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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7538884" data-attributes="member: 2209"><p><strong>3.5 3rd Party L-Z</strong></p><p></p><p>3.5 3rd Party L-Z[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/2922/The-Lords-of-the-Night-Liches?affiliate_id=17596" target="_blank">Lords of the Night: Liches</a>[spoiler]</p><p><strong>Void Lich:</strong> But the Guardian’s worst betrayal was yet to come. To prove his loyalty, the newly named Sentinel of the Void gave his dark master a terrible gift. He devised magical incantations that allowed mortals the ability to trade their life energy in exchange for the powers of Creation. Known as Black Rituals, these incantations were terrible and sinister indeed, for in addition to the power to shape reality, those performing the Rituals were flooded with Void, the wicked darkness that ensnared their minds and corrupted their thoughts. They became slaves to the Void, minions of a truly terrible evil.</p><p>Thriving on shadow, all who cast the rituals became known as Void Liches and they were a force of terrible darkness, twisted by the power of the Arcane and wrapped with the rage and madness of the Void.</p><p>Void Liches follow a similar progression to that of Arcane Liches yet unlike those of the Arcane, they have but one Ritual to bind them inexorably to the Void.</p><p>An Arcane Lich that has been corrupted by the Void.</p><p>Void Rituals on the other hand, can be found almost everywhere. Most great libraries will contain them, sometimes masked as the ramblings of madmen or disguised as nonmagical formulae and obscure mystical information. However innocuous they may at first seem, these Rituals are utterly corrupted and will drag the caster down the Path of the Void into utter despair. Only the most foolish, naive or desperate should attempt them. Or those wishing to align themselves with the Great Corrupter...</p><p>Unlike Arcane Liches, there is but one Void Ritual; a single mystical oath that binds a person, body, mind and soul to the power of the Void. Once the words are uttered, the Void is conjured, weaving itself into the caster’s thoughts. From then on they are bound by shadow, shackled to the Void with unbreakable chains of hunger. As a mortal moves down the Black Path, they are further twisted, their minds and bodies shifting into new forms until they finally collapse into death and arise, a dark and terrible Void Lich.</p><p><strong>Void Wraith:</strong> Many of us reached out to the Void in an attempt to turn back the tide of shadow, yet those that did found only madness. The Void took those that had not the strength to resist and twisted them into harrowed creations. These Wraiths fled the Spectral to wander the mortal realms, champions of evil and enemies of the Arcane, bound in mortal flesh and given strength by the Void.</p><p>Those touched by the Void were transformed into madness-stricken Wraiths filled with a desperate thirst for Arcane energy and a terrible desire to feast upon our essence.</p><p>When a Void Lich is Vanquished, they Reform in the Spectral, bereft of sanity and filled with a terrible craving for Arcane energy. They are doomed to linger as madness riddled ghosts for the rest of eternity...</p><p>When the Arcane was touched by the Void, those that reached out to explore the new and alien force were corrupted by its power. They became the Darke Vertex, terrible beings of the purest evil (known as Wraiths by the Conclave).</p><p><strong>Arcane Lich:</strong> In our most desperate hour we were left with only one option. We amended the Rituals the Sentinel of the Void had used to enslave his army of Void Liches. Binding the Ritual to the forces of Creation we gathered our powers and created the first Arcane Liches.</p><p>Armed with the Rituals of the Arcane Transference, the Conclave was sent out into the mortal realms in search of others to join our army. We offered our powers freely, allowing those that would cast the Rituals to do so of their own volition.</p><p>An Arcane Lich is a once-living creature that has sacrificed their mortality to gain a glimpse of the powers of Creation. Through the five Rituals of the Arcane Transference, the mortal imprints the matrix of their consciousness upon reality.</p><p>The Ritual of the Arcane Transference</p><p>The five Rituals of the Arcane Transference allow a mortal to exchange some of their life-force in return for the ability to manipulate reality. With every Ritual, a mortal must give up a portion of their life essence in exchange for a similar amount of Arcane energy. This energy grants them incredible powers but it also takes them one step away from their mortality.</p><p>When a Lich imprints their mind into reality, they are acknowledged by the universe and accepted by Creation. They are granted an endless existence, but this is in mind alone. To derive any lasting power from the Arcane, a potential Lich must become immortal.</p><p>The easiest way to do this is by passing into undeath.</p><p>The Arcane Rituals use necromancy to seal the caster’s flesh into undeath. Only then is the caster’s mind elevated to a new level of consciousness, free to explore the Path of the Arcane, unfettered by the demands of the flesh.</p><p>A mortal that has sacrificed their mortality to become one with the Arcane.</p><p>All mortals beginning down the Arcane Path must create a Lesser Phylactery. A Lesser Phylactery is a simple item, hand crafted by the prospective Lich as per the instructions in the Ritual of the Arcane Transference. Lesser Phylacteries typically appear as: jewelry, weapons, armor, crystals, ornate boxes and religious icons. A Lesser Phylactery has double the hardness, hit points and Break DC of a standard item of its kind. It has a crafting DC of 15, takes one week to create and costs between 25 to 50 gp (made up of silver, gold or at least one semi-precious stone).</p><p>A mortal can only become an Arcane Lich through the Rituals of the Arcane Transference. These Rituals allow a mortal to imprint their mind upon the fabric of the universe through complex magical incantations and mystical words of power. The Rituals quite literally fool the universe into believing that the caster is one of the Arcane and has free reign to shape reality by the power of thought alone.</p><p>There are five Arcane Rituals, each one of increasing power and complexity. Only the first Ritual can be found in the mortal realms. Beyond that, if a mortal wishes to venture further down the Arcane Path they must journey to Kethak in search of the wisdom of the Conclave and their aid in becoming an Arcane Lich.</p><p>The easiest way to obtain the Rituals of the Arcane Transference is to visit Kethak and the Aedes Singularis, the home of the Conclave and the great Rituals of Power. Of course, merely getting to Kethak requires that the character be Arcane Touched, so that in itself is the first test. The Guild of Wizards guard their Rituals carefully, and those that petition the Conclave to become Liches are carefully screened for suitability. A candidate must show considerable magical potential, have the intelligence to comprehend the complex mystical incantations and have the stability to handle the transformation the Arcane will exert over mind and body. Only when the Conclave deems a mortal ready do they confer the next of the Rituals upon them.</p><p>Each Ritual has a minimum Intelligence requirement that a Lich must meet in order to be able to decipher its complex mystical instructions. To the less intelligent an Arcane Ritual is simply a jumble of incomprehensible glyphs, symbols and diagrams.</p><p>A spellcaster must be of sufficient power and level to be able to command the forces contained within each Arcane Ritual. They must be arcane spellcasters of a minimum level.</p><p>A lesser mortal (even one that can read the Ritual) simply will not be able to master the vast power needed to fuel the Ritual and all casting attempts will utterly fail.</p><p>Arcane Rituals are complex and often expensive affairs. Many can take months or even years to prepare. A number of rare and/or exotic items may be needed, all of which must be hand-crafted. A would-be Lich must take specific precautions indeed to ensure that the Ritual is performed as accurately and precisely as possible.</p><p>Before a mortal can begin the Rituals to become an Arcane Lich, he must have created a Lesser Phylactery. This is a simple device that ties his life force into the Arcane. A mortal cannot create a Standard Phylactery until he becomes a Sunken Lich.</p><p>The Arcane Rituals are complex and time consuming to perform. Each takes a minimum of eight hours plus at least two additional hours per Ritual level (to become a Skeletal Lich takes around sixteen hours). The caster must expend all of their Arcane energy in the process.</p><p>The Arcane Rituals are draining on the mortal endurance. They must only be performed once in every thirty day period or the caster could be utterly slain in the process. At a Ritual’s completion, a still-mortal caster is drained of all but one point of their Constitution and recovers at a rate of 1 point per hour thereafter.</p><p>A mortal must have a minimum level of Constitution to withstand the necromantic forces of the Ritual. If he does not meet the minimum requirement, he is slain in the casting of the Ritual and his mind is destroyed. Providing the caster follows the Ritual exactly (and meets all of the requirements) there is no chance of failure.</p><p>After successfully completing each Arcane Ritual, the mortal advances to the next Lich State, taking on a new template as his body is further infused with necromantic energy. Example: A mortal casts the third Ritual of the Arcane Transference and becomes a Sunken Lich. He applies all the template modifiers for his State and changes his type to Undead.</p><p>The Arcane Rituals were designed for the mortal races (specifically humans). Elementals, demons, undead, nonsentient beings and creatures non-native to the mortal realms cannot bind themselves to the Spectral. Additionally there is a fifty percent chance of failure for non-human creatures or for beings with exceptionally long life spans (in particular elves and drow). The Rituals NEVER work on magical creatures (including dragons, and all monsters).</p><p>Lich State Death Living Sunken Necrotic Skeletal Spectral</p><p>Touched Dead Lich Lich Lich Lich</p><p>Ritual Level AR1 AR2 AR3 AR4 AR5 N/A</p><p>Minimum Intelligence 16 17 20 22 25 30</p><p>Minimum Level 1 5 9 11 13 17</p><p>Constitution Cost 2 (11) 4 (8) All (5) - - -</p><p>Arcane +1 +2 +3 +4 +5 +10</p><p>Arcana Points +3/1 +0/2 +0/3 +0/4 +0/5 +0/6</p><p>Arcane Threshold 3 6 10 15 20 N/A</p><p>Insanities +1 +1 +1 +1 +1 N/A</p><p>Insanity Threshold 12 (10) 13 (12) 14 (14) 15 (16) 16 (20) N/A</p><p>Sorcerae Modifier +1 +2 +3 +4 +5 +8</p><p>Ability Penalty -2 -3 -4 -5 -6 N/A</p><p>Arcane Feats +1 +1 +1 +1 +1 +1</p><p>Ritual Level: This is the Ritual number that must be followed in sequence. Example: a mortal must become Death Touched before he can become Living Dead. Where noted, AR refers to the current Ritual level the character has attained. Example: AR2 indicates that the character has cast the second Arcane Ritual and is currently Living Dead.</p><p>Minimum Intelligence: This is the base (minimum) level of Intelligence a Lich needs to be able to comprehend each Arcane Ritual. This must be his permanent Intelligence score and cannot be modified by spell or magical items.</p><p>Minimum Level: This is the minimum level a character must be before they can perform each Arcane Ritual. Only a Lich’s arcane spellcasting classes have any impact on the minimum level requirement. Example: A character must be 9th level to become a Sunken Lich. He must have nine levels of Wizard or Sorcerer (or any pure arcane spellcasting class); any other classes do not count.</p><p>Constitution Cost: This is the amount of Constitution a character loses when casting each Arcane Ritual. The number in parentheses is the base (minimum) Constitution a character must have in order to perform each Ritual. This must be his permanent Constitution score and cannot be modified by spell or magical items. Upon casting each Ritual the caster loses an amount of Constitution stated for that Ritual and gains an equal amount of Arcane in return. A character does not ever lose hit points from their reduced Constitution.</p><p><strong>Necromantic Lich:</strong> Although necromantic liches (known as mundane liches) have existed in the mortal realms for millennia, they are not like us in any way. Some say the dark gods sought to mirror the power of the Ancients and to create beings that could shape the universe, yet instead they managed only to create beings that were trapped in necromancy and undeath, mortals twisted by darkness and the most terrible evil.</p><p><strong>Sunken Lich:</strong> All mortals becoming Sunken Liches must fashion a Standard Phylactery. This is a more potent device of similar design to a Lesser Phylactery but has a hardness of 20, 40 hit points and a Break DC of 40. A Standard Phylactery has a crafting DC of 20 and costs 100,000gp and 2,000 XP. The creator must be 9th level or greater and must have the Craft Wondrous Item feat and a crafting skill of no fewer than 9 ranks in their chosen material (or materials).</p><p>Sunken Liches are those mortals that have passed beyond the veil of life and into undeath.</p><p>The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.</p><p>Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.</p><p>Arcane Ascendance ritual of power.</p><p><strong>Necrotic Lich:</strong> Necrotic Liches have advanced far beyond mortal existence. The long years have worn down flesh until nothing but tendon and sinew remain and the breath of life is nothing but a distant memory.</p><p>The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.</p><p>Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.</p><p>Corpus Transformation ritual of power.</p><p><strong>Skeletal Lich:</strong> Skeletal Liches are thousands of years old. Their flesh has long been consumed by necromancy and they are naught but bones.</p><p>The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients.</p><p>Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent.</p><p>Osseus Transfiguration ritual of power.</p><p><strong>Spectral Lich, Ghost Lich:</strong> Spectral Liches (also known as Ghost Liches) are powerful, and very old. They are those Liches that have passed beyond the physical and into a realm of pure consciousness.</p><p><strong>Artifex Lich, Artificer:</strong> ?</p><p><strong>Darke Lich:</strong> ?</p><p><strong>Dirge Lich, Corpse Lich:</strong> ?</p><p><strong>Frost Lich, Battle Lich:</strong> A Frost Lich is bound to the element of cold.</p><p><strong>Mors Lich, Crypt Lich:</strong> ?</p><p><strong>Prime Lich, High Lich:</strong> ?</p><p><strong>Umbral Lich, Puppeteer:</strong> An Umbral Lich is an elementalist bound at least partially to the element of Shadow.</p><p><strong>Servitor:</strong> Servitor Arcane power.</p><p><strong>Arcane Vampire:</strong> There are whispers of ancient Rituals that can convert a vampire into an Arcane Vampire, beings far beyond those of the Void and attuned to the powers of Creation. The Sanctus Cor are said to be capable of performing these Rituals, but they have not chosen to do so. They have told the Conclave that they are waiting for something. But for what could the mysterious Sleepers be waiting...?</p><p><strong>Blood Lich:</strong> Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich.</p><p><strong>Nether Lich:</strong> Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich.</p><p></p><p>SERVITOR</p><p>This is the power of legends, for through it you can raise the dead and create permanent Servitors for yourself. These Servitors are your absolute minions and you can have great power over them. While most of your Servitors are skeletons and zombies, at higher levels of power you can create unique and powerful forms of undead, from mundane vampires, to spectres and even greater creations. The most powerful Liches can create entire armies of shambling undead.</p><p>Creating the Undead</p><p>You can animate the dead by expending Arcane energy to create Servitors, artificially created corpses under your absolute will. These Servitors are mindless creatures, incapable of anything but the most menial tasks.