated with enough venom, the corpse is then taken back by the necromancer and subjected to profane rituals that bring it back to a shambling semblance of life. The mummy spiders also lay their eggs on the corpse, and spiderweb mummies are often crawling with hundreds if not thousands of the tiny creatures. On the Isle of the Dead, however, the fell necromantic energies that abound there will sometimes spontaneously create a spiderweb mummy from the corpses of those who die near a mummy spider lair. [b]Mummy Spiderweb Ghoul King's Guard:[/b] The Ghoul King’s necromancers make fearsome versions of these already dangerous hunters. [b]Pain Doll:[/b] Pain dolls are tormented undead creatures created by cruel and sadistic ritual. While pain dolls can be created by evil cults. necromancers and the like, they can also be created spontaneously, as the victims of cruel torture return to madness-tinged unlife. A cleric of at least 16th level can create a pain doll using a create undead spell cast in a special 6-hour ritual, requiring a DC 17 Ritual Casting check for each hour; the body to be animated must be slain during this special torture ritual, which also requires a single DC 15 Profession (torturer) check. In addition, victims of especially wicked torture have been known to rise spontaneously as pain dolls (especially those who worship Chardun or Vangal), seeking vengeance upon those who tormented them. [b]Phoenix Black:[/b] The black phoenix's dying place becomes an unholy spot, prowled by undead. Living things shun the area; plants refuse to grow there; milk curdles and food spoils; and only foul beasts are willing to call the tainted locale home. Inevitably, a bird dies near the spot of the black phoenix's death, and this bird rises as the new black phoenix. It rapidly grows in size, absorbing the nearby death energy, and the cycle of the black phoenix continues. [b]Plague Gator:[/b] As the forsaken elves struggled against Chern, bits of his corrupt flesh flew everywhere, some landing many leagues away in the swamps of northern Termana. There, alligators that consumed his flesh were transformed into the perversions now known as plague gators. [b]Slon Gravekeeper:[/b] The gravekeeper is an undead slon, the first to be buried at a particular graveyard. An elder slon who dies suddenly and cannot make its way to an established graveyard becomes the gravekeeper of a new gravesite. [b]Unbegotten:[/b] Closely related to forsaken spirits, they are the spirits of elven children who died from Chern’s curse while still in their mothers’ wombs. [b]Soulless:[/b] The Sisters of the Sun learned of such horrors when they originally pushed the Ghoul King from the western kingdoms back to the Isle of the Dead. The Army of the Living watched as the very life force was drawn from the first 13 Sisters to step onto those bleak shores. Consumed by undeath, these 13 turned against their former fellows. Since that time, a few other unwary paladins have been captured by the Ghoul Lord’s servitors and brought to the Isle to be twisted by its dark power. “Soulless” is a template that can be added to any living creature with levels in paladin or ex-paladin. [b]Undead:[/b] 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. 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. 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. [b]Ghoul:[/b] 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. [b]Ghast:[/b] 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. [b]Skeleton:[/b] 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. [b]Wight:[/b] 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. [b]Zombie:[/b] 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 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 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.[/spoiler] [URL="http://www.drivethrurpg.com/product/24965/Creatures-of-Freeport?term=creatures+of+freeport&it=1&affiliate_id=17596"]Creatures of Freeport[/URL][spoiler] [b]Deadwood Tree:[/b] Before the fall of the serpent people, the great trees of Valossa’s jungles were inhabited by spirit lizards. When the cataclysm struck, the trees were killed along with most other living things. However, a few spirit lizards were trapped inside their dead and dying trees, and fused with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees. As mentioned previously, the deadwood trees were created during the great cataclysm that destroyed Valossa; many spirit lizards were fused to their home trees by the dark power that washed over the remains of the continent, becoming the first of the terrible deadwood trees. Spirit lizards were the predominant fey species of Valossa, but when the summoning of the Unspeakable One destroyed the continent, many of them suffered a terrible fate. As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the chaotic forces unleashed upon the land. Twisted and evil, these became the first of the deadwood trees. It is claim’d by some Authorities as Facte that the Natures of the Deville Lizarde, the Spiritte Lizarde, and the Deadewoode Tree are intertwined, all three Creatures sharing a Common Originne. The Isles of the Serpente’s Teethe, according to this Theory, were, in far distant Antiquity, the topmoste Peakes of a Greate Continente, that some have named Valossa. This Valossa, it is saide, was riven in Fragmentes and caste into the Sea by the Unspeakable One, which was at that Time a most potente Power of Chaosse; and the Magickal Humours that were bred by this Catastrophe shot through certaine of the Spiritte Lizardes, which had until that Time served the same Office in Valossa as Dryaddes do in other Landes. Some Few escaped the Corruption; but those caught in their Trees by the Unnaturale Blaste were fused with the Woode and became the Evil Deadewoodes, while those that were Outside suffered the Destruction of their Trees and were scour’d by the magickal Windes of the Disaster, shaping them into the Deville Lizardes. This, it is claim’d, is why the Deville Lizardes show such Fury towarde the Deadewoodes, who were once their Kin but now embrace Evil; while equally they are Abash’d to show Themselves before the Spiritte Lizardes, who suffer’d neither their Losse nor their Shame. So the Story goes; whether it be Facte or Fancy remaines to be proven. There are, in Freeporte and elsewhere, certaine Manuscripts that suggest that the Islandes of the Serpente’s Teethe were at one time high Mountains set upon a Vaste Continent knowne as Valossa; which Lande was sunder’d and throwne into the Sea by a Greate Disaster in Ancient Times. The Force behinde this Cataclysm is thought to be a powerful Being of Chaosse knowne as the Unspeakable One. The Chaotick Energies that were released afflict’d the remaining Lande most cruelly, binding some of these Fey Reptiles into their Trees, which became the awful Deadewoodes; while others, caught without their Arboreal Homes, were Blast’d by Chaosse and Warp’d into the Creatures presently knowne as Deville Lizardes. [B]Hazarel Boneroot, Deadwood Tree:[/b] ? [B]Death Crab Swarm:[/b] It is said that death crabs are a solid manifestation of the spirits of long-dead pirates. [b]Thanatos:[/b] Some do contende that the Creature is Undeade in its Nature, having once been a Greate Living Fishe that was alter’d by Magick, or by feasting upon the Corpses of the Deade. [b]Zombie:[/b] Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. [/spoiler] E.N. Critters 1 Ruins of the Pale Jungle:[spoiler] [B]Animus:[/B] An animus is the spiritual remains of a humanoid, intelligent magical beast or dragon that remains behind to guard a site long after the body has crumbled to dust. An animus comes into being when a creature, often a humanoid