</p><p>Your Servitors rise up as Skeletons or Zombies (depending on the creature and condition of the corpses). You may create more powerful Servitors with this ability but you are restricted as to the maximum HD and number of undead you can control at any one time.</p><p>Use of this power takes one full round. The dead begin to rise at the start of the second round.</p><p>Regardless of the hit dice of a Servitor, you cannot create a nonstandard monster with the standard Servitor powers. Only higher State Liches can create Vampires, Shadow Knights and other Liches.</p><p>Creating Servitors</p><p>You gain the ability to create more powerful undead as you gain further ranks in the Servitor Arcana. For more information on the number, type and power of your Servitors at each Arcana rank, consult the Servitor Creation Chart, below.</p><p>SERVITOR CREATION</p><p>Skill Rank Undead per Arcane Cost Max Control Max Undead HD</p><p>First Tier Necromancer 1 1 2 2</p><p>Second Tier Necromancer 2 1 4 2</p><p>Third Tier Necromancer 3 1 6 3</p><p>Fourth Tier Necromancer 4 1 8 4</p><p>Fifth Tier Necromancer 5 1 10 5</p><p>Sixth Tier Necromancer 6 1 12 6</p><p>Servitor Creation Notes</p><p>♦Servitors have stats identical to those of the undead creature they mimic (ie. skeleton, zombie, ghoul. etc.)</p><p>♦You cannot create any one Servitor whose Hit Dice exceed your own.</p><p>♦ You can see through the eyes of any of your Servitors at any time as a standard action.</p><p>♦ The eyes of your Servitors glow with an eerie purplish energy while using this Arcana and streams of Arcane force surround them.</p><p>♦ Servitors do not have their original souls. They are Arcane-animated corpses created by your will. They can be turned (although they receive a bonus to their Turn Resistance equal to your Arcana rank).</p><p>♦ Your Servitors are affected by Null Magic. Any passing through such areas are instantly destroyed.</p><p>♦ Providing a corpse has not been irreparably damaged, you can create a new Servitor out of the parts of old ones. Servitors created with this power simply rise up from the parts of destroyed creatures, glimmering with Arcane energy.</p><p>♦Servitors cannot be commanded or compelled by anyone other than their creator through mundane means. However, another Arcane Lich may attempt to take control of another’s Servitor by Arcane methods...</p><p></p><p>ARCANE ASCENDENCE</p><p>Level Requirement: 15th</p><p>Apparatus: 250,000 black (must have 25+ Intelligence and no less than five rare/exotic items)</p><p>Performance: 24 hours (difficulty: 40)</p><p>Transforms a character into a Sunken Lich.</p><p></p><p>CORPUS TRANSFIGURATION</p><p>Level Requirement: 15th</p><p>Apparatus: 500,000 black (must have 27+ Intelligence and no less than six rare/exotic items)</p><p>Performance: 24 hours (difficulty: 45)</p><p>Transforms a character into a Necrotic Lich.</p><p></p><p>OSSEUS TRANSFIGURATION</p><p>Level Requirement: 18th</p><p>Apparatus: 1,000,000 black (must have 30+ Intelligence and no less than seven rare/exotic items)</p><p>Performance: 24 hours (difficulty: 50)</p><p>Transforms a character into a Skeletal Lich.[/spoiler]</p><p></p><p>Lore of the Gods</p><p>[spoiler]</p><p><strong>Defiler:</strong> ? </p><p><strong>Husk:</strong> If the shell of a deceased victim is not destroyed, it will rise as a husk in 2d4 days.</p><p><strong>Ka Spirit:</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 afterlife. The ka spirit is the soul of one of these 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. Such knowledge is mostly now lost, isolated to a few terrible cults who still perform the ceremony.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p></p><p><strong>Skeleton:</strong> Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.</p><p><strong>Zombie:</strong> Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.[/spoiler]</p><p></p><p>Lost Creatures:[spoiler]</p><p><strong>Bonegore:</strong> Bonegore are undead created from large battlefi elds and mass graves that were never given any last rights.</p><p><strong>Cinder Ash:</strong> Cinder ash creatures are those that were caught in the hot ash and toxic fumes of a volcanic eruption and died. Sometimes, in the wake of an eruption that was caused by magic or divine power, cinder ash are created.</p><p>“Cinder Ash” is a template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.</p><p><strong>Thrain</strong>: Once known as Thrain, this cinder ash was an oolori sage and scholar whose coastal village was destroyed when the nearby volcano erupted over a millennia ago. Thrain was buried alive in hot ash and was transformed into a cinder ash.[/spoiler]</p><p></p><p>Manual of Monsters</p><p>[spoiler]</p><p><strong>Spirit of Vengeance Greater:</strong> When a powerful creature takes to the grave with intense feelings of hatred and business unfinished, she will occasionally rise again as a greater spirit of vengeance.</p><p><strong>Spirit of Vengeance Lesser:</strong> Any humanoid slain by a greater spirit of vengeance becomes a lesser spirit of vengeance on the following round.</p><p><strong>Scourge:</strong> "Scourge" is a template that can be added to any creature.</p><p><strong>Banshee:</strong> Banshees were once beautiful female night elves who were brutally murdered by demons during the fall of Kalimdor. Their restless spirits were left to wander the world for many ages in silent, tortured lamentation.</p><p>Banshees are relatively rare and difficult to produce; even the Lich King does not truly know what causes a banshee to be produced among his minions. It is some supernatural perversion or imbalance of the soul that sheds its mortal shell and walks forth as one of these spectral beings.</p><p>“Banshee” is an acquired template that can be added to any humanoid creature.</p><p><strong>Crypt Fiend:</strong> As the nerubian empire was dismantled, the remnants were scattered and the dead were raised as minions of Ner’zhul.</p><p>“Crypt fiend” is an acquired template that can be added to any nerubian. </p><p><strong>Forsaken:</strong> The forsaken are humans transformed into the undead, with all the powers associated with the Scourge.</p><p>“Forsaken” is a template that can be added to any human character.</p><p><strong>Ghoul of the Scourge:</strong> “Ghoul of the Scourge” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Shade:</strong> Shades are created by a formal ritual of sacrifice, in which a single acolyte who has completely proven himself to Nr'zhul is brought over to the far side of death. The plague is allowed to enter his body, and powerful necromancers spend several days transforming the acolyte's pitiful shell into a devastating creature of undeath. The ritual occurs in a place known as the Sacrificial Pit, where the focused energy of the Lich King and his necromancers are at their most powerful.</p><p>"Shade" is an acquired template that can be added to any humanoid creature.</p><p><strong>Skeletal Mage:</strong> These Powerful skeletal Sorcerers are extremely dangerous undead, usually created independently through force of unrequited will.</p><p>“Skeletal mage” is an acquired template that can be added to any humanoid creature.</p><p><strong>Skeletal Warrior:</strong> Skeletal warriors are extremely dangerous undead minions, usually created independently through the force of unrequited will.</p><p>Skeletal warriors are created from the fallen bones of dead opponents. Skeletons can be created even without the assistance of necromancers.</p><p>“Skeletal warrior” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Withered:</strong> This template can be applied to any dead creature through the use of necromancy or to any creature brought close to death by a member of the Scourge.</p><p>"Withered" is a template that can be added to any aberration, animal, dragon, fey, magical beast, plant, or other monstrous creature.</p><p><strong>Wraith:</strong> “Wraith” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Zombie:</strong> These undead are created from plague-infected individuals, but their bodies are not as riddled with the disease as those of more powerful undead.</p><p>“Zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature.</p><p><strong>Abomination:</strong> Abominations are large created creatures, similar to flesh golems. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors.</p><p>The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses.</p><p>The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh.</p><p>An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator.</p><p>This creature costs 40,000 gp to create, which includes the cost of collection and dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper. Assembling the body requires a successful DC 12 Craft (leatherworking) or Heal check.</p><p>The creator must be at least 14th level and be able to cast divine spells. Completing the ritual drains 400 XP from the creator and requires animate dead, animate objects, bless, bull’s strength, regenerate, and spell resistance.</p><p></p><p><strong>Ghost:</strong> Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/480/Midnight-Minions-of-the-Shadow?affiliate_id=17596" target="_blank">Midnight Minions of the Shadow</a>[spoiler]</p><p><strong>Forsaken:</strong> The dark truth would shatter even the strongest spirit. As the Shadow rose, so too did the necromantic forces that fueled the Fell. As the years pass, more and more of the dead rise as horrors that live only to feast on the living. In the last days of Aryth, even a mother’s womb cannot protect her child from the Shadow.</p><p>There is a small chance that any fetus that dies during the pregnancy will awaken into a hideous state of half-life. Called the forsaken, these creatures continue on in a parody of natural growth and birth.</p><p>Forsaken is an inherited template that can be applied to any newborn humanoid creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/18105/Khans-Press-Monster-Anthology-Volume-1?affiliate_id=17596" target="_blank">Monster Anthology Volume 1</a>[spoiler]</p><p><strong>Gheist:</strong> The spirits of cruel dead.</p><p><strong>Pariah:</strong> Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born.</p><p>“Pariah” is an acquired template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2100/Monster-Encyclopaedia-1--Ravagers-of-the-Realms?term=ravagers+of+the+realms&it=1&affiliate_id=17596" target="_blank">Monster Encyclopaedia 1 Ravagers of the Realms</a> [spoiler]</p><p><strong>Batyuk:</strong> Batyuks arise from mass graves, where hundreds of butchered bodies were buried without due ceremony or care. Furious at this injustice, they rise up in the communal form of a stormcloud to hunt down those who slaughtered them.</p><p><strong>Blood Scarecrow:</strong> The blood scarecrow is a free-willed corporeal undead creature which is created when an ordinary scarecrow is dressed in the clothing once worn by a murdered man. Sometimes, when conditions are correct, the spirit of the deceased returns and inhabits the scarecrow, looking for vengeance on those who killed him.</p><p><strong>Cavewight:</strong> Should a wight linger in a particular cave or tomb for long enough – a century or so, depending on the amount of vegetation and other living things in the vicinity and the quality of any wards or holy blessings placed on the area – then its negative energy permeates its lair, turning the lair into an outcropping of the negative realm. The wight feeds on this negative energy, becoming even more powerful. </p><p><strong>Devouring Zombie:</strong> the magic animating the devouring zombie can be passed onto others; one devouring zombie can produce a horde of other undead.</p><p>Devouring zombies can be created with the create undead spell and require a 12th level or higher caster.</p><p>Anyone who dies while under the effect of the devouring zombie’s Constitution drain becomes a devouring zombie within 2d6 minutes of dying.</p><p><strong>Human Commoner Devouring Zombie:</strong> ?</p><p><strong>Dissolute:</strong> The dissolute is the remains of a humanoid slain by an ooze while the humanoid was at least partially tainted by negative energy (such as having gained negative levels within a day of being killed).</p><p><strong>Fingerfetch:</strong> Fingerfetches are a minor species of undead, said to be the spirits of dead thieves.</p><p><strong>Grasping Hands:</strong> Grasping hands patches are usually spawned when a party of travellers goes off the path and die lost and wandering in the swamp, but they soon add to their numbers by killing other passers-by.</p><p><strong>Headless Screamer:</strong> Headless screamers arise from the corpses of those who were buried beheaded, such as the victims of execution or vorpal weapons.</p><p><strong>Mesmeric Spectre:</strong> Mesmeric spectres are said to be spawned when a soul condemned to eternal torment bargains with its jailors, arguing that if it were sent back for just a short time it could gather even more souls into the flames. Others believe that mesmerics are the spirits of those who had great potential in life but squandered it, the ghosts of those who might have been archwizards and famous adventurers, but instead spent their days in alehouses or indolence.</p><p><strong>Mirror Ghost:</strong> It is created under fairly rare circumstances, when a distraught individual is driven to suicide while facing a mirror and whose final actions crack or damage the mirror in some say. Occasionally, when this combination of events occurs, the spirit of the deceased passes into the shards of the mirror, creating a mirror ghost.</p><p><strong>Mirthless:</strong> Many necromancers have experimented in creating more mirthless; they stretch dead men on the wrack or pump poisoned growth potions into dying flesh, or sending dark summonses into the netherworld of wraiths and spectres. There come no answers, no mortuary transformations. All the mirthless in the world are said to dwell in one obscure temple, from which they can be called forth with the right offer and the right ritual.</p><p><strong>Mummer:</strong> Mummers are the god-curse of a murdered deity. As the god died, a billion black flies rose out of his mouth and scattered to the infinite worlds.</p><p><strong>Mummer Template:</strong> A mummer who bites a humanoid corpse at the moment of death possesses that corpse.</p><p>‘Mummer’ is a template that can be added to any humanoid.</p><p><strong>Nightswimmer Nightshade:</strong> ?</p><p><strong>Octospine:</strong> The octospine is a hideous creature, believed to be the creation of a demon lord.</p><p><strong>Plundering Dead:</strong> Plundering dead are piratical undead, who remain tied to their bodies after death because of their lust for gold and treasure. They are also produced by certain terrible curses and ancient artefacts.</p><p><strong>Ragged Wraith:</strong> Ragged Wraiths are the spirits of those whose bodies were desecrated or dismembered after death. </p><p><strong>Scuttling Skeleton:</strong> Scuttling skeletons are a variety of normal skeleton made using the create undead spell.</p><p>‘Scuttling skeleton’ is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p><strong>Wintersinger:</strong> Wintersingers are a species of undead associated with those who die from frostbite and exposure. In truth, they are not unquiet dead – a wintersinger is not the spirit of someone who died in the cold and does not resemble any human who ever lived or died. They are simply the spirits of death amongst the snow and frost, of lonely, frozen sorrow.</p><p><strong>Withering Cadaver:</strong> Withering cadavers are produced when an attempt to create a wight fails. Enough negative energy is infused into the corpse to animate it but not enough to make a direct link with the negative plane. The process of animation awakens the latent survival instincts and animal drives of the corpse, giving it a sense of self-preservation and a hunger. Without a full channel to the negative plane to preserve its dead tissues, the body begins to rot.</p><p><strong>Zombie Parched:</strong> Parched zombies arise from the remains those who die of thirst in the desert.</p><p></p><p><strong>Ghost:</strong> The plundering dead who come to understand their true form become full-fledged spectres or ghosts.</p><p><strong>Spectre:</strong> The plundering dead who come to understand their true form become full- fledged spectres or ghosts.</p><p><strong>Wight:</strong> Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds.</p><p><strong>Wraith:</strong> Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control.</p><p>While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2248/Monster-Encyclopaedia-2--Dark-Bestiary?term=dark+bestiary&it=1&affiliate_id=17596" target="_blank">Monster Encylopaedia 2 Dark Bestiary</a> [spoiler]</p><p><strong>Abiku:</strong> Any Small humanoid slain by the abiku’s energy damage ability becomes an abiku himself 1d6 hours after death.</p><p><strong>Ankou:</strong> ?</p><p><strong>Death Hunter:</strong> Death hunters are a special form of mighty undead created by evil druids via a secret ritual. They are former evil-aligned rangers who consecrate their immortal soul to vengeful spirits of nature, so they may return after death to stalk and murder the enemies of their land.</p><p>‘Death hunter’ is an acquired template that can be added to any non-monstrous, evil aligned humanoid creature with six or more levels of ranger.</p><p>All death hunters were evil rangers once.</p><p><strong>Sample Death Hunter:</strong> ? </p><p><strong>Dragonskin:</strong> In the extremely rare case a dragon is slain before its last shed skin is consumed, there is the possibility a faint portion of the dragon’s undead spirit remains attached to the skin, animating it as if it was the complete, living creature.</p><p><strong>Dread Familiar:</strong> Dread familiars are the evil undead spirits of normal familiars that died in the service of their masters.</p><p>‘Dread familiar’ is an acquired template that can be added to any wizard’s or sorcerer’s familiar that died in the service of its master.</p><p><strong>Sample Dread Familiar:</strong> ?</p><p><strong>Hollow Host:</strong> A hollow host is a special form of undead that requires an artificial vessel to contain its essence. Through a secret ritual involving mysterious and dark magic, a metallic body is created to hold the soul of an evil humanoid; this must always be a perfect likeness, but its form is much stronger and tougher than the mortal essence ever was in life. Once this construct body is ready, the soul of the original creature is brought to inhabit it, to walk the world again in the guise of a living suit of armour.</p><p>‘Hollow Host’ is an acquired template that can be added to any evil, normal (non-monstrous) humanoid.</p><p>A hollow host must be crafted from iron or stone; the materials and procedures required cost a total of 5,000 gold pieces. The materials must be crafted in the likeness of an evil humanoid, which must have died already. Creating the body requires a Craft (armoursmithing), Craft (blacksmithing) or Craft (sculpting) check (DC 20). For the construct to animate, the undead spirit of the creature it represents must be summoned to inhabit it. Once the last spell is cast, the evil creature is reincarnated in its new artificial body, thus animating the construct. </p><p>CL 16th; Craft Construct, greater magic weapon, limited wish, magic jar, reincarnate, trap the soul; caster must be at least 16th level; Price 10,000 + (3,500 per base creature’s HD) gp; Cost 10,000 + (1,750 per base creature’s HD) gp + (200 + 140 per base creature’s HD) XP.</p><p><strong>Sample Hollow Host:</strong> ?</p><p><strong>Skullwearer:</strong> ?</p><p><strong>Ululant:</strong> An Ululant is a semi-sentient (but thoroughly evil) undead tree, once a treant or some other similar creature, which, upon dying, became a dead stump whose roots slowly reached the lower planes and became firmly grafted on it. As a dead tooth’s root, the hollow tunnel of the rotted tree reaches the depths of the most dreadful lower realms, which channel all the anguish, pain, punishment and sin of their world through the ululating sound coming through the tree’s cavity. Some say ululants are in fact the reincarnated souls of great sinners, given the grisly and imaginative punishment of becoming a living conduct for Hell’s pain.</p><p><strong>Whispering Presence:</strong> ?</p><p><strong>Wispwraith:</strong> ? </p><p><strong>Wraith Wolf:</strong> A wraith wolf is a specific form of undead, created from the spirits of hundreds of slain forest animals.</p><p></p><p><strong>Ghost:</strong> If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. </p><p>A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life.</p><p><strong>Skeleton:</strong> As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2696/Monster-Geographica-Forest?affiliate_id=17596" target="_blank">Monster Geographica Forest</a></p><p>[spoiler]</p><p><strong>Autumnal Mourner:</strong> As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.</p><p>While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation.</p><p><strong>Bracken Corpse:</strong> Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations.</p><p>During its metamorphosis into a bracken corpse, the dark powers of vengeance provided the bracken corpse with every detail surrounding its death.</p><p>On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer.</p><p><strong>Pontianak:</strong> Pontianaks are corporeal undead, giving life to the children slain by langsuyars or those born dead.</p><p>Any infant humanoid or monstrous humanoid slain by a langsuyar’s devouring maw attack rises as a pontianak 1d4 days after burial.</p><p><strong>Ghost of the Hunt:</strong> Unless a hunting party takes a druid with it to perform sacred rites on game it has killed, a ghost of the hunt may arise from any Survival checks made to hunt in the wild.</p><p><strong>Grisl:</strong> ?</p><p><strong>Hollow Dead:</strong> These tortured souls look like decaying corpses coated in a thick layer of dark ash. Their features are barely discernible, making it impossible to tell what race one belonged when it was alive. The despairing soul forms its body from the ash and dirt.</p><p><strong>Langsuyar:</strong> Some women speculate langsuyars are the ghosts of women who died in childbirth and seek revenge against that which killed them.</p><p><strong>Uragh Dhu:</strong> Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual.</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>The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction.</p><p><strong>Ndalawo:</strong> Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow.</p><p>A leopard reduced to Strength 0 by a shadow leopard becomes a new shadow leopard within 1d6 rounds.</p><p><strong>White-Haired Ghost:</strong> ?</p><p>Thaye Tase: It is rumored that they are the remains of giants or trolls that died a violent death.</p><p><strong>Lostling:</strong> Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness.</p><p>Condemned to wander the woods in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives.</p><p>Creatures dying from starvation or thirst while in a catatonic state from a lostling's wisdom drain incorporeal touch transform into lostlings within 1d3 days.</p><p><strong>Variant Lostling:</strong> Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them.</p><p><strong>Shenhab Cemetery Sentinel:</strong> Chosen as guards the honored dead, the shenhab cemetery sentinels are the first to be buried at a particular graveyard.</p><p><strong>Arborgeist:</strong> These twisted and corrupted spirits are the souls of treants and sentient trees that met their end at the hands of fire and great evil. Unable to find rest, these trees return as terrible spirits of vengeance known as arborgeists.</p><p><strong>?:</strong> Few mortal creatures have ever attempted to eat an entire deadwood 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></p><p><strong>Ghast:</strong> A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast.</p><p>Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts.</p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight.</p><p>Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls.</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds.</p><p><strong>Skeleton:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.</p><p><strong>Zombie:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3276/Monster-Geographica-Hill-and-Mountain?affiliate_id=17596" target="_blank">Monster Geographica Hill and Mountain</a></p><p>[spoiler]<strong>Bone Delver:</strong> Bone delvers are a form of undead who were once grave robbers and died whilst performing their nefarious tasks.</p><p><strong>Cu Marbh:</strong> The cu marbh (pronounced ‘coo marv’) is an undead creature made from the body of a hound.</p><p><strong>Yasha:</strong> Yasha are undead vampire bats, whose hunger for blood is increased in unlife.</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>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><strong>Enfant Terrible: </strong>When an infant is murdered, the same forces that sometimes create ghosts may create an enfant terrible.</p><p><strong>Ghoul Wolf: </strong>?</p><p><strong>Shadow Raven:</strong> Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some well-guarded ritual.</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature formed as the result of an incomplete death ritual.</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 under control of the first heart stalker.</p><p><strong>Hoar Spirit:</strong> Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures in which to share their icy hell.</p><p><strong>Shadow Wolf:</strong> ?</p><p><strong>Chill Slain: </strong>Chill slain are formed when a humanoid perishes from exposure to extreme cold. It is unknown what causes these tortured souls to rise again, as the creatures cannot create spawn. Some sages speculate that a chill slain arises as a form of punishment for offending a deity of winter or the mountains.</p><p><strong>Lifethief:</strong> Lifethieves are the undead form of some alien being, possibly from a long-dead civilization or another world.</p><p><strong>Dreadwraith: </strong>?</p><p><strong>Demiurge:</strong> The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.</p><p><strong>Rom:</strong> The rom are a race of ghostly stone giants. In an ancient mythic battle between the dwarves and the rom, the rom all perished in a massive cave-in.</p><p><strong>Stone Slider Ghoul: </strong>?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2022/Monster-Geographica-Marsh--Aquatic?affiliate_id=17596" target="_blank">Monster Geographica Marsh and Aquatic</a></p><p>[spoiler]</p><p><strong>Bog Slain:</strong> Bog slain are the bloated, waterlogged corpses that rise from the site of their demise—the peat bogs of colder climates.</p><p><strong>Brine Zombie:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea. </p><p>The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.</p><p><strong>Mire Walkers:</strong> Long-dead corpses have been dug out of the bog with still-supple limbs and unrotted flesh. Unlike more common zombies, mire walkers created from such preserved corpses retain much of their dexterity and skills. Mire walkers even have enough intellect to learn a limited amount of new information.</p><p>Sometimes, bodies can be so well preserved that when they are unearthed, the departed spirit is confused, and returns to its mortal shell. Such corpses arise as semi-intelligent, free-willed undead, staggering in search of the remnants of their mortal lives.</p><p><strong>Barrow Roach:</strong> ?</p><p><strong>Gray Lady:</strong> Many a seaman that ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies.</p><p>A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea.</p><p><strong>Skinwraith:</strong> Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering.</p><p><strong>Waterlost:</strong> Waterlost are the walking dead of the sea.</p><p><strong>Well Haunt:</strong> Well haunts seek to drown others, or else they hated the settlement enough in life to haunt its water supply in death.</p><p><strong>Filth Gator:</strong> ?</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. These tortured souls grasp at that final hope past the days of their mortal lives, carrying on in death but no longer looking for rescue.</p><p>Any humanoid slain by a floating dead’s dehydrating touch ability rises as a</p><p>floating dead in 1d4 rounds.</p><p><strong>Fog Strider:</strong> Fog striders are the unrested souls of the dead, walking the land of the living whenever a heavy fog rolls in. Formed from the mist itself, fog striders are indistinct figures at best, although their countenance of misery and anguish are crystal clear.</p><p><strong>Lake Hag:</strong> Any female humanoid slain and dumped carelessly into the murky waters of desolate lakes and marshes have a 10% chance to emerge a week later as a lake hag, seething with rage at its murderer.</p><p><strong>Mummy of the Deep:</strong> Evil creatures buried at sea for their sins in life sometimes rise in death.</p><p><strong>Bog-Spawn:</strong> The bog-spawn is a grotesque form of undead formed when bodies die in a swamp and sink into the murky depths. Sometimes a bog-spawn is created almost spontaneously from negative energy in the swamp, but just as often a new bog-spawn will rise from the among the uneaten victims of the bog-spawn that killed it.</p><p><strong>Fukuranbou:</strong> fukuranbou are corporeal undead born of the spirit of vanity: people who spent their lives focused on personal beauty and little else.</p><p><strong>Sinew Dragger:</strong> ?</p><p><strong>Waterbaby:</strong> Waterbabies are the corporeal spirits of children who were drowned or ritually slain because of their early signs of psionic ability.</p><p><strong>Bog Mummy:</strong> When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.</p><p>Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days.</p><p><strong>Vine of Decay:</strong> ?</p><p><strong>Groaning Spirit:</strong> The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.</p><p><strong>Lady-in-Waiting:</strong> ?</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. Although they took their lives to end their lonely despair, they become sea scorned, doomed to stand vigil forever, waiting for their sailors to return home.</p><p><strong>Skull of the Deep:</strong> ?</p><p><strong>Lost Sailors:</strong> Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. These seafarers could not rest in death and crawl out of their graves to reach the sea. They usually only rise when buried within a handful of miles of the ocean, as they still feel robbed of it in death.</p><p><strong>Vampiric Ooze:</strong> ?</p><p></p><p><strong>Ghoul:</strong> An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days.</p><p><strong>Zombie:</strong> Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3755/Monster-Geographica-Plain--Desert?affiliate_id=17596" target="_blank">Monster Geographica: Plain and Desert</a></p><p>[spoiler]</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p><strong>Ghastiff: </strong>Ghastiffs may be created by any spell or effect that can</p><p>create a ghoul.</p><p>An afflicted humanoid or canine who dies of ghoul fever rises as a ghoul or a ghastiff, respectively, at the next midnight.</p><p><strong>Glacial Haunt:</strong> In the icy wastes of the north lurks the undead spirits of those who froze to death in the snows.</p><p><strong>Burning Ghat:</strong> The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of.</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 under control of the first heart stalker.</p><p><strong>N'erfalter:</strong> N’erfalters are soldiers who were cut down without completing their missions. Their resilience to a cause is so strong that they simply refuse to succumb to eternal rest and are granted temporary unlife by a war deity.</p><p><strong>Sword Tree:</strong> Swordtrees are undead plants that grow and propagate by embedding their seeds in living flesh.</p><p>On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.</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>Every vohrahn contains the soul of a dead being who was at peace before its entrapment.</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><strong>Gray Moaner:</strong> Gray moaners are the pitiful souls of fallen warriors who died of exposure to the elements.</p><p><strong>Blightsower:</strong> They parch the land and roam, offering promises of prosperity to desperate farmers in an infernal pact. Once the farmers agree to the pact, the land turns fruitful for seven years. After seven years to the day, the farmer’s soul suddenly departs from this world, fulfi lling the terms of the pact. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower.</p><p><strong>Cinderwrath:</strong> Cinderwraths are rumored to be the collective remnants of those who have been abandoned in the desert, their bodies left to burn in the sweltering heat of the sunbaked sands. This theory is supported by the fact that those it burns itself join with its body, causing it to grow in size and power.</p><p><strong>Raging Spirit:</strong> Raging spirits are the ghosts of the mighty bhorloth, a three-tusked bison that roams the plains and prized as mounts, pack animals, and manual labor. The innate fury and temperamental will of the bhorloth sometimes cause their spirit to return as ghosts, haunting the plains and those responsible for their demise. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloths driven from their homes.</p><p><strong>Tortured:</strong> Tortured are the twisted souls of good clerics and paladins who were murdered before they could atone for their misdeeds. Separated from their god for eternity, they hunt good clerics and paladins, seeking those who have what they cannot.</p><p><strong>Cadavalier: </strong>Cadavaliers are created by necromancers to serve as cavalry in their undead armies.</p><p>A spellcaster of 15th level or higher can create a cadavalier using a <em>create undead</em> spell.</p><p><strong>Walking Disease:</strong> Any humanoid creature slain by a walking disease's massive infection power rises as a walking disease 1d4 days later.</p><p></p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight.</p><p><strong>Ghast:</strong> An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight.</p><p><strong>Wight:</strong> After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds.</p><p><strong>Zombie:</strong> As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook.</p><p>The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook.</p><p>On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.</p><p></p><p><em>Bind Vohrahn</em></p><p>Necromancy [Evil]</p><p>Level: Clr 7, Sor/Wiz 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: Up to four humanoid corpses</p><p>Duration: Instantaneous</p><p>Saving Throw: None; see text</p><p>Spell Resistance: No</p><p>The caster calls recently-deceased spirits from the realms of the dead, forcing them into nearby corpses which rise and become vohrahn. The spirits’ desire to rest again is converted into magical energy by the spell, granting the vohrahn additional power.</p><p>This spell creates up to four vohrahn, who follow commands as if controlled by animate dead. The vohrahn are self-aware, however, and may be able to subvert their creator’s commands by following the letter, but not the spirit, of an order. A vohrahn who wishes to subvert a command can make a Will save. Success means that it retains enough free will to twist the command’s wording, while failure means it cannot try again for another week.</p><p>This spell must be cast within 300 feet of the site of a recent (1d8 weeks past) humanoid death or burial. The spell cannot create more vohrahn than the number of recent deaths. For this reason, bind vohrahn is usually cast in graveyards or at the sites of battles.</p><p>Material Component: The spell must be cast on a dead humanoid body, and the caster must sprinkle a powder made of mandrake root, ground black onyx, and silver dust over each body to be animated. The powder is worth 200 gp.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2020/Monster-Geographica-Underground?affiliate_id=17596" target="_blank">Monster Geographica Underground</a>[spoiler]</p><p><strong>Chitinous Battlemounts:</strong> Even in death, the dark elves’ insect companions continue to serve their masters on the battlefield. The dark elves use their necromantic magic on the large beetles and spiders to create these walking, undead war machines. Through a process known only to the weavers of power, the undead insect is changed into a mighty machine that can fire blasts of magical force from specially designed turrets dug out of their carapace.</p><p><strong>Foul Spawner:</strong> ?</p><p><strong>Dark Voyeur:</strong> Dark voyeurs are incorporeal undead associated with mirrors.</p><p>Mirror Bound (Su): A dark voyeur’s affinity for mirrors is caused primarily by its</p><p>link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form, and trapped part of the departing soul within its glass. The mirror is always a glass of the inhabiting voyeur’s size category or larger with a hardness of 1 and 5 hit points. </p><p>If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they will each flee to another mirror of their home mirror’s original size or larger and will reappear at full size and with total hit points in 1d4 days.</p><p><strong>Gremmin:</strong> Gremmins are haunted remnants of desperate prospectors who craved nothing but instant wealth in life. Paying no regard to practical concern in their mad rush to unearth buried treasure, hungry, thirsty, and lost miners eventually realize the gravity of their predicament—though leaving their spectacular find is out of the question. This sentiment ultimately sparks their transformation into a gremmin after earthly demise.</p><p><strong>Skulleton:</strong> Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. Several small gems (false - all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to deter would-be tomb plunderers into thinking they had desecrated the lair of a demilich.</p><p><strong>Waking Dead:</strong> Waking dead are the unrestful souls of those who were buried alive and awoke trapped in a coffin. Their glowing violet eyes reflect the terror and mania that followed them into undeath. Though their mortal bodies succumb to suffocation, their frantic desperation transformed the corpse into the waking dead. Panic-stricken scratching hones their razor sharp bony claws.</p><p>The creature’s height and weight vary based upon the individual. The metamorphosis into their current state erased all of their previous memories; therefore, waking dead possess no language skills.</p><p><strong>Inscriber:</strong> Every inscriber was once a living scholar who obsessed over a certain field of study. After death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.</p><p><strong>Spitting Ghoul:</strong> ?</p><p><strong>Black Skeleton:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are intelligent and do maintain some memories of their former lives.</p><p><strong>Bone Sovereign:</strong> Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. A bone sovereign becomes larger and more powerful, with a proportionally increased appetite for necromantic energy as it assimilates other undead. No two bone sovereigns are identical, as each is an accumulation of the bones of many smaller skeletons. Usually they take a bipedal humanoid form, though some resemble demons, dragons, or other beasts, especially if the bones of such creatures have been collected by the monster. As a bone sovereign becomes larger and more powerful, it becomes less recognizable as any one type of creature.</p><p><strong>Crypt Thing:</strong><em> Create Crypt Thing </em>spell</p><p><strong>Dark Elf Spirit:</strong> ?</p><p><strong>Fear Guard:</strong> Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to act as unusual bodyguards.</p><p>Create Spawn (Su): Any living creature reduced to Wisdom 0 by a fear guard and is killed by another creature becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.</p><p><strong>Ka Spirit:</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. The first of these beings date from the early ages of civilization. Ka spirits appear as incorporeal versions of their former selves. They are rooted to their tomb, and are charged with guarding it against all intruders. Although they have no ability to manipulate the material world, they are able to possess and destroy the bodies of desecrators. Anyone killed by a ka spirit is bound to guard the tomb they despoiled.</p><p><strong>Undead Ooze:</strong> Sometimes, when an ooze raids the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. An undead ooze appears as a large, viscous, black mass, from which the bones of its previous victims’ protrude.</p><p><strong>Cinder Wight:</strong> A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder wight.</p><p><strong>Phantasm:</strong> Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. They are most often found haunting ruined temples or churches dedicated to evil gods, or dungeons constructed by evil creatures; any place where the stench of evil permeates the very air.</p><p><strong>Crorit:</strong> A crorit is the angry spirit of a willful miner that was betrayed by his comrades. The crorit will haunt a particular tunnel, room, or even a whole mine, killing anyone unfortunate enough to venture into its territory. It forms its body from whatever materials are nearby, and can use picks, saws, and other tools to make slashing claws.</p><p><strong>Hellscorn:</strong> Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover.</p><p><strong>Slavering Mouther:</strong> Slavering mouthers are thought to be undead gibbering mouthers, raised, killed, and brought back from the dead by dark powers.</p><p><strong>Vampire Spider:</strong> Vampire spiders are a unique combination of fiendish and vampiric essences in the form of a giant spider.</p><p><strong>Walking Disease:</strong> ?</p><p><strong>Soulless Ones:</strong> Soulless ones are powerful undead spirits driven by lament and hatred of the living.</p><p>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></p><p><strong>Ghoul: </strong>The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever.</p><p>Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect.</p><p>Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based.</p><p>An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight.</p><p>A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects.</p><p>A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul.</p><p><strong>Skeleton:</strong> As a standard action, a bone sovereign can create any number of skeletal monsters from its body. </p><p>As a full round action, an undead ooze can expel the skeletons in 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. It does not possess any of the abilities it had in life.</p><p>The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie.</p><p></p><p><em>Create Crypt Thing</em> Necromancy [Evil]</p><p>Level: Clr 7, Sor/Wiz 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>You may create a crypt thing with this spell. The spell must be cast in the area where the crypt thing will make its lair. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so, no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size, not on what abilities the creature may have possessed while alive. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. Material Component: A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once the corpse is animated into a crypt thing, the gem is destroyed.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/88293/Outcastia-Campaign-Sourcebook-Book-II-Players-Guidebook?affiliate_id=17596" target="_blank">OCS Outcastia Campaign Sourcebook Book II Player's Guidebook</a>[spoiler]</p><p><strong>Bone Mage:</strong> <em>Create Bone Mage</em> spell.</p><p></p><p><strong>Ghoul:</strong> <em>Power Word Undeath</em> spell.</p><p><strong>Wight:</strong> <em>Power Word Undeath</em> spell.</p><p><strong>Wraith:</strong> <em>Power Word Undeath</em> spell.</p><p><strong>Skeleton:</strong> <em>Skeletonize</em> spell.</p><p><strong>Zombie:</strong> <em>Zombify</em> spell.</p><p></p><p>Create Bone Mage</p><p>Necromancy</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M, F, XP</p><p>Casting Time: 24 hours</p><p>Range: Touch</p><p>Target: One undead skeleton</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You create an undead ally to aid you in casting spells and making items.</p><p>You bind an unholy spirit into the body of one of your already-animated skeletons. This allows you to transform one of your skeletons into an undead ally to aid you in casting spells, making alchemical items, and crafting items. This spell instills no Intelligence in the creature, but instead allows Charisma to define spellcasting ability and skill checks involving Intelligence.</p><p>The skeleton is now able to take the bone mage prestige class and it uses its Charisma modifier to determine extra skill points instead of its Intelligence modifier. This spell gives the target skeleton the ability to approximate the verbal components necessary to cast spells. Undead that gain levels as bone mage count as their total Hit Dice for purposes of animate dead. This spell does three things: first, it enables the skeleton to do a few more things; second, it raises the skeleton’s Charisma by 12 points (the force of will of the unholy spirit); and third, it allows the skeleton to take the bone mage prestige class.</p><p>Material Components: A piece of a brain from an intelligent creature.</p><p>Focus Component: A wand made from a lich’s femur set with gems worth at least 1,000 fr.</p><p>XP Component: You must pay 500 xp each time you cast this spell.</p><p></p><p>Power Word, Undeath</p><p>Necromancy [Death, Evil, Power]</p><p>Level: Elc 9, UtM 9</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: 30 feet</p><p>Target: One living humanoid creature</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>The caster has learned the Proper Word for re-animate.</p><p>Use of this spell allows him to instantaneously kill and reanimate one creature, whether the creature can hear the word or not. The target creature falls to the ground and rises the next round as the appropriate type of undead. The type of undead it is reanimated as, is dependant upon its current hit points at the time the spell is cast. All undead animated by this spell have average hit points for their type and be of medium size, no matter what size they were as living creatures. Any creature that currently has 76 or more hit points is unaffected by power word, undeath. The animated creature follows the caster’s spoken commands and does not count against the number of creatures that can be animated by the animate dead spell. The undead remains animated until it is destroyed. (An undead created by this spell that is destroyed cannot be re-animated again as any type of undead). This spell allows the caster to have up to his level in hit dice of undead created by this spell under his control. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) This spell can only be cast at night.</p><p>Table 8.04: Undead</p><p>Hit Points Type of Undead Animated</p><p>25 or less Ghoul</p><p>26–50 Wight</p><p>51–75 Wraith</p><p></p><p>Skeletonize</p><p>Necromancy [Evil, Power]</p><p>Level: Elc 4, UtM 5</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One or more corpses touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bodies or bones of dead creatures into undead skeletons that follow the caster’s spoken commands. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p>The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton can’t be animated again.)</p><p>The caster can’t create more HD of undead than twice his caster level with a single casting of skeletonize. The undead he creates remain under his control indefinitely.</p><p>No matter how many times he uses this spell, animate dead, or zombify, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit.</p><p></p><p>Zombify</p><p>Necromancy [Evil, Power]</p><p>Level: Elc 5, UtM 6</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One or more corpses touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bodies of dead creatures into undead zombies that follow the caster’s spoken commands. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.</p><p>The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed zombie can’t be animated again.)</p><p>The caster can’t create more HD of undead than twice his caster level with a single casting of zombify. The undead the caster creates remain under his control indefinitely.</p><p>No matter how many times he uses this spell, animate dead, or skeletonize, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/108810/OCS-Tome-of-Terrors?affiliate_id=17596" target="_blank">OCS Tome of Terrors</a>[spoiler]</p><p><strong>Bone Dancer:</strong> Some say the first bone dancer was created by Gremian, Lord of Revelry, as a means of vengeance against those who disdained the power of the dance. Others say these creatures are created by an ice witch ritual dance used against captives in an annual ceremony. And still others blame the bone dancer’s existence on vicious peak faeries.</p><p>Anyone killed by taking Constitution damage from dancing with bone dancers rises again in 3 rounds and shakes off its skin to become a bone dancer and join in the dance.</p><p><strong>Dead Rattor:</strong> Dead rattors are created by use of a special ritual performed on the three nights of the triple full moon using the feat Create Sacrificial Undead. Knowledge of this ritual and its components is not widespread and requires at least a major quest and/or intensive research to discover its particulars.</p><p>CONSTRUCTION</p><p>The ceremony for creating a dead rattor takes 8 hours on each of three nights and must take place on the night that all three moons are full and the nights immediately preceding and following the triple full moon. Vestments for the ceremony cost 1,500 fr but can be reused. Each night rare herbs and incenses worth at least 800 fr must be burned in a small campfire. Each prospective sacrifice must be shackled with alchemical silver shackles and bound with an alchemical silver chain. The sacrifices must be wererats and should be killed by the rising of the moon on the middle night. The ears are cut off with an alchemical silver knife then the knife is plunged into the sacrificial victim’s left eye and left there to simmer. Multiple dead rattors can be created; but a wererat must be sacrificed for each one. At the end of the third night’s ceremony, each wererat shrinks into the form of a dead rattor. Dead rattors are under the control of their creator for only 24 hours. After that, the dead rattor becomes free-willed.</p><p>Prerequisites: Sacrificial Undead, baleful polymorph; Costs: 2,400 fr of rare herbs and incenses, 1,500 fr for vestments, an alchemical silver knife for each prospective sacrifice, an alchemical silver set of shackles for each prospective sacrifice, an alchemical silver chain for each prospective sacrifice, a wererat sacrifice for each undead to be created, and 5 xp/HD of undead created; Time: 3 days (24 hours).</p><p><strong>Digger Ghoul:</strong> CONSTRUCTION</p><p>The ceremony for creating a digger ghoul takes 8 hours and must take place on the night of the waning gibbous moon, Luminor, during an autumn rainstorm. The rainstorm need not last for the whole ceremony but must last at least an hour. Vestments for the ceremony cost 3,000 fr but can be reused. Rare herbs and incenses worth at least 300 fr must be mixed with grave dirt and burned in a black cauldron. The sacrifice must be a humanoid rogue that must be killed using a scythe with a snaith made of bone. Multiple digger ghouls can be created; but a humanoid rogue must be sacrificed for each one. At the end of the ceremony, the dead rogue’s body changes into the form of a digger ghoul. The claws and teeth thicken and lengthen to 6 inches each. The hair grows at an alarming rate until it reaches the shoulder blades. The hair also thickens and becomes stringy. The eyes sink deep into the skull and glow with an inner yellow light. The digger ghoul is ingrained with a singular purpose: to find and dig up bodies for its master. Once the ceremony is complete, the digger ghoul jumps up and sniffs the ground to smell out dead bodies within range. The digger ghoul will go to the nearest buried dead body and dig it up for its creator. As soon as the digger ghoul unearths a body, it runs off in search of another. It will continue doing this until ordered to stop, it is attacked, it is destroyed, or there are no dead bodies in range.</p><p>The digger ghoul can also be given other orders within its abilities. Digger ghouls are expert trackers, excellent diggers, and fast scouts. Only orders that use one of these abilities will be obeyed.</p><p>Digger ghouls are always under the control of their creator and do not count as undead controlled for purposes of the animate dead spell.</p><p>Prerequisites: Sacrificial Undead, ghoul touch; Costs: 300 fr of rare herbs and incenses, grave dirt, 3,000 fr for vestments, a scythe with a snaith made of bone, a humanoid rogue victim for each undead to be created, and 100 xp/HD of undead created; Time: 1 days (8 hours).</p><p><strong>Risen:</strong> They were born from the remains of those mortals who fell under the mighty clashing gods of Hakam Nore and Starrl. When the wounded Starrl’s blood spilled unto the bodies, they rose as eternal undead creatures infused with the divine essence of Starrl.</p><p><strong>Shadow Spy:</strong> They are created in a special ritual done on the eve of the new moon of Zkor. Usually teenagers and children of medium races are made into shadow spies. Halflings, goblins, and gnomes of all ages are also often fodder for this ritual; because medium creatures can be made into more dangerous types of undead. The soon-to-be-shadow-spies are sacrificed in a ceremony that binds their spirits to both shadowstuff and the leader of the ritual. Most of the time, this is a huge ceremony involving the sacrifice of hundreds of youths and small-sized humanoids. The resulting shadow spies are totally faithful to their creator and can speak with him using a series of gestures and shapes. They understand any language their creator can speak.</p><p>The next night a second ritual provides the creator the means to understand the shadow spy’s semi-language through a gem infused with the dark of the moon Zkor, made in a separate ceremony. Without the gem information can not be received from the shadow spy (it still retains the ability to understand its creator’s languages).</p><p>The ceremony for creating a shadow spy takes 8 hours and must take place on the night of the eve of the new moon of Zkor. Vestments for the ceremony cost 500 fr but can be reused. Rare herbs and incenses worth at least 1,000 fr must be burned in a blackened iron brazier. The sacrifices must be small size creatures and should be killed by midnight. The hearts are cut out of the sacrificial victims and offered to the darkness (thrown out of visual range) creating the shadow spy. Multiple shadow spies can be created; but a small-sized creature must be sacrificed for each one.</p><p>The next night, the new moon, requires another ceremony. The brazier is again lit, costing another 1,000 fr worth of rare herbs and incenses, while the creator chants over a black gem (worth 10 fr/HD of undead created the night before). This ceremony takes 8 hours.</p><p>Prerequisites: Sacrificial Undead, blacklight; Costs: 2,000 fr of rare herbs and incenses, 500 fr for vestments, a black gem worth 10 fr/HD of undead to be created, and a sacrificial victim of Small size for each undead to be created and 5 xp/HD of undead created;</p><p>Time: 2 days (16 hours).</p><p><strong>Shadow Warrior:</strong> Shadow warriors are undead members of some unknown race on a plane parallel but separate from our own. Because of the amount of bonus “racial” feats, it is theorized that shadow warriors were actually fighter-classed creatures; there is no proof to substantiate this, though. Upon death, through a dark ritual, their essences are sucked into the ethereal and bound to their creator as hunter-killers.</p><p>It is supposed by many sages that the shadow warriors are the remnants of some otherworldly empire once or still ruled by Starsmith. Whether this is the case or that they are really demonic spirits trapped in shadowstuff is a debate best left to the experts.</p><p><strong>Spirit of the Night:</strong> When Gingus Starsmith fell, his followers continued his research and even began construction of the Veil of Shadows. Upon Starsmith’s return in the body of a dead dragon after the Great Conjunction, he finished the arcane construct and began to implement its powers across his newly acquired empire. Sages call this time the Age of Shadows because of all the shadowy creatures that made their first recorded appearances then. Carthan, the Wise, a prominent sage of Bridgeford, insists that the artifact created by Starsmith and his minions was either directly or indirectly to blame for the appearance of all these shadowy creatures.</p><p><strong>Spirit of the Slain:</strong> Rowers of willow galleys are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal.</p><p>The willow galley ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain.</p><p>Rowers on the willow galley are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal. The ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain.</p><p><strong>Power Wraith:</strong> Any humanoid slain by a power wraith becomes a power wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>Power wraiths are created when an utter master fails his Fortitude save when casting an utter master spell resulting in enough damage to reduce his Constitution score to 0. A power wraith can also be created by an elocutionist who has broken his oath failing his Fortitude save when casting any spell resulting in enough damage to reduce his Constitution score to 0. If the dead utter master’s or elocutionist’s body is not blessed by spell or holy water, it rises again 3 days later as a free-willed power wraith.</p><p><strong>Sanctum Wraith:</strong> Sanctum wraiths are incorporeal creatures born of evil and darkness.</p><p>Any humanoid slain by a sanctum wraith becomes a sanctum wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p>CONSTRUCTION</p><p>The ceremony for creating a sanctum wraith takes 8 hours on each of three nights and must take place on the nights Durvs 14-16. In ancient times dragons called this period the festival of samhain. Vestments for the ceremony cost 5,000 fr and cannot be reused. Each night rare herbs and incenses worth at least 1,200 fr must be burned in silver sanqphors throughout the sanctum. A line of silver dust worth at least 500 fr per 100 square feet of the sanctum must be traced around the sanctum on the first night, samhain’s eve. This line delineates the boundaries of the protective sacrifice’s aura as well as the limits of the future sanctum wraiths’ domain. Up to three wraiths can be sacrificed (one each night) to fuel the protective aura around your sanctum. You must pay 1,000 xp per wraith sacrificed. Once the ceremony is complete, your sanctum radiates a palpable aura of evil much like the wraith’s unnatural aura ability. Any living creatures entering your sanctum without first speaking the word of command you set during the ceremony becomes affected by the essences of the sacrificed wraith(s). The intruder must make a Fortitude save DC 10 + ½ your caster level + your primary casting stat bonus, each hour or take 1d4 Constitution damage (+2 per wraith beyond the first that was sacrificed), successful saves halve the damage. A creature reduced to 0 Constitution in this way dies and rises again in 1d4 rounds as a sanctum wraith. The sanctum wraith is prevented from attacking anyone that spoke the word of command set by you during the ceremony and can never leave the confines of its domain, your sanctum. Once the aura has created as many sanctum wraiths as the number of wraiths you sacrificed in the ceremony, it is discharged and does not further work.</p><p>Sacrificial Undead, create greater undead, unhallow; Costs: 3,600 fr of rare herbs and incenses, 5,000 fr for vestments, 500 fr of powdered silver per 100 square feet of the sanctum, up to three wraith sacrifices, and 1,000 xp per wraith sacrificed. Time: 3 days (24 hours).</p><p><strong>Death Elemental:</strong> Undead elementals exist; spontaneously created whenever a wave of negative energy sweeps over an elemental plane. It catches some elementals unaware and transforms them into death elementals. The wave eats away all of the creature’s physical elemental material leaving only a smaller, incorporeal blotch of raw negative energy that seeks to destroy everything in some sort of misguided revenge.</p><p>“Death elemental” is an acquired template that can be added to any elemental.</p><p><strong>Ice Shaman:</strong> Ice shamans are corpses reanimated through a dark, sinister, and powerful magic ritual using the Sacrificial Undead feat.</p><p>“Ice shaman” is an acquired template that can be added to any corporeal creature (other than an undead or a creature with the Fire subtype) that has a skeletal system.</p><p><strong>Inga's Skeleton:</strong> An Inga’s skeleton is a normal skeleton that at one time possessed the minor artifact, Inga’s Scythe. The scythe transforms those skeletons that carry it by giving them an Intelligence score, skills, and feats.</p><p>“Inga’s Skeleton” is an acquired template that can be added to any undead skeleton of Huge size or smaller that is basically humanoid or able to wield two-handed weapons.</p><p><strong>Power Lich:</strong> A power lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by transforming its life-force or spirit into sound and storing it in a magical sound receptacle.</p><p>“Power lich” is an acquired template that can be added to any humanoid, giant, monstrous humanoid, or intelligent undead creature, provided it can create the required phylactery.</p><p>The process of becoming a power lich is unspeakably evil and can be undertaken only by a willing character.</p><p>The Power Lich’s Crystal Obsidian Bell</p><p>An integral part of becoming a power lich is creating a magic bell in which the character stores its sound force. Changing the base creature’s life force or spirit into sound force is the second part of the extended ritual. As a rule, the only way to get rid of a power lich for sure is to destroy its crystal obsidian bell. Unless its crystal obsidian bell is located and destroyed, a power lich reappears 1d8 days after its apparent death.</p><p>Each power lich must make its own crystal obsidian bell, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 18th or higher. The character must know at least 12 power words or words of power. The crystal obsidian bell costs 440,000 fr and 17,600 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>The bell is Diminutive and has 50 hit points, hardness 25, and a break DC of 50.</p><p>Other forms of crystal obsidian bells can exist, such as chimes, drums, or similar items. This item is specifically created by a power lich in order to store his essence, much like a lich’s phylactery but much more powerful.</p><p>In addition to all of the abilities of a lich’s phylactery, a crystal obsidian bell can be rung (a standard action) so as to produce power word, blind three times per day; power word, stun twice per day; and power word, kill once per day.</p><p>Moreover, the bell itself can store one spell of up to 8th level. The bell can be set to release this spell as a free action if the wielder whispers to it the conditions of the release when the spell is stored. Storing a spell in the crystal obsidian bell takes one minute. The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the crystal obsidian bell immediately brings into effect the stored spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the spell may fail when called on. The stored spell occurs based solely on the stated conditions, regardless of whether the caster wants it to.</p><p>Strong to overwhelming enchantment, evocation, and transmutation; CL 18th or higher; Craft Wondrous Item, power word blind, power word kill, power word stun, magic jar, polymorph any object, creator must know at least 12 power words/words of power; Cost: 440,000 fr and 17,600 XP; Weight: 1 lb.</p><p><strong>Shadow Lich:</strong> A shadow lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by infusing its life-force with shadowstuff.</p><p>“Shadow Lich” is an acquired template that can be added to any humanoid, giant, or monstrous humanoid creature, provided it can create the required phylactery.</p><p>The process of becoming a shadow lich is unspeakably evil and can be undertaken only by a willing character.</p><p>The Shadow Lich’s Shadow Box</p><p>An integral part of becoming a shadow lich is creating a magic shadow box in which the character stores its life force. As a rule, the only way to get rid of a shadow lich for sure is to destroy its shadow box. Unless its shadow box is located and destroyed, a shadow lich reappears 1d10 days after its apparent death.</p><p>Each shadow lich must make its own shadow box, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The shadow box costs 120,000 fr and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.</p><p>The most common form of shadow box is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40 on the plane of shadows. It is incorporeal otherwise and becomes much harder to destroy without access to the plane of shadows.