of average intelligence, dies while attempting to guard or protect a particular site, object, or being. An animus is created when a creature, usually a humanoid, dies while attempting to protect something and continues to try to do so after its death. [B]Baya Tumbili:[/B] It is said that it was once a flesh and blood creature, an awakened ape turned into an undead monster by a powerful evil druid researching necromantic rituals. However, the baya tumbili proved to be too chaotic and too unstable for even the druid to tolerate. Its master destroyed its pet’s body while it was on the Material Plane, and then set in place powerful wards that prevented the creature’s essence from reconstituting itself back on the druid’s home plane. An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner. [B]Baya Tumbili Spawn:[/B] Baya tumbili spawn are apes that have been turned into undead spawn. An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner. [B]Haze Horror:[/B] Heat and humidity often manifest as a visible haze and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. Any humanoid slain by a haze horror becomes a haze horror in 1d4 rounds. Haze horrors are most likely the creation of some necromancer. Although the origin of the haze horror is unknown, it is known that they tend to remain near where they died, and sometimes where their corpse is. [B]Leafling Ancestor Lesser:[/B] Leafling ancestors are the undead life forces of leafling shamans occupying their own shrunken, disembodied heads. Most every leafling shaman is honored by having their head shrunken and worn as a totem in battle, but only a select few have the power in life to live on in undeath as a lesser ancestor. [B]Leafling Ancestor Greater:[/B] On occasion, this lesser form of ancient will attract such a following that it achieves a god-like status among several clans or tribes. Their combined devotions empower the Ancestor to become one of the greater variety. [B]Revered Ancestor:[/B] Revered ancestors are psionically endowed members of ancient cultures, sacrificed by friends and family to protect them in this life through powers of the afterlife. Often they were entombed with the treasure they had in life as well as with psionic enhanced items in the hope that it would increase their chances of awakening after the sacrificial ritual was done to create them. They always have a jade knife as it is a standard requirement of the ritual to create them. The ancient cultures of the Pale Jungle sacrificed and entombed their family members in an attempt to gain protection over their house and sometimes even over their village. The tombs were often cornerstones of buildings, columns, and even carefully dug holes in the ground. The family member would be sacrificed (sometimes to a balam chac), the body wrapped in cloth and mummified with sacred herbs, and then placed in the prepared location. The location was then sealed according to ritual. Those family members with latent psionic ability so entombed became active revered ancestors with those powers fully awakened and directed toward kineticism. [B]Shetani:[/B] Legends speak of a great wizard called Eldaar, known for exploits of great daring and acts of equally great cruelty. It is said that this mage took great delight in his arcane experimentation, and that the Shetani or Children of Eldaar are the result of one such experiment. When a living monkey is brought down by a shetani, its corpse is left alone by the pack for reasons that are unknown. The newly dead monkey will then rise 24 hours later as a new shetani. Any monkey slain by shetani will rise as one in hours unless their corpse is destroyed. Their origin is through arcane experiments in an attempt to create a bestial zombie.[/spoiler] E.N. Critters 2 Beyond the Campfire: [spoiler] [B]Bereft:[/B] A Bereft is the undead remains of a dryad that was forced to watch as its bound tree was cut down or destroyed and was unable to do anything to prevent it. With its tree gone, it slowly perished within the next day full of suffering, unrelenting grief and remorse. Unable to accept that it failed to protect its home, it now wanders the land untied to any particular tree, guilt-ridden and irrational. These creatures are twisted mockeries of their former selves, deformed by hate and self-loathing. The Bereft are created when forced to watch their bound tree destroyed and then left to wither in its absence. [B]Blighter:[/B] Blighters are undead specially created from the corpses of humanoid druids. Centuries ago, a conflict arose between a circle of druids and a powerful city-state that was seeking to expand into areas under the druids’ protection. The druids were powerful, but too few in number to effectively combat the legions of the city-state. One of the circle, a brash druid known for his eccentric ideas, proposed that they use their powers to create warriors of their own, an army of guardians that could be used to defend the wilderness. Intrigued, but cautious, the elder druids began experimenting in the creation of a being that could serve to defend different areas of their territory. In the end, they succeeded and created what they began calling a Nature’s Avatar. Fearful that their creation could be perverted to some dark purpose, the elder druids purposely tied the creature to one specific area, charging it with the defense of that area and no more. The brash druid who had initially proposed the idea was outraged. Since the Nature’s Avatar was bound to one area, it could only serve as a defensive creature. The druid believed strongly that the fight should be taken to the city-state itself, and thus in secret he began experimenting with his own designs in an attempt to create a mobile foot soldier, one that could wreak havoc among the farming communities and travel routes that led to and from the city-state. The druid became obsessed and began tapping into dark powers in order to complete his creation. Instead of constructing a being made from the elements of nature, he turned towards transforming and re-animating the remains of dead comrades. The forces that he was manipulating began to affect his mind, turning him from the path of protector of nature to the creator of something malevolent and undead. (Some sages have theorized that a powerful devil or demon lord was manipulating the druid without his knowledge, but this theory has never been proven.) In the end, he created what would come to be known as the blighters. Blighters were created to cause death and destruction to the citizens of the threatening city-state. Their powers were designed to be able to combat the city-state’s soldiers while also being able to raze farms and harry merchant caravans. They were created with a desire to destroy the humanoids that dwelled in the opposing community. They were originally created long ago by a corrupted druid using necromantic powers. The druid responsible for the creation of these creatures strayed from the true path of druidism. He was first obsessed and then possibly became insane as his project evolved. Dark powers took an active interest in this foolhardy venture and twisted it to serve their own ends. [B]Nightshade Nightflyer:[/B] Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all living things, with the faint scent of carrion on its breath. Nightflyers originate from the plane of shadow and are formed from the darkness therein, resembling any of a number of raptors all combined into one creature. Sages speculate a nightflyer is a dream reflection of all such birds of prey given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning. While it is unknown for sure how they are created, it is believed they are incapable of reproduction