</p><p>Other forms of shadow boxes can exist, such as rings, amulets, or similar items.</p><p>Strong to overwhelming transmutation; CL 15th or higher; Craft Wondrous Item, etherealness, magic jar; Cost: 120,000 fr and 4,800 XP; Weight: —.</p><p></p><p><strong>Skeleton:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p><strong>Zombie:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p><strong>Ghoul:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p>An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p>Anyone killed by risen will rise as a ghoul under the risen’s control 24 hours later.</p><p><strong>Ghast:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p>An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p><strong>Wight:</strong> When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption.</p><p>All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below.</p><p>Partially Consumed Expectorated Food Sources</p><p>d20 Roll Undead Type Time to Animate</p><p>1–10 Zombie 5 minutes</p><p>11–15 Ghoul 10 minutes</p><p>17–19 Ghast 1 hour</p><p>20 Wight 8 hours</p><p></p><p>Sacrificial Undead [Item Creation]</p><p>You can create undead followers by means of sacrificial rituals.</p><p>Prerequisites: Evil alignment, Spell Focus (necromancy), Craft Magical Arms and Armor</p><p>Benefit: This feat allows you to construct different kinds of undead. Making an undead is a ritual that takes place on a specified night (full moon, new moon, spring equinox, winter solstice, all hallows eve, etc.) and usually takes 8 hours/HD of the created undead. The ritual requires the sacrifice of one intelligent creature for each created undead. Each undead that can be created by this process has a Construction paragraph that tells the specifics of the ritual as well as any additional requirements.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50163/Octavirate-Presents-Lethal-Lexicon-Vol-2?term=lethal+lexicon&affiliate_id=17596" target="_blank">Octavirate Presents Lethal Lexicon 2</a> [spoiler]</p><p><strong>Poultrygeist:</strong> When a chicken is put to death by the axe there is a chance that its lingering spirit may seek vengeance against its uncooked brethren.</p><p>Every time a poultrygeist slays another chicken there is a cumulative 1% chance that the resulting spawn will be another poultrygeist independent of its creator’s control.</p><p><strong>Rhythmic Dead:</strong> Sometimes, when a performer dies before his talents are recognized, the spirit of the slain performer will rise from the grave to take its revenge upon the world.</p><p>Any humanoid with 10 or more ranks in Perform (dance) slain by a rhythmic dead will rise as a rhythmic dead.</p><p></p><p><strong>Zombie:</strong> Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds.</p><p>Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/19287/Fringe-Monsters-Predators-of-the-Pit?affiliate_id=17596" target="_blank">Predators of the Pit</a>[spoiler]</p><p><strong>Zombie:</strong> Arknors have the ability to consume the souls of those they feast upon. Those consumed by the arknor cannot be resurrected by any means, nor do their souls go on to an afterlife. The corpse of the victim remains in the webbing, and the arknor controls it as a puppet. These strange undead pass through the arknor’s territory, gossamer strands of webbing coaxing it along, as though by an electrical current. The poison of the arknor prevents rigor mortis.</p><p>Any corpse within the web can be controlled by the arknor. Such corpses are considered zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1696/The-Quintessential-Drow?affiliate_id=17596" target="_blank">Quintessential Drow</a>[spoiler]</p><p><strong>Vampiric Spider:</strong> The vampire spider is one of the most vile creations of the drow - the imprisonment of a fiendish spirit and an undead vampiric essence within the form of a giant spider. </p><p><em>Spawn Sanguine</em> spell.</p><p></p><p>Spawn Sanguine </p><p>Necromancy [Death, Evil] </p><p>Level: Clr 5 </p><p>Components: V, S, M </p><p>Casting Time: 1 round </p><p>Range: Close (25 ft. + 5 ft/2 levels) </p><p>Target: One spider egg sac </p><p>Duration: Instantaneous </p><p>Save: None </p><p>Spell Resistance: Yes </p><p>By whispering words of purest corruption taught to them by the dark gods that watch over the evil the hearts of drow, this spell seeps the very heart of darkness and negative energy into its material component, an egg sac from a Huge spider of any sort. The spell sets to work immediately on the small creatures squirming within the sac, driving them to consume each other in an orgy of violence and hunger until only one survives. That one is the sole inheritor of the black energies waiting to suffuse it and change it into something monstrous, a vampire spider. One hour after the spell is cast, the egg sac bursts open and the vampire spider emerges fully formed and ready to serve. </p><p>A vampire spider is utterly devoted to its creator or any one other sentient being designated by its creator at the time of spellcasting. If its master is not the same as the one who casts the spell, the vampire spider will seek to move to its intended master and bite him for 1d8 damage and a temporary Constitution drain of 1 point. This attunes the spider to its new master and that individual need never worry about its attacking him again. Vampire spiders can only serve one master, that individual can never be changed, and the creatures go rogue and masterless if that being dies. Unbound vampire spiders are a threat to any living being except drow priestesses of the Great Mother, whom they will flee from at every opportunity. </p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/20093/Ssethregore-In-the-Coils-of-the-Serpent-Empire?affiliate_id=17596" target="_blank">Ssethregore: In the Coils of the Serpent Empire</a>[spoiler]</p><p><strong>Caimeth:</strong> Caimeth is quite unique among all the demipowers of Arcanis, for he is in fact undead. Countless ages ago, in an attempt to increase his own power and position, he began to study the arts of Thanatology and Necromancy. Fascinated with the process of murder, it was inevitable that Caimeth would turn down the road of the Dead. Naturally immortal, it was quite a task for the powerful Varn to set up his own demise, but along with a cadre of contingency spells and triggered enchantments, Caimeth was able to break the line between life and death.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51403/Edgar-Rice-Burroughs-Mars-Shadows-of-a-Dying-World-An-OGL-Guide-to-Monsters-Races-and-Beasts&affiliate_id=17596" target="_blank">Shadows of a Dying World</a> [spoiler]</p><p></p><p><strong>Corphal Ghost:</strong> When a Corphal eventually dies through violence or after long years of neglect and isolation, its unholy will to live seldom allows its spirit to rest quietly. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17774/Fringe-Campaigns-Soul-Harvest?affiliate_id=17596" target="_blank">Soul Harvest</a>[spoiler]</p><p><strong>Pariah:</strong> Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born.</p><p>A pariah is an undead template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a Pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3171/SpirosBlaak-35?term=spiros&it=1&affiliate_id=17596" target="_blank">Spiros Blaak</a>[spoiler]</p><p><strong>Diswosnia Entrhaller:</strong> Tragically, some plain and homely women are victims of violence. Whether denounced as witches, butchered by loveless husbands lusting after young maidens, or abandoned to starvation or exposure because they grow old, the result is the same. In some cases, the horror and cause of their deaths force the victims to return as dizwosinas: deranged undead who seek vengeance for the injustices done to them.</p><p><strong>Necrozen:</strong> Following the failure of his Witch Lords to help him conquer the burgeoning Wildlands, Sallous Yar set about developing alternative agents of his depravity. One of the reasons for the failure of the Witch Lords, the dread god believed, was that he had allowed himself to put his faith in mortals, a mistake he would not repeat. Instead, he would create the Necrozen, his Death Bringers, to do his bidding.</p><p>Instilled with the dark light of undeath, the Necrozen are selected from those mortal warriors who fervently pursued Sallous Yar’s goals in life and sought nothing but the cold waiting beyond the grave as their reward.</p><p>“Necrozen” is a template that can be added to any giant, humanoid, or monstrous humanoid with an Intelligence score of 10 or more.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/1601/Strange-Lands-Lost-Tribes-of-the-Scarred-Lands?term=strange+lands&it=1&affiliate_id=17596" target="_blank">Strange Lands: Lost Tribes of the Scarred Lands</a> [spoiler]</p><p><strong>Fossil Ghoul:</strong> An afflicted humanoid of six Hit Dice or more who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.</p><p><strong>Na'heem:</strong> The Na’heem are the result of the misapprehension of spiritual epiphany at the most delicate moment of the enlightenment process - instead of rising to the status of Exemplar, the monk undergoes a dark and hideous metamorphosis.</p><p>The Brotherhood of Na’heem embodied the highest levels of ascetic virtue for an eon. Disciplined and devoted to the arts of self-mortification, the brotherhood set off into the wastes to pursue</p><p>total mastery of their spiritual system. It was not long before the Ministers of Cruelty, an order of sadisiic devils that “patronizes” the religiously ascetic, disturbed the deep desert meditation of these nomadic monks. Their souls stretched shreds upon the unresolved Paradox Of their Order” to mysteries, the first masters of the Na’heem brotherhood were cursed to walk the sands as undead warnings to the religiously zealous, thinking only of the yawning void coursing through their husks. Since then, other misguided spiritualists, drawn to the promise of unholy wisdom and immortality, have chosen to walk the maddening path of the Na’heem, swelling the brotherhood’s ranks with worthy new believers.</p><p>“Na’heem” is an acquired template that can be added to any humanoid monk of at least 11th level.</p><p><strong>Sample Naheem:</strong> ?</p><p><strong>Voracious Fang Swarm:</strong> Although the origin of these swarms is unknown, one thing is obvious: they almost certainly have some connection to Gaurak the Glutton. Some sages speculate that these swarms arise in areas where one of the ravenous titan's teeth tainted the land; others believe that they may have been created by Gaurak himself.</p><p><strong>Unholy Chorus:</strong> ?</p><p><strong>Nether Dragon:</strong> Some rare chromatic dragons continue to live on, long past the point where even other dragons have perished of old age. Nesting on treasure hoards they’ve no intention of using, their spirits are poisoned by their greed and by their loathing and distrust of every living thing. Such a dragon can become a twisted, corrupted thing indeed, its body bloated beyond all proportion and its soul rotten beyond the foulest evil. Dragons that reach this state of taint usually retire far below the earth; there, the utter lack of light, the dark arcane forces below the Scarred Lands, and the very weight of excess years finally turn the creature into a nether dragon.</p><p>Nether dragons are undead creatures, although they don’t need to physically die in the process - their souls are simply snuffed out and they turn into foul husks, empty of life and light.</p><p>“Nether dragon” is an acquired template that can be added to any true dragon of evil alignment that has reached great wyrm age.</p><p><strong>Sample Nether Dragon:</strong> This nether dragon was originally a green dragon who finally killed or drove away all other living creatures from its forest. It then retreated to the core of the dead wood it used to call home and descended more and more deeply into its caves, until it reached the deepest underground lake it could find, where it now lies submerged, wallowing in its own hatred of everything.</p><p><strong>Frost Maiden:</strong> Occasionally, a dryad’s resplendent oak succumbs to the frigid touch of winter. The tree’s destruction spells doom for the dryad, but death is not always the final result. The dryad may rise again as an undead monster filled with winter’s fury - a frost maiden.</p><p><strong>Rekirrac:</strong> ?</p><p><strong>Winter Wraith:</strong> In Fenrilik and other icy regions, young children who die from exposure to the elements sometimes return as winter wraiths, called “thirsty ghosts” by some.</p><p></p><p><strong>Undead:</strong> Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undeadcreature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice.</p><p><strong>Ghoul:</strong> An afflicted humanoid of four or fewer Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.</p><p>Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul.</p><p><strong>Ghast:</strong> An afflicted humanoid of 4-5 Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.</p><p><strong>Ice Haunt:</strong> Victims killed by a rime witch’s spells or her ice haunts rise after 24 hours as ice haunts under her control.</p><p>[/spoiler]</p><p></p><p>Template Troves II: Oozes and Aberrations:[spoiler]</p><p><strong>Bloodseeker: </strong>How the first bloodseeker was created is a matter for the sages to debate. Some suggest it was the result of an experiment performed by the legendary vampire sorcerer Necromortis. Others believe it was the result of an ooze accidentally ingesting a vampire as it rested in its coffin.</p><p>“Bloodseeker” is an acquired template that can be added to any ooze.</p><p><strong>Necromanctic Ooze:</strong> The necromantic ooze is a horrible creation that results when an ooze is slain by an energy drain attack.</p><p>“Necromantic Ooze” is an acquired template that can be added to any ooze.</p><p>[/spoiler]</p><p></p><p>Template Troves III: Diseases, Parasites, & Symbiotes:[spoiler]</p><p><strong>Plague Zombie:</strong> The zombie plague bestows upon its victims a foul semblance of life, as well as an insatiable hunger for the flesh of the living.</p><p>In the course of their cannibalistic hunt, plague zombies inevitably spread their disease to the creatures they kill. Victims who do not die outright are eventually overcome by the plague itself, dying in short order only to rise an hour or two later as voracious, undead creatures.</p><p> “Plague zombie” is an acquired template that can be added to any corporeal animal, giant, humanoid, or monstrous humanoid possessing a skeletal system.</p><p>Any creature that dies as a result of zombie plague rises as a plague zombie 1d6 minutes after its death. Any creature that is infected with zombie plague, but which dies by another means, also rises as a plague zombie 1d6 minutes after its death.</p><p><strong>Sample Plague Zombie Klein:</strong> ?</p><p><strong>Sample Plague Zombie Ormand:</strong> ?</p><p><strong>Pox Spirit:</strong> Ghost pox is a disease of the ethereal plane that lays waste to the spirits of men. Though its incorporeal sickness can infect many types of creatures, many scholars speculate that ghost pox prefers to defile sentient beings with its contagion. While the disease is considered by many to manifest some sort of malign intelligence, there could be nothing further from the truth. Indeed, the sickness is spread by the ghostly victims of the pox itself. Denied of life, and twisted into spiteful revenants, they seek to swell their own ranks by infecting the living.</p><p>The affliction begins with nightmares too horrible for the victim to remember. Cold sweats, accompanied by a substantial drop in body temperature, follow. Small points of phosphorescence lend a pocked appearance to the victim’s skin if examined by moonlight. Disembodied sounds accompany the nightmare screams of the dying, and small objects will occasionally float about the sickroom, seemingly of their own accord. Traditional remedies fail to cure the affliction, though religious rites are occasionally effective if the presiding priest is strong in his faith. Eventually, even the strongest of patients succumbs to a coma from which he will never awaken.