or spawning, which implies they may be limited in number, but exactly how large that number is as yet remains unknown. It serves as aerial spy for greater night shades and is incapable of reproduction, including creating spawn. [B]Nightshade Nightguard:[/B] Nightshades are powerful undead creatures with a variety of devastating abilities that hail from the plane of shadow. It is not known if any true ecology exists for them, since being undead creatures is it presumed they are incapable of true reproduction, but it is apparent the nightguard were created to serve as the shock troops for the nightshades. They are the equivalent of elite guardsmen serving powerful nobles, only with no small amount of power themselves. They are believed to be incapable of reproduction or spawning, but it is rumored that more powerful nightshades are able to create nightguards by capturing the souls of particularly powerful evil warriors and empowering them with negative energy from the plane of shadow, binding them to their forces while doing so. It serves as an advance scout for greater nightshades and is incapable of reproduction, including creating spawn. [B]Nightshade Nighthound:[/B] Believed to be fey hounds from the plane of shadow, they only appear during the hour of twilight when the sun has just set and before night fully encompasses the land. They resemble hunting dogs composed entirely shadows, and are thought to be shadow reflections of once-living hounds. Some say they are the magically created crossbreed of nightstalkers and shadow mastiffs, if such could breed. The more common belief is they are the souls of guard and attack dogs summoned by dark forces and empowered with negative energy from the plane of shadow. Regardless of how they were created, it is believed nighthounds are incapable of reproduction or spawning, have no interest in anything other than hunting and killing, and are incapable of remorse, sympathy, or compassion for any living creature. [B]Nightshade Nightstalker:[/B] Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all things living, its foul breath bearing the scent of death and decay. Nightstalkers originate from the plane of shadow and are formed from the darkness therein, resembling large hounds or wolves in form but composed entirely of shadow. Sages speculate that a nightstalker is a dream reflection of all such beasts given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning. Others believe they are the souls of worgs and other evil wolf-like creatures summoned by dark forces and given substance by negative energy from the plane of shadow, ruthless hunters with little regard for the living except as prey which they take great pleasure in hunting and killing. It serves as a hunting hound for greater nightshades and is incapable of reproduction, including creating spawn. [B]Owl Howler:[/B] Owl howlers were first created by a necromancer nearing lichhood that devised a ritual to bring along his familiar with him to the life of the undead. It was so effective that other owls were used to create guardians for his lair. The ritual it takes to create an owl howler is quite painful. It is at the height of pain when the creature is about to pass on, that its essence is captured and stored into a gem. This gem is then placed inside the skull of the recently dead owl. The gem used must be at least 100gp in value and needs to be yellowish in coloring like a topaz or a piece of amber. The gem is not destroyed in the creation process and can be collected from the creature’s skull after it is slain. It is said that its screech is caused by the immense pain that the creature has endured and now releases in a horrifying attack. They are created through a horrific ritual and serve necromancers as familiars.[/spoiler] E.N. Critters 3 Tulenjord Land of the Fallen One:[spoiler] [B]Frostbitten:[/B] The frostbitten are the animated corpses of those who die from exposure. Oftentimes their last prayers of salvation will go out to any deity that will listen. Evil deities are not above twisting these final pleas, and as the elements take the life, they fill the husk with a spirit from whatever plane they call home. The frostbitten on Tulenjord are the direct result of the dead god’s lingering malevolence. Although any evil deity is capable of creating them, for some unknown reason the dead divinity has dozens of them roaming the island. The souls inhabiting the frozen bodies are usually those of former priests. Oaths and promises of servitude along with past displays of faith are sometimes rewarded with this second chance upon the earth. Frostbitten are usually put in charge of a cult, or placed in the service of especially powerful priests. They will do anything to avoid heading back to the torment they have returned from, using every moment of their wretched existence to propagate the will of their deity. Those frostbitten raised by the dead god know only that they must find a way to revive him. Its frozen body is inhabited by the soul of a fervent worshipper of an evil god. [B]Snow Spirit:[/B] A snow spirit is the undead life essence of someone who has died a cold and lonely death from exposure to the arctic elements. The vast majority of snow spirits are chaotic neutral spending their time careening wildly and mindlessly through the arctic wastelands. A few are created from the death of a black-hearted and malevolent creature, who, once expired, leaves behind only its hateful spirit. This form of snow spirit will actively seek living creatures to suck the life and warmth from. Lastly, and most rare, are the wandering life essences of a soul so saintly that its beneficent nature withstands its cold and lonely death. This form of snow spirit will actually seek out dying creatures and protect them from the elements. They are the lost souls of those freezing to death alone and helpless in the frozen wastes.[/spoiler] E.N. Critters 4 Along the Banks of the River Vaal:[spoiler] [B]Bandalvis:[/B] A bandalvis is a form of undead created when a vissalia succumbs to the ancient curse upon it, feeding on the blood of the living but never able to completely sate its hunger. When this bloodlust curse overtakes a vissalia, it seeks out a victim to feed upon. Once it drinks the blood of a victim it slays for the first time, the transformation to a bandalvis completes and dark powers infuse the body. Fortunately, a bandalvis is a unique form of undead unable to create spawn and only coming into being through the curse upon the vissalia. It is created when a vissalia succumbs to a curse laid upon its race by the gods. Those of the vissalia who had not been transformed became cursed by their gods to forever long for the land, but to never have it unless they drank of the lifeblood of the land-dwellers. At first, they believed this to be a fair trade, and hunted the land-dwellers who came to the water’s edge. It wasn’t too long before the vissalia understood the full extent of the curse as they spilled the blood of innocent creatures and in so doing were transformed into terrible monsters ever hungering for warm blood. Thus were the first bandalvis created. Once the vissalia and terravis were of one race that dwelled in the deep waters of the seas and rivers, but a desire to become part of the realms above led the vissalia’s ancestors to involve themselves in forbidden magics, and to forsake the gods they worshipped to gain favor with the gods of the upper realms. The gods of the deep were justly angered by this, and punished the vissalia with the curse of bloodlust. Now they long for the warm blood of the land-dwellers, the smell of it awakening a primal hunger that if not kept in check threatens to consume them by leading them into a frenzy to attack the source of the blood to sate their hunger. This bloodlust can cause a vissalia to forsake its mortality and give itself over to the darker gods, becoming an undead abomination that exists [/spoiler] E.N. Critters 5 Interlopers of the Blasted Realms:[spoiler] [B]Remains of the Fallen:[/B] This swarm is native to the Blasted Realm. It is formed from the aftermath of any great conflict that has left bodies strewn across the battle field. Drawn to the psychic and emotional turmoil of such a conflict, the soulfire that permeates this realm coalesces within the remains of the various combatants, re-animates the individual body parts and then gathers them into a collective mass. This mass then develops a hive-like mind and begins to act independently. The swarm is an expression of the fury of the battle and therefore seeks out further conflict. It will attack any living being in an attempt to destroy it. One swarm may form for every 30 bodies left on the field. Swarms tends to form within 24 hours of the conflict’s cessation. This swarm is essentially soulfire taking shape as the rage of the great many that have fallen in the countless battles across the Blasted Realm.[/spoiler] E.N. Critters 6 Berk’s Wasetland:[spoiler] [B]Boneswirl:[/B] A boneswirl is an undead creature animated through strong elemental magic. Boneswirls were originally created by evil djinn that had taken up residence on the material plane, away from their inherently good brethren. Djinn necromancers used the bodies of humanoids to make more powerful and mobile undead guardians. The ritual of creating a boneswirl is long and complicated, as with creating many greater undead, but the process is a bit different. The primary difference is that minor air elementals are bound to the bones that comprise a boneswirl. They keep the whirlwind in motion. The elementals are twisted and perverted in the binding, but they are also part of the boneswirl’s new identity. Their insanity is a large part of what drives a boneswirl to kill everything it can. A boneswirl is typically created from the bones of a single humanoid creature, though it is possible to create one from any creature with a skeleton. The visage of a standard boneswirl is disturbing enough, but one created with the skull of a dragon or a mindflayer can send opponents fleeing into the desert without even attacking. No matter what creature it was originally made from, it retains no memory of its past life. It knows only an intense feeling of loss and pain. This is its primary drive for hunting down and killing living creatures. A boneswirl can be created through use of the [I]create undead[/I] spell by a 15th-17th level caster (though characters should be made to research the ritual first). It is native to warm deserts where it was first created by evil djinn. It can be created through the use of a create undead spell by a caster of 15th level or higher. [B]Dessicated:[/B] A desiccated is an intelligent undead creature that has had all the moisture drained from its body. A humanoid slain by a desiccated’s absorb moisture ability rises as a desiccated 1d4 days later. When a desiccated kills a humanoid creature with its absorb moisture ability, that creature undergoes a slow transformation during which every last drop of moisture is lost from its body. Water, blood, and other bodily fluids completely evaporate, organs turn to dust, and the skin becomes a dried out husk. Once complete, negative energy animates and gives sentience to the corpse. Even though the new creature retains some small semblance of its former self, bits and pieces of memories and thoughts, it is now overcome with an incredible and unquenchable thirst. The energy that created the desiccated continues to work and the creature continually feels the moisture being sucked from it. Those slain by having all of their moisture sucked out will rise as desiccated themselves within four days time.[/spoiler] Elemental Lore [spoiler] [b]Drought:[/b] Droughts look like massive, desiccated draft horses. They range from six to eight feet tall at the shoulder. The process of transformation into a drought darkens their hides to sooty black, no matter what color they were in life. Their manes also turn dark, usually either burnt brown or black. Everything soft weathers away from these creatures when they rise from the grave, leaving behind only hard bone, leathery skin, and flickering flames. Not even the greatest necromancers know for sure how they come into being. Many speculate that they appear when thousands of animals die of thirst due to unnaturally long droughts. Others feel that they may be punishments sent into the world by particularly demented gods. [b]Rime Wraith:[/b] Rime wraiths are the spirits of hunters, fishermen, and others who drowned in the dead of winter after slipping under the ice. [b]Shadow:[/b] A humanoid reduced to zero Strength by a rime wraith becomes undead. Within 1d4 rounds, it rises as a shadow with the cold descriptor. [/spoiler] [URL="http://www.drivethrurpg.com/product/12464/Epic-Monsters?src=also_purchased&it=1&affiliate_id=17596"]Epic Monsters[/URL] [spoiler] [b]Atropol Abomination:[/b] Not every divine pregnancy ends in a successful birth. As with the non-divine races some children fail to reach term, when this occurs in the divine realm the child is sometimes animated by the Negative Energy Plane and is reborn as an atropal. [b]Demilich:[/b] A demilich is the next evolutionary step in the life of an evil wizard. Through the creation of soul gems a lich may shed they body and travel the multiverse as an astral entity. ‘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; see Creating Soul Gems, below. 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] Hunefers once strode across the planes as demigods. Slain by adventurers their godly power was stripped from them, but their followers did not abandon them. The body of the hunefer was recovered inscribed with symbols important to them and carefully wrapped for their eventual return to life and ascension to godhood. Now awakened, the hunefer are on a undying quest to recover their lost divinity. [b]Lavawight:[/b] The lavawight is the end result of foolish adventurers who attack a shape of fire. Those that succumb to a shape of fire's blazefire embrace are converted to lavawights. Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. [b]Nightswimmer Nightshade:[/b] ? [b]Shadow of the Void:[/b] A shadow of the void is cold vengeance personified. [b]Shape of Fire:[/b] A shape of fire is white-hot rage personified. [b]Winterwight:[/b] The winterwight is the end result of adventurers foolish enough to attack shadow of the void. Those that succumb to a shadow of the void's blightfire embrace are converted to winterwights. Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. [b]Sebastian the Shadow Souled:[/b] Although no one else remembers his history, Sebastian still feels the driving fear of death that led him to sacrifice his kingdom, his people and his own newborn son to the powers of darkness in return for eternal life. [b]Bodiless Ao:[/b] ? [b]Undead:[/b] Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. [b]Mummy:[/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. [/spoiler] Freeport Trilogy:[spoiler] [B]Shadow Constrictor Snakes:[/B] Shadow snakes are undead created by evil mages or, as in this case, the anger of a deity. [B]Shadow Serpents:[/B] The serpent god Yig turned his priests into shadow serpents as a punishment.