</p><p>When death finally takes him, the victim’s soul has undergone a malevolent transformation. While his body is buried or burned, his spirit remains behind to seek its own solace. Such peace is temporary at best, and is typically at the expense of the living he has left behind. In an attempt to provide himself with companions to populate his bleak afterlife, the pox spirit spreads his own contagion to those he once loved, and the cycle continues once more.</p><p>“Pox spirit” is an acquired template that can be added to any animal, giant, humanoid, magical beast, or monstrous humanoid.</p><p>Pox spirits seek to create more of their kind by spreading their own ethereal sickness to the living. A pox spirit may take a full attack action to infect an opponent with ghost pox. If the spirit’s ethereal touch attack is successful, its opponent takes 1d6 damage and must make an immediate Fortitude saving throw (DC 14) to resist the infection.</p><p>Characters who acquire the pox spirit template are driven mad with loneliness and grief. They seek to end their profound despair by inflicting their ghostly disease upon friends and loved ones.</p><p><strong>Sample Pox Spirit:</strong> ?</p><p>[/spoiler]</p><p></p><p>Testament:[spoiler]</p><p><strong>Rephaim:</strong> Rephaim are the shades of those nephilim who drowned in the Flood. Because of their semi-divine heritage, death transformed them into terrifying spirits.</p><p><strong>Accursed Ka-Spirit:</strong> When one seeks divine knowledge forbidden to mortal man, such as the secret of life that belongs to Amun-Ra alone, he runs the risk of being transformed into a ka-spirit, a ghost that cannot pass beyond the grave into the next life.</p><p>Accursed ka-spirits typically serve as tomb guardians, such as those who protect the books of Thoth, most of whom were mages who failed in attempts to wrest divine secrets from the texts themselves.</p><p>“Accursed ka-spirit” is a template that can be added to any humanoid. [/spoiler]</p><p></p><p>The Dread Codex</p><p>[spoiler]</p><p><strong>Akyanzi:</strong> Akyanzi are the heads of spellcasters who are slain by a fire-enchanted weapon. After slain (and likely beheaded) by victorious warriors, negative energy wells from the caster’s anger at being defeated by a non-spellcaster and animates the head only.</p><p>Perhaps akyanzi come from spellcasters slain by drow weapons, or slain by weapons forged in a specific geographic area.</p><p><strong>Barrow Wight:</strong> “Barrow wight” is a template that can be added to any sentient creature with an organic body and a culture with death rituals and has recently died either by a barrow wight’s energy drain ability or naturally; if naturally, the creature must be raised as a barrow wight by some magical force (referred to hereafter as the “base creature”). The creature’s possession of a soul is a determination for the GM to make, but in most campaigns it includes any dragon, giant, humanoid, or monstrous humanoid. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to being raised as a barrow wight.</p><p>Any sentient creature with a soul and death rituals slain by a barrow wight’s energy drain rises as a barrow wight the next night, as per this template.</p><p><strong>Annis Hag Barrow Wight Manx:</strong> ?</p><p><strong>Blighted One: </strong>Born of pestilence, the blighted one is the incorporeal manifestation of creatures that have died from a disease. For only a shadow of the deceased’s essence remains on the Material Plane. When enough creatures die in a general area from the same disease, their shadowy soul remnants band together to form a blighted one (usually 20 creatures to a blighted one).</p><p><strong>Bloodwraith:</strong> The bloodwraith rises from a site of much bloodshed to hunt the creatures that bled, yet did not die, there. Battlefields are, naturally, the most common areas of bloodwraith origin. But if the slain creatures are strong enough (i.e. high-level), then not much blood is required to birth a bloodwraith. The creature’s mind may have come from different entities, but the bloodwraith is nonetheless an individual.</p><p><strong>Bog Slain:</strong> The bog slain is essentially a better version of a zombie. Created by a water mage of little repute (her name is not even remembered today), the only corpses the woman had to work with were ones found in the bog nearby her home.</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p>Furthermore, perhaps the initial animating process does not occur until a priest of the rebirth deity casts a spell over the ill-buried corpse. Such ability could be a special one granted by the evil god whenever a follower casts animate dead or similar magics.</p><p>A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver.</p><p><strong>Canine Skulker:</strong> The first skulkers were actual hunting dogs buried with their master. When a lich was slain atop their burial ground, the creature’s necromantic energies seeped into the ground and animated the dogs as skulkers.</p><p>An afflicted canine that dies of a canine skulker's ghoul fever rises as a canine skulker at the next midnight.</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 punishment or a powerful curse, but some evil individuals undergo it intentionally.</p><p><strong>Cinder Ghoul: </strong>A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.</p><p>Crucifixion Spirit: Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.</p><p><strong>Dark Voyeur: </strong>A dark voyeur is the spirit of someone who died in its reflection. The slain individual must have had some familiarity with the mirror; which can be as simple as it being in his home or possession for more than five years. The spirit of the slain is unwilling to leave this life and retreats to the mirror in order to watch life as it happens after his death.</p><p>If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they each flee to anther mirror of their home mirror’s original size or larger and reappear at full size and with normal hit points in 1d4 days.</p><p><strong>Deadwood Tree:</strong> It is thought by some elven sages that the deadwood trees were created when the dark elves broke away from the surface world and descended into the underearth, leaving behind a taint on the land which infected random treants throughout the lands. Most scholars scoff at this grandiose theory, but none have been able to disprove it so the myth remains.</p><p><strong>Death Crab Swarm: </strong>When ghouls and other lesser intelligent undead types are destroyed, what is left of their spirits is automatically stored between the material and negative energy planes. When 300 or so of these twice-slain souls are amassed, they reenter the material plane near a coastal area as death crabs. The swarm represents the final effort by the spirits to hold onto life itself as their energy drain power indicates.</p><p><strong>Death Roach:</strong> As soon as one death roach is slain, two more seem to take its place. In living roaches, this is due to rapid birthing from multiple egg batches. But for the death roaches, the reason is a bit more mysterious. When a death roach is killed, its necromantic energy is released and wanders the world like a stale breeze. After one month per hit die of the slain death roach has passed, the energy somehow finds a living roach and inhabits it. When that roach then dies, it immediately animates as a death roach.</p><p>There are some primitive tribes of humans who believe that death roaches are not a world-wide infestation. Rather, death roaches are confined to a certain country and are all part of the same soul. An ancient legend says that Gritztaa, deity of vermin, was attacked and nearly slain by a rival god. So weakened was the deity, that Gritztaa wove his essence into several thousand roaches in order to survive and eventually to regain strength to reassemble as a single entity in the future. Sages prompted for evidence of this theory point to the death roach’s collective mind ability.</p><p><strong>Death Squid:</strong> Some sages believe they are the souls of sailors who drowned beneath the waves. Others are convinced that there are necromantically-charged stones from a long-submerged undead kingdom which turn large aquatic lifeforms into death squids on contact.</p><p>In fact, sahuagin are actually the creators of the death squid, despite the more prominent origin theories bandied about (mentioned above). The ritual used to create them was unique to the evil sea humanoids, but has since been sold to land cultures in exchange for other magics.</p><p><strong>Dread Sphere:</strong> In an ancient magical struggle, the dread spheres were created to perpetuate undead forces for all time.</p><p><strong>Dreadwraith:</strong> The spirits of soldiers who flee from their post in fear return after death as dreadwraiths.</p><p><strong>Fear Guard: </strong>Fear guards embody evil in its blackest incarnation. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.</p><p>Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours.</p><p>As for where fear guards truly come from, it could be as simple as guards who take a blood oath to a necromancer to serve them in exchange for eternal life. But in this case, it may not be the existence the guards planned.</p><p><strong>Filth Croc:</strong> Sages speculate that these creatures are the result of necromantic experimentation by an ancient sahuagin lich named Klek-tiim. The extensive marshes were the only buffer zone between Klek-tiim’s burgeoning kingdom and the mainland civilization. The lich wanted to stock the marshy borderland with creatures that would deter those who wished to destroy it. As one of the most numerable types of creatures in the marsh, the crocs became the target of undead transformation.</p><p><strong>Fire Phantom:</strong> When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire.</p><p><strong>Chill Phantom:</strong> Chill Phantom originate from an icy region on the Elemental Plane of Water.</p><p><strong>Flame Servant:</strong> 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.</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. 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, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.</p><p>Arguably more expensive and costly than a standard golem, the flame servant is the necromancer’s answer to constructs. Unfortunately, it is a very poor answer. Used only by those infatuated with death and/or fire, the flame servant requires a high level caster, can only perform a single task, and is not universally effective in any terrain like standard golems. While a flame servant is cheaper in terms of raw materials, the price increases dramatically due to the necessary spells.</p><p><strong>Chill Servant:</strong> Born from dark necromancy, chill servants are tools of violence and hatred. Every chill servant is created by a spellcaster to complete a particular task.</p><p>The creation of a chill 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 snow, 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.</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 chill servant.</p><p>A chill 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), torpor, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.</p><p><strong>Flying Abomination:</strong> These monsters are created by the spell of the same name.</p><p>A spellcaster creates these skeletal body parts to have as “handy” servants and to act as guardians of low priority treasures or places.</p><p><strong>Fog Spirit:</strong> Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fog spirit.</p><p><strong>Frozen Horror:</strong> The frozen northern landscape is a sea of ice and snow amidst tranquil snow-packed mountains. But amidst this beauty is a veritable graveyard of creatures that die in that dangerous beauty. Harsh elements and starvation take the lives of so many creatures that are not native to the north. Those that lay dead for over a year, however, gather the power to return. If a living creature being walks over the grave spot of a creature that died in the elements, there is a 10% chance per Hit Die of the living creature that the corpse animates as a frozen horror.</p><p><strong>Ghostly Slasher:</strong> Every region in a campaign world has its handful of crazed killers and other evil creatures whose only joy in life is to inflict fear and death on others. When these creatures are eventually hunted down and slain (commonly by brave adventurers), not all of their souls descend into the realm of the damned. The forces in charge of the hells decide to wad many of these murdering, irredeemable spirits together and then send them back onto the Material Plane as one creature—a ghostly slasher—to continue their evil work.</p><p>As many as a dozen former murderers inhabit a ghostly slasher.</p><p><strong>Ghoul Template:</strong> “Ghoul” is a template that can be added to any sentient creature with an organic body and a soul who was killed by a ghoul and affected by its Create Spawn ability, or who ate the flesh of creatures of its type in life and recently died (referred to hereafter as the “base creature”). In most campaigns, this will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to undead raising as a ghoul.</p><p>An afflicted humanoid who dies of a ghoul creature's ghoul fever rises as a ghoul at the next midnight.</p><p><strong>Ogre Ghoul:</strong> This ogre succumbed to a ravenous pack of ghouls many years ago.</p><p><strong>Ghast Prestige Class:</strong> Ghouls who adapt to their degenerate undead state and thrive become fearsome predators called ghasts. While they can no longer follow the classes of civilization, cunning ghasts can progressively build upon the powers of their cursed state and travel down darker paths, increasing their connection to the Negative Energy Plane and becoming ever more deadly threats to those they encounter.</p><p><strong>Ichor Ghoul:</strong> Created to spread disease and general revulsion, the ichor ghoul can be found in any environment where living creatures dwell. Ichor ghouls are found infrequently on their own. They are most often acting on the directives of their creator, a being of some power known as the Dripping Darkness.</p><p><strong>Primal Ghoul:</strong> Sometimes when a spellcaster wants to build a better monster, the result is not always what he expected. The primal ghoul was developed originally as a more powerful version of a ghoul.</p><p><strong>Grave Risen:</strong> They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.</p><p><strong>Gray Death:</strong> Born from a creature that was burned alive, the gray death seeks to destroy all living creatures in revenge for its current state. When this creature dies, its spirit gathers up the elemental force which slew it. The soul then drifts slowly and invisibly for 1d4 days before reforming up to a mile from the place of its death. The gray death’s “birth” is a spectacular display of fiery explosions contained within a 10-foot area.</p><p>When a gray death is born in its fiery explosion, it is actually triggered by a tiny pinprick which links the Elemental Plane of Fire to the Material Plane. When the soul which powers this undead dies in a fire, it then searches for a more permanent source of fire to power itself. The soul spark drifts for a time because it unconsciously is looking for a “weak” area where the Fire Plane can be accessed. When it finds such an area, the resulting birth explosion inflicts 4d6 points of fire damage to any creatures within the 10-foot by 10-foot area.</p><p><strong>Hoar Spirit:</strong> Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures to share their icy hell.</p><p>The fact that no hoar spirits are encountered on their own can point to a more unusual cause than is stated above. Instead of attributing it to like minds, perhaps hoar spirits are the result of a magical device hidden in the icy wastes of the spirits’ home. While calling to these undead to unearth itself, the gem might also have a “hive mind” effect on the spirits.</p><p>The unifying factor might not be a magic item, but could be the lost fragments of a forgotten ice deity. The godling was thought destroyed in a long-ago struggle and the pieces of its body were flung to the ends of the campaign world. However, the pieces which landed in the godling’s native environment (arctic cold) are still powerful enough to animate and call upon the hoar spirits to find them.</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.