[/spoiler] Frost and Fur:[spoiler] [B]Corpse Shroud:[/B] In Slavic lands, corpses are wrapped in shrouds and then buried. The spirits that have unfinished business arise at night in graveyards and terrorize the living. [B]Draugr:[/B] It is animated out of sheer jealousy. The draugr misses its old life and envies the living. [B]Haugbui:[/B] The ketta (she-cat) is considered the “mother” of haugbui in the sense that the creature can create such spawn by inhabiting mounds. Haugbui are stirred to undead life by a ketta’s presence. [B]Mummy Aleutian:[/B] The Aleuts have considerable knowledge of human anatomy because they mummify the corpses of important people. They achieve mummification by removing the viscera, washing the body in a cold stream, and stuffing it with oiled sphagnum moss for preservation. The bodies of children are also treated in this way. Mummies are wrapped in sealskins, tightly tied, and laid to rest in caves or even in a special compartment of the family dwelling. [B]Rusalka:[/B] These beautiful longhaired maidens were once girls who drowned, were strangled, committed suicide, or didn’t receive a proper burial. [B]Ruskaly:[/B] Ruskaly are believed to be the unborn souls of children who were not baptized or claimed by a particular religion. Their souls lost and without guidance, they roam the cold forests of Torassia. [B]Snow Angel:[/B] Snow angels are formed from the thrashings of good-aligned creatures that succumb to the cold. The snow around them becomes a mist that is shaped like an angel. Snow angels haunt places of avalanches, icefalls, and glaciers—where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few create snow angels. [B]Yek:[/B] When a person dies by drowning, he turns into an otter that becomes a werewolf-like creature bent on drowning other humans. Any humanoid slain by a yek becomes a yek in 1d4 rounds.[/spoiler] Hallows Eve:[spoiler] [B]Manumit:[/B] these spirits are the remains of petty, worthless men. The tattered souls go abandoned and unwanted, languishing in their graves as they lament their wasted lives. On the night of Hallows Eve however, the barrier between the physical world and the spirit world is at its weakest; and the spirits of the dead are freed to roam the earth.[/spoiler] Hallows Eve Demo:[spoiler] [B]Haunted Casket:[/B] Animated randomly by rich sources of negative energy and errant corruptions.[/spoiler] Hungry Little Monsters: [spoiler][B]Ashen Hound:[/B] Created by the burnt sacrifice of a dog and a unique necromancy spell, an ashen hound rises from the pyre to serve as a loyal watchdog to its creator. Bound: A bound is a spirit that has been trapped in its material remains. [B]Canker Zombie:[/B] Canker zombies are undead creatures formed when a humanoid dies from a particularly potent disease (whether natural or magical). Any humanoid killed by a canker zombie and not stripped of its flesh rises as a free-willed canker zombie 1d3 days later. [B]Kyokan:[/B] Several years ago, a magical experiment went wrong. Not so wrong that there were deaths involved, but wrong enough that it wasn’t what the experimenters expected. Left with toxic, magical waste, the experimenters did what any organization would do in their situation — they took a boat out to sea very late in the night and slowly dropped the barrels of waste over the side of the ship. No harm done to them, of course. Ever so slowly, the barrels of waste drifted to the sea floor, and after impact rolled down a slope to a deeper part of the ocean. Eventually the barrels came to a stop on a flat bed, not entirely flat but with enough knife-sharp growths of coral to break the barrels open and spill the toxic waste onto the sea floor. Luckily for the experimenters, the toxic sludge was heavier than the sea water and stayed at the bottom of the ocean. This sludge spilled in a final resting place for squid, a location where the local squid came to die. Somehow, this toxic magical waste interacted with the dying squid to return them to life, at three times their original size. Unknowingly, those stalwart experimenters created a new scourge of the seas, the kyokan. [B]Soulgaunt:[/B] The soulgaunt is a hateful undead spirit that forms on the sites of terrible accidents that have claimed the lives of no fewer than a dozen people. The accident can be something as simple as an explosion at a sawmill or as expansive as an earthquake that devastated a city; the larger the accident or disaster, the more soulgaunts result. Many evil death cults revere soulgaunts as unholy aspects of their deities, and a few powerful necromancers have learned how to create soulgaunts with the use of [I]create greater undead[/I]. In order to do so, the spellcaster must be at least 19th level, and the spell must be cast on the site of an accident no more than one hour old. [B]Sugareater Zombie:[/B] Creatures trapped by a sugareater suffer 1d4 points of Constitution drain per round until they reach 0 Constitution, at which time they are immediately transformed into sugareater zombies. “Sugareater zombie” is an acquired template that can be added to any living creature. [B]Sample Sugareater Zombie:[/B] This gnoll and its five packmates were ambushed by a sugareater, who hunted them one by one until they all succumbed to its feasting. Now the six roam the forests as sugareater zombies, bringing new victims to their master. [B]Vain Dead:[/B] Vain dead are undead tempters, spawned from the most arrogant, narcissistic, and sybaritic creatures ever to have lived. Most of these creatures arise from the ranks of corrupted clerics of gods of beauty, who have perverted the teachings of their god and now exist as accursed personifications of their blasphemy. [/spoiler] Into the Black [spoiler] [b]Hellscorn:[/b] Driven by banal motivations such as greed and lust, some discontent lovers break their partner’s trust, fulfilling their primordial desires with someone else. Viewing the spurned lover as an inconvenient obstacle on the road to true happiness, the two new companions gleefully plot and carry out his earthly demise in the ultimate act of betrayal. Yet, while most individuals cross the fine boundary between love and hate during life, some spirits only complete the transition after death. Rising from the grave in search of revenge. Hellscorns rise from the grave solely to wreak vengeance against their killers. [b]Waking Dead:[/b] Bereft of any formal medical training or knowledge, physicians and healers sometimes incorrectly pronounce their patients dead. Unfortunately, the individual actually lapsed into a deep coma, a catatonic state that simulates death, thus fooling the average layperson and the professional alike. Before long, the slumbering person awakens to a horrific nightmare, finding himself trapped within a coffin. Despite his feverish efforts to escape his eternal tomb, he eventually succumbs to thirst and suffocation. The sheer terror and frantic desperation experienced during his final moments serve as the catalyst transforming his corpse into the terrifying waking dead. [b]Gremmin:[/b] The discovery of gold and other precious minerals invariably draws the rapacious interest of desperate prospectors craving instant wealth and fortune. Enraptured by the mesmerizing allure of fabulous riches, starry eyed speculators hastily delve deep into the earth, fully intent on staking their claim to the dense veins of precious minerals before anyone else. In their mad rush to unearth the buried treasure, they pay no regard to practical concerns such as food, water, and leaving a discernible trail back to the surface. After the initial ecstasy subsides, the hungry, thirsty, and hopefully lost miner finally realizes the gravity of his predicament. Although ultimately doomed to a lonely and prolonged death, he refuses to part from his spectacular find, a sentiment that sparks his transformation into a gremmin after his earthly demise. [b]Walking Disease:[/b] No natural or artificial environment serves as a better incubator for disease than sewers. Teeming with copious volumes of rotting organic material, stable temperatures and abundant moisture, countless virulent bacteria, viruses and fungi abound within the filthy, nutrient rich habitat. Nearly all of these infectious agents remain simple, non sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge. The consensus lays the blame for these abominations on the wicked priests and worshippers of several nefarious deities performing their devilish rituals and savage rites in the anonymity and security of the sewers. [b]Undead:[/b] 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.[/spoiler] Into the Blue[spoiler] [b]Lost Sailor:[/b] Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. Longing for the comfort of the water’s embrace, these seafarers could not rest in death, crawling forth from their graves to trek overland to reach the sea. They usually only rise when they are buried within a handful of miles of the ocean, yet still feel robbed of it in death. The irony of being such a short distance from their goal only makes the spirits of the mariners more restless. [b]Sea Scorned:[/b] A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. They are normally only encountered near seaside or aquatic settlements. These are the unfortunate, lonely souls that take their own lives over the loss of a loved one, becoming doomed to stand vigil forever, waiting for their dead love to return. [b]Unwanted:[/b] Among some sailors, it is bad luck to save a man who falls overboard: it is believed that what the sea wants, the sea takes, and no one wishes to evoke the sea’s wrath by standing in its way. Unfortunately, men sometimes fall over the side of their own accord—or are given some help by an angry comrade—but still are not rescued for fear of angering the sea. The sea does not want these men, but they are forced upon it. Either through the sea’s anger or their own rage at not being rescued, these lost men sometimes return as undead. Called the unwanted, they were rejected by both seas and men, and have returned to take their vengeance on both. Unwanted is an acquired template that can be added to any humanoid creature lost at sea. [b]Floating Dead:[/b] Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come. [/spoiler] Kaiser’s Garden:[spoiler] [B]Vine of Decay:[/B] ?[/spoiler] Kobold Quarterly[spoiler] [URL=http://www.drivethrurpg.com/product/50546/Kobold-Quarterly-2?affiliate_id=17596]Kobold Quarterly 2[/URL][spoiler] [b]Darrakh, Adult Darakhul Cave Dragon:[/b] The ravenous hunger and ambition that define the Empire of the Ghouls come from a hunting expedition 200 years ago. A priest of the Death God led a pack of ghouls and ghasts into the underdark in a hunt for new sources of meat. The hunters met and devoured a few of the weaker residents of the deep lands, but then met a horror they were woefully ill-prepared to fight, a cave dragon in its prime. Its darkness filled the tunnels, and its jaws devoured ghouls by the dozens. Strengthened the Death God’s blessing, one ghast struck a crucial blow with its paralyzing claw, and the dragon was rendered immobile for a dozen heartbeats. The frenzy that followed infected the dragon with ghoul fever. The rest of the ghouls and ghasts died before the dragon could be slain, but the priest of the Death God survived and became the ghoul-dragon’s minion and chief servant. The dragon grew powerful in undeath. Though its growth stopped, its power was greater than any others of its kind. So was born Darrakh, Father of Ghouls, the Great and Unending Devourer. Of all dragons below the earth, he is the greatest. He recieves ghoul petitioners in a deep cavern perpetually wrapped in darkness, and when he is displeased, he dines on the flesh of the ghouls, his followers and children. The cult of the Hunger God reveres him as an avatar of their deity, an earthly manifestion of the endless gnawing need that drives ghouls to consume corpses. Darrakh is fast, tough, and powerful — and as an undead dragon, extremely lethal. As he created ghoul followers, Darrakh and the priest learned that the form of ghoul fever the dragon carried was magically strengthened. Darrakh has always claimed he bathed in the River Styx and struck a bargain with Charon the boatman. The terms seemed to be that to return to the mortal world, he would raise up a race of followers of the Death God. That story is among the secret lore of the Imperial priesthoods. It’s truth depends on what one thinks of the veracity of the undead and the trustworthiness of dragons. Most are sure it’s sheer puffery. [b]Darakhul Ghoul:[/b] Darakhul Fever (Su): Magical disease—bite, Fortitude DC 30, incubation period 1 hour, damage 1d6 Con and 1d3 Dex. Requires a DC 16 level check to cure magically. A creature which dies while infected with darakhul fever may become a more powerful form of ghoul (see Empire of the Ghouls for details).[/spoiler] [URL=http://www.drivethrurpg.com/product/54285/Kobold-Quarterly-3?affiliate_id=17596]Kobold Quarterly 3[/URL][spoiler] [b]Lich:[/b] the sorcerer or wizard with an unnatural lifespan has been the subject of tales and fables throughout the ages; a thousand, thousand stories hint at their dark beginnings. One of the best known tales tells the story of the Cabal of Unsleep – a cabal of wizards who worked towards the single goal of immortality. The Cabal ruled kingdoms eons ago, and all its members were tyrants of renowned cruelty. While they waged war with each other on the surface – they secretly held true as a brotherhood, using their squabbles to gain influence in other lands until, at last, no part of the world was untouched by their icy fingers. This cabal, it is rumored, were among the first to discover the Dreadful Pact and thus were the first liches. Liches are created, not born, and their only method of reproduction is the creation of a new lich. The lich monster description casually mentions that the process of becoming a lich is unspeakably evil, and that it can only be undertaken by a willing character. In his great work Arcanum, Manse Hoff describes three methods through which a lich can be created, although he hints that some three dozen methods were once catalogued in the great Monstorum Sorcerus. The three known to most are the Dreadful Pact, the Hideous Sacrifice, and the Ripping. The Dreadful Pact – in this method, the would-be-lich’s soul is ripped from the body and placed into the phylactery by the self-destruction of the spell caster. The caster creates the phylactery and takes his own life, hoping that the magic that he has used to make the phylactery is strong enough to draw the soul into it. This method is quick but has the drawback that unless the phylactery has been prepared perfectly, the soul of the caster is simply drawn away. Some surmise that souls drawn in this way do not simply pass onwards, but move to some unspeakable nether place where they spend eternity wandering in madness. The Hideous Sacrifice – this method draws the soul into the phylactery through a variant of the magic jar spell. However, the lich-initiate must cast the spell at the precise moment of his death, and this requires extraordinary timing on behalf of the spellcaster. As a consequence, this method is the one most fraught with the chance for mishap - the soul can be drawn before death, trapping the caster in his own spell; the caster can fail to complete the spell and die prematurely, or (in the worst case) the caster’s soul is drawn into entirely the wrong place. In this last case, the lich might end up trapped within a nearby creature or object, such as an accomplice, building, or