</p><p>Regardless of their missions, they shared the same end: after</p><p>death, their lust for knowledge overcame the laws of nature,</p><p>driving them to search the world for further information. </p><p>It is said that, centuries ago, a trickster god convinced a young man to devote his life to researching the other gods. The minor deity wished to learn his greaters’ weaknesses and knew that only a lowly mortal might succeed at the task (the trickster was forbidden to even speak of such knowledge). That young man became so involved with the cosmic directive that he died and became the first inscriber.</p><p><strong>Jikini:</strong> Fashioned from common vipers, jikini were created for a good purpose—to dispose of dead bodies after a plague swept through the region. Unfortunately, their undead nature turned these snakes to evil, mutating their poisonous bite into a disease and increasing their mental attributes to dangerous levels.</p><p>Perhaps the jikini are the result of one tribe of humanoids being cursed into this form.</p><p><strong>Lector:</strong> It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. When such an event occurs, the skeleton is endowed with a powerful intelligence and a desire to seek out and find other such items and absorb them into itself.</p><p><strong>Murder Born:</strong> Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.</p><p><strong>Ndalawo:</strong> Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow of its former self. Though they prefer to prey on other leopards, perpetuating their foul species, they occasionally attack humanoids as well.</p><p>A leopard reduced to 0 Strength by a ndalawo becomes a new shadow leopard within 1d6 rounds.</p><p><strong>Necroling:</strong> The necroling is the heritage of all necromancers. Each student of the black arts is required to create a necroling of his own before more potent spells and powers are available to him. The necroling, commonly forgotten by the caster, is then used to guard his laboratory or other precious possessions. Designed so the necromancer can experience the feelings associated with death and rebirth as undead, the necroling is created with the spark of a soul who died unnaturally. The necromancer essentially puts a sliver of the angry soul inside its own tiny sarcophagus (in this case an ink bottle) after imbibing the emotions it experienced at death by way of dreams.</p><p>Let’s look a little closer at necroling construction. A spellcaster requires the following: Craft Wondrous Item feat, a corpse of someone who died unnaturally no longer than a day ago, a vial filled with black ink, consecutive casting of sleep, gaseous form, dimension door, and detect thoughts on the ink vial, and finally the drawing of the necromantic glyph of undeath on the corpse’s forehead (requires a DC 12 Knowledge (arcana) check).</p><p>Once the spells have been cast and the glyph drawn, the necromancer must sleep next to the body for 8 hours with the enspelled ink vial on the other side. During the slumber, the necromancer imbibes the thoughts and feelings the corpse’s soul endured at the point of death. The spellcaster learns in vivid mind-wrenching detail what it means to cross the barrier from life into death. At the same time, the ink vial absorbs the last wisp of spirit before it leaves the corpse. This wisp becomes the necroling’s mind while the ink is used when the creature manifests a physical body.</p><p>Necromancer and necroling are not bonded, as such, when he awakens but there is a definite connection between the two. The necroling intuitively recognizes the necromancer as having touched a piece of its former mind and desires to remain close to that presence. The necromancer gains a permanent black stain right below the back of his neck. What this stain does is mark him as a true necromancer. He has experienced what it is to die and understands the very nature of undeath in the creature he has created. The mark also identifies him to other “true” necromancers, perhaps thereby gaining access to secretive cults or information. Undertaking necroling creation is a wholly evil act since the character is ripping part of a person’s soul from its rightful rest and forcing it into eternal servitude.</p><p><strong>Necrotic Entrailer:</strong> The ritual that creates an entrailer not only causes its insides to reorganize into the monster’s tethers, but actually fuses the entrails from other creatures into its matrix. These entrails occupy the entire interior of the entrailer except the brain. As a result, a necrotic entrailer has many densely packed miles of tethers available to it.</p><p><strong>Orc Death Lord:</strong> Powerful orc commanders, if they worship the right god, are returned to the world soon after their usually bloody demise as death lord orcs.</p><p><strong>Orphan of the Night:</strong> Many children are pranksters that, as they mature, repress those childish impulses to the point that they vanish from the adult mind. Those repressed thoughts do actually disappear and reform on the Plane of Shadow as orphans of the night.</p><p><strong>Orphan of the Light:</strong> Unfortunately, for every person who leaves their childish ways behind, there two more who do not. Some of these individuals actually move in the opposite direction, leaving behind caring and innocence. These cast off emotions could theoretically coalesce into “orphans of the light”.</p><p><strong>Phantasm:</strong> Phantasms are malevolent and sinister spirits that delight</p><p>in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.</p><p><strong>Quick-Shard Cavalier:</strong> The origins of the quickshards lie in ambitious, militant necromancer-kings. Not merely content to craft spells which slay others and animate them, these necromancers of some forgotten continent cooperated to create the quick-shard ritual. The ability to create many quick-shards at one time is a well-guarded secret today. To create even one, however, requires magic en par with create greater undead.</p><p>The bones of slain creatures are gathered together (enough to make a Large creature) and, as long as a humanoid head is amongst the ivory pile, a quick-shard cavalier can be fashioned. The other bone shards fuse together to create the core skeleton while other bits are left to form the creature’s spurs.</p><p><strong>Red Jester:</strong> Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of a god of undeath, sent to the Material Plane to “entertain” those the deity has taken a liking to. The actual truth to their origin remains a mystery.</p><p><strong>Rom:</strong> The rom are a race of ghostly stone giants. As living giants, they once ruled over the population of a great mountain chain. However, these giants’ brutality eventually met with revolution spearheaded by a tribe of dwarves known as the Skull Splitters. During their retreat, the giants’ shaman took matter into his own hands and laid a curse on the region—every giant who died in the war would one day rise again as undead to take back what was once theirs. Unfortunately for the ancestors of that war’s victors, for it is now a century later, the curse appears to be coming true. Several dozen rom (named for the shaman who laid the curse) have been spotted around the northern mountains and all attempts to parlay with them have met with the diplomats’ own deaths.</p><p>Well, perhaps the Rom were cursed to exist in this form before their natural deaths.</p><p><strong>Persistent Soldier:</strong> Whether or not their respective units were victorious, persistent</p><p>soldiers are those inevitable casualties of any war who perished on the battlefield. It is because of these monsters that visitors to a known battlefield site often speak in hushed reverent tones. For it is said that those who mock the fallen military risk their eternal ire. Although they can be centuries perished, some wisp of the persistent soldier’s soul still remains tied to his corporeal body. Accusations against the soldiers, be they in jest or truly malicious, have a chance of rousing that soul to action once again. The fractured personality and memories call their old body which crawls from the earth in the same condition it was in just moments after it died.</p><p><strong>Sacred Guardian:</strong> The sacred guardian is a ghostly tiger of great size which keeps eternal watch over very special graveyards and other burial sites. Whether the guardian is summoned or created for its task is not known; the only certainty being that it is the stuff of powerful magic. The one commonality that sages have discovered amongst the sites protected is that they all have something to do with famous (or infamous) adventurers.</p><p>Perhaps the sacred guardian doesn’t guard the dead at all. Perhaps really great adventurers are asked to serve on another plane of existence before their deaths. If they agree to serve the beings that contact them, these unknown creatures help to fake the adventurer’s death, provide an elaborate burial site, and then bring the adventurers out of this world. To ensure that no one discovers the portal to that other plane which is left in the graveyard or site, the sacred guardian is summoned to duty there.</p><p><strong>Black Skeleton:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p>Black skeletons are patterned after the evil dark elves because of that race’s distinctive two-handed fighting style (not to mention the black bones).</p><p>Shock troops of a deity of fear and/or darkness.</p><p>After a fighter wielding two blades fell in battle, an enterprising necromancer attempted to add the fighter to his undead force. But the necromancy became somehow contaminated and the fallen fighter rose as a free-willed skeleton, its bones blackened by the evil which birthed it. The two-handed fighting style was retained and passed to all victims of this original black skeleton. Those humanoids slain by a black skeleton become black skeletons themselves within 1d4 days unless their corpses are burned.</p><p>In numerous prophecies, the End Times are heralded by the appearance of “coal black bones wielding the twin blades of pestilence and fear.” When a planar portal opens not far from a major city and pours forth dozens of black skeletons at irregular intervals, could prophecy be coming true? More likely it is just a plot by a necromancer using the prophecies and black skeletons to his advantage.</p><p><strong>Soulless One:</strong> Soulless ones are powerful undead spirits driven by lament and hatred of the living.</p><p>Soulless ones are the products 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>The origins of the soulless one lie with a young woman who once carried the child of a purportedly-celibate priest. Angry that his sin might be exposed to his superiors, the priest attacked and nearly killed the young woman. Days later, she gave premature birth to a stillborn child, who was taken by the “Dark Ones” to become the very first soulless one.</p><p><strong>Spellgorged Zombie:</strong> Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.</p><p>“Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells.</p><p><strong>Sample Spellgorged Zombie:</strong> This spellgorged zombie was slain by a more powerful rival for some blackmail the former caster threatened to employ. In retribution, the wizard decided to use the slain caster as a spellgorged guardian.</p><p><strong>Spirit of Hate:</strong> Creatures that are slain just before a pleasingly anticipated event return to this plane within 1d4 days as a spirit of hate.</p><p>In elven mythology, spirits of hate (or “pec’zaah” in the Elven tongue) originated in the time just after the split between surface and dark elves. After centuries of discontent, those elves who would become the black-skinned menaces of today finally broke tradition with their surface cousins in an organized protest (the specifics are not known to non-elves). When it seemed these elves were lost to the darkness, a few dozen of their number returned to the forest as part of a ruse. When their surface brothers emerged from their protected community to welcome them home, the dark elves turned on them in a bloody massacre. The deaths of so many elves filled with glad tidings of their fellows’ return supposedly gave birth to the first sprits of hate. There may indeed be some truth to this legend because drow elves are documented as attacking these spirits on sight.</p><p>The spirit of hate can spontaneously emerge from a person who was wrongly slain in sight of her would-be rescuers. The energy of an anticipated rescue becomes the force for undying revenge as the spirit of hate then shadows the failed rescuers until their deaths.</p><p><strong>Tavern Prowler:</strong> All adventurers see the barflies that inhabit every location of drunkenness and revelry in each community. Some of these wretched drunkards were former adventurers themselves. But too many waste their lives away on the barstool, waiting for some kind of emotional pain to dissipate or for good paying work to materialize out of thin air. It is no surprise that these men (and some women) die either inside or on their way to/from the tavern. These are the souls that become tavern prowlers.</p><p>A spirit returns to the same tavern it frequented one month to the day after its death.</p><p>For whatever reason, the same powers which gave the prowler life also gave it a purpose—protect its former home.</p><p><strong>Terkow:</strong> “Terkow” is a template that can be added to any humanoid creature.</p><p>Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a terkow if it had 5 or more HD.</p><p><strong>Sample Terkow:</strong> This terkow sorcerer was just beginning a promising career in the arcane academy before an expedition to the southern jungles turned his life into unlife. A terkow slaughtered the spellcaster’s companions before feeding on him last.</p><p><strong>Thanatos:</strong> Spawned by evil, the thanatos is a great undead fish which exists only to spread that evil. As often as great wars tear apart the land, there are just as many that wage across the ocean depths. Thanatos are one of the earliest attempted at an aquatic doomsday weapon. Created by ancient magic held by sahuagin clerics, the gargantuan versions of these undead fish were sent against all good-aligned aquatic creatures, slaying hundred if not thousands of souls before the assault was countered. And while the sahuagin were obviously unsuccessful in their bid for total domination, dozens of gargantuan thanatos remain today as a chilling reminder of that time; warning all aquatic races that not all stories of the past are fiction.</p><p>The sahuagin have no direct method of creating more thanatos in modern times, but secret rituals known only to the high clerics enable those who can find a thanatos to command it. Other rituals allow the mutation of whales into large thanatos, but not gargantuan ones.</p><p><strong>Tortured:</strong> Tortured undead are those poor creatures who are unfairly tortured to death. The desperate fevered emotions running through the creature at the time of death are enough to push it to the attention of the dread gods responsible for raising undead creatures. But those emotions are just barely enough to grant it an undead status, for the tortured has no intelligence and is only barely aware of itself.</p><p><strong>Undead Lord:</strong> For every type of undead, there exists an undead lord, a being of great power that commands the lesser of its kind.</p><p>“Undead Lord” is an inherited template that can be applied to any undead creature.</p><p>It could be chalked up to a favorable brush with an undead deity, the accidental discovery of a magical pool, or a complex ritual which sacrifices many creatures to enhance a chosen one.</p><p><strong>Cadaver Lord:</strong> ?</p><p><strong>Vohrahn:</strong> Created by spellcasters by binding dead spirits to the bodies of fallen warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.</p><p><strong>Webbed Sentinel:</strong> Webbed sentinels were created by dark elves soon after their retreat into the subterranean world. To deter pursuit by surface elves (and attack by other underearth races), drow necromancers fashioned these creatures made from the most common element they encountered—spiders and their webs. Webbed sentinels patrolled the areas surrounding drow camps and, eventually, fledgling drow cities. After the dark elves managed to establish a firm hold in the underearth, the webbed sentinels were released from servitude to roam the subterranean world, inflicting fear and death on all they met. Dwarves and underearth gnomes each