item. The Ripping – the most dreadful method requires a trustworthy and willing volunteer. The ripping is spiritual warfare; the soul is driven from the body into the phylactery through force of pain inflicted on the spellcaster. This method is the most sure of success, but it is also the longest and most painful, and requires extraordinary determination on the part of the spellcaster. Once the transformation from lich-initiate has been withstood, three further stages remain in the life cycle of a lich: the Journey, the Fading, and the Corruption. The Journey Only some lich-initiates complete the Beginning and become liches. Those that are lost are variously referred to in arcane works as NetherLiches, the Lost or simply Fallen. Those who do survive acquire the lich template and can look forward to eternal life – and eternal waking. [b]Thing at the Soul of the Mire, Human Lich Druid 15:[/b] ? [b]Stone Door:[/b] Combining necromantic artifice and the art of trapmaking, this door is a favorite among priests of undeath, liches, necromancers, and the depraved wretches who favor such evil devices to deal with trespassers. Creating a bone door is quite tedious, and requires placing an animated skeleton in a specially prepared door mold, then pouring in a high quality mortar. This slurry eventually hardens to the consistency of stone. Later, the stonework is decorated, fitted with a locking mechanism and hinges, and then mounted. The skeleton’s arms and head are free of the stone confining the rest of its folded extremities, and they jut out like a necromantic fossil. Each bone door’s skeleton has different instructions, though most attack trespassers. Thus, a bone door has two parts: a masterfully constructed stonework door and a large embedded skeleton. In combat, the stonework provides the skeleton with improved cover, though it negates any Dexterity bonus to AC and imposes a –8 penalty on its Reflex saves. The sample bone door uses a stone giant skeleton to grapple would-be trespassers and crush them to pieces. The EL takes into account its high AC and grapple bonuses. The cost to construct a bone door varies but is never less than 1,825 gp. [b]Stone Giant Skeleton:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/58572/Kobold-Quarterly-7?affiliate_id=17596]Kobold Quarterly 7[/URL][spoiler] [b]Vampire:[/b] Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. [b]Ghost:[/b] Not all types of undead can be created by the work of mortals. For instance, only a vampire can bring about another vampire, and only a life left unfinished can rise as a ghost. [b]Undead:[/b] Create Undead feat. [b]Zombie:[/b] A zombie requires an intact, or nearly intact, fleshy corpse. A dismembered corpse can be stitched back together with a DC 15 Heal check, but all body parts must come from the same corpse. Caster level equal to half the HD of the zombie, Create Undead, gentle repose; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD [i]Animate Undead I[/i] spell. [i]Animate Undead II[/i] spell. [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Skeleton:[/b] The creation of a skeleton requires an intact skeleton. If flesh remains on the bones, it may be left to rot away naturally or be stripped from the bones with a DC 5 Heal or Profession (butcher) check. Caster level equal to half the HD of the skeleton, Create Undead, cause fear; Market Price 50 gp/HD; Cost to Create 25 gp and 2 XP/HD [i]Animate Undead I[/i] spell. [i]Animate Undead II[/i] spell. [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Ghoul:[/b] The creation of a ghoul requires an intact or nearly intact humanoid corpse. It becomes imbued with the unnatural hunger that characterizes these undead horrors. CL 3rd, Create Undead, ghoul touch, animate dead I; Market Price 250 gp; Cost to Create 125 gp + 10 XP [i]Animate Undead I[/i] spell. [i]Animate Undead II[/i] spell. [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Ghast:[/b] The creation of a ghast is exactly like creating a ghoul, but it requires a stronger bond to the negative energy plane. CL 5th, Create Undead, ghoul touch, animate dead I; Market Price 500 gp; Cost to Create 250 gp + 20 XP [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Shadow:[/b] The creation of a shadow requires a soul. The soul is merged with its shadow-plane duplicate, creating an unliving shade. CL 5th, Create Undead, deeper darkness, desecrate; Market Price 400 gp; Cost to Create 200 gp + 16 XP [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Mummy:[/b] The creation of a mummy requires an intact humanoid corpse. The body must be embalmed or preserved, requiring a DC 15 Heal check. The traditional method is via organ removal, drying, and wrapping, but other preservation methods are possible. CL 7th, Create Undead, death ward, cause fear, bestow curse; Market Price 1,000 gp; Cost to Create 500gp + 40 XP [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Wraith:[/b] The creation of a wraith requires a soul. Twisting the soul into a wraith requires an elaborate ritual that suffuses the soul with the essence of darkness and evil. CL 7th, Create Undead, darkness, enervation, gaseous form; Market Price 1,000 gp; Cost to Create 500gp + 40 XP [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Spectre:[/b] Creating a spectre requires a soul. The soul is forced to relive the moment of its death over and over while being exposed to vast amounts of negative energy. Eventually, its pain and misery force it to arise as a spectre. CL 9th, Create Undead, magic jar, feeblemind, bestow curse; Market Price 1,400 gp; Cost to Create 700 gp + 56 XP [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Mohrg:[/b] The creation of a mohrg requires a humanoid corpse. While the corpse is only partially animated, it is imbued with an utter hatred of the living through unspeakable ritualized torture that converts its entrails into a hideously oversized tongue. CL 10th, Create Undead, raise dead, speak with dead, symbol of pain; Market Price 1,500 gp; Cost to Create 750 gp + 60 XP [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Devourer:[/b] Creating a devourer requires the body of a medium humanoid. Animating this body as a devourer requires an elaborate ritual, binding the new undead to either the Astral Plane or the Ethereal Plane. During this ritual, the body grows tall and gaunt, leaving the Devourer’s distinctive chest cavity. At the completion of the ritual, the devourer may be provided with an essence from a soul trapped using other means (such as magic jar or trap the soul), or via the sacrifice of a living creature. The devourer can be created without a trapped essence but will be unable to use its spell-like abilities until it can trap an essence for itself. CL 13th; Craft Undead, magic jar, planar binding (any), enlarge person, enervation, spectral hand; Market Price 2,000 gp; Cost to Create 1,000 gp + 80 XP [i]Animate Undead IX[/i] spell. Create Undead feat. [b]Wight:[/b] [i]Animate Undead III[/i] spell. [i]Animate Undead IV[/i] spell. [i]Animate Undead V[/i] spell. [i]Animate Undead VI[/i] spell. [i]Animate Undead VII[/i] spell. [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. [b]Greater Shadow:[/b] [i]Animate Undead VIII[/i] spell. [i]Animate Undead IX[/i] spell. [b]Dread Wraith:[/b] [i]Animate Undead IX[/i] spell. Create Undead [Item Creation] Prerequisite: Spell Focus (Necromancy) or the ability to rebuke undead, caster level 1st Benefit: You can create any undead provided the prerequisites are met. Creating an undead requires one day for every 1,000 gp of its market price, 1/25 of its cost to create in XP, and raw materials costing half that price (see individual monster entries for details). Completing the undead’s creation drains the appropriate XP from the creator and requires the casting of any spells on the final day. The creator must cast the spells personally but may do so using a scroll or similar device. As most undead are Evil, creating an undead creature is almost always an Evil act. A newly created undead has average hit points for its Hit Dice. Mindless undead created using this feat are automatically under the creator’s control. Free-willed undead are not controlled, though the creator can attempt to gain control using some other method at the moment of creation. A character can control up to 4 HD of created, mindless undead per level. If you exceed this number, all the newly created creatures fall under your control, and any previously created undead over this limit are released from your control. (The caster chooses which creatures are released.) Any undead commanded by virtue of a command or rebuke undead ability do not count toward this limit. Animate Dead I Necromancy (Animation) Level: Clr 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more animated undead Duration: 1 round/level (D) Targets: Corpses, no two of which can be more than 30 feet apart [See below] Saving Throw: Will negates (object) Spell Resistance: No This spell temporarily infuses the remains of a once-living creature with negative energy, animating it in a mockery of its former life. The resulting undead creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions within the limits of the creature to obey or understand. The spell animates one of the creatures from the 1st-level list on the accompanying table. You choose which kind of undead to animate, and you can change that choice each time you cast the spell. To animate a particular type of undead, the correct remains must be available for each creature created. Remains must be mostly intact. A soul is present in any corporeal remains for which the creature has not been resurrected or previously animated as an undead. A soul can also be obtained from trap the soul, magic jar, or similar magic. Unlike most spells, line of effect is not required to animate the remains, as long as their location is known. This allows a body to be animated in its grave. An animated undead cannot summon or otherwise conjure another creature, create spawn, or use any teleportation or planar travel abilities. When you use an animation spell to create an Air, Chaotic, Earth, Evil, Fire, Good, Lawful, or Water subtype creature, it is a spell of that type. Within the area of a desecrate spell, the duration of animate dead I is doubled. Arcane Material Component: A fistful of graveyard soil or a fragment of a tombstone. Animate Dead II Necromancy (Animation) Level: Clr 2, Sor/Wiz 3 This spell functions like animate dead I, except that you can animate one creature from the 2nd-level list or 1d3 of the same option from the 1st-level list. Animate Dead III Necromancy (Animation) Level: Clr 3, Sor/Wiz 4 This spell functions like animate dead I except that you can animate one creature from the 3rd-level list or 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 of the same option from the 1st level list. Animate Dead IV Necromancy (Animation) Level: Clr 4, Sor/Wiz 5 This spell functions like animate dead I, except that you can animate one creature from the 4th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option a lower level list. Animate Dead V Necromancy (Animation) Level: Clr 5, Sor/Wiz 6 This spell functions like animate dead I except that you can animate one creature from the 5th-level list or 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 of the same option from a lower level list. Animate Dead VI Necromancy (Animation) Level: Clr 6, Sor/Wiz 7 This spell functions like animate dead I except that you can animate one creature from the 6th-level list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 of the same option from a lower level list. Animate Dead VII Necromancy (Animation) Level: Clr 7, Sor/Wiz 8 This spell functions like animate dead I except that you can animate one creature from the 7th-level list or 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 of the same option from a lower level list. Animate Dead VIII Necromancy (Animation) Level: Clr 8, Sor/Wiz 9 This spell functions like animate dead I except that you can animate one creature from the 8th-level list or 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 of the same option from a lower level list. Animate Dead XI Necromancy (Animation) Level: Clr 9 This spell functions like animate dead I except that you can animate one creature from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 of the same option from a lower level list. Table 1: Undead Animation Spell Level Undead Remains Required Alignment Animate Undead I ghoul humanoid corpse CE 1d4 skeletons (1 HD) appropriate corpse or skeleton NE skeleton (2-3 HD) appropriate corpse or skeleton NE 1d3 zombies (2 HD) appropriate corpse NE zombie (4 HD) appropriate corpse NE Animate Undead II skeleton (4-5 HD) appropriate corpse or skeleton NE zombie (6 HD) appropriate corpse NE Animate Undead III ghast humanoid corpse CE shadow humanoid soul CE skeleton (6-7 HD) appropriate corpse or skeleton NE wight humanoid corpse LE zombie (8-10 HD) appropriate corpse NE Animate Undead IV skeleton (8-9 HD) appropriate corpse or skeleton NE zombie (12-14 HD) appropriate corpse NE Animate Undead V skeleton (10-11 HD) appropriate corpse or skeleton NE wraith humanoid soul LE zombie (15-16 HD) appropriate corpse NE Animate Undead VI skeleton (12-14 HD) appropriate corpse or skeleton NE zombie (18-10 HD) appropriate corpse NE Animate Undead VII skeleton (15-17 HD) appropriate corpse or skeleton NE spectre humanoid soul LE Animate Undead VIII mohrg humanoid corpse CE greater shadow humanoid soul CE skeleton (18-20 HD) appropriate corpse or skeleton NE Animate Undead IX devourer humanoid corpse NE dread wraith humanoid or giant soul LE[/spoiler] [URL=http://www.drivethrurpg.com/product/61213/Kobold-Quarterly-Magazine-9?affiliate_id=17596]Kobold Quarterly 9[/URL][spoiler] [b]Skin Bat:[/b] Camazotz has created flesh vats within these inverted spires that transform the flayed remnants of sacrifices into undead abominations built of skin. Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile rituals involving immersion in the Abyssal flesh vats. They were born in the fleshwarp cauldrons of Camazotz, the dark bat-god.[/spoiler] [URL=http://www.drivethrurpg.com/product/65189/Kobold-Quarterly-11?affiliate_id=17596]Kobold Quarterly 11[/URL][spoiler] [b]Vampire:[/b] When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. When someone dies from a vampire bite, friends and family have little time to save their loved one’s soul. If they destroy the sire before the deceased rises as a vampire in 1-4 days, vampirism never settles on the corpse and the deceased’s soul remains free. [b]Vampire Spawn:[/b] When a humanoid or monstrous humanoid dies from a vampire’s bite, the curse of vampirism quickly corrupts the corpse. The silver cord that ties the victim’s soul to its body does not snap as it should, and the soul remains tethered to the dead vessel, slowly filling with blood lust. The soul struggles against the cord and reaches for the afterlife, but its silent screams are in vain. The gates of heaven and hell diminish as blood lust slowly reels the cord-strangled soul back into its corpse. One to four days after the victim’s death, a new vampire or vampire spawn rises as a mist around its grave. A victim with less than 5 HD rises as a vampire spawn. A victim of 5 HD or more rises as a vampire. [/spoiler] [/spoiler] [/spoiler] [/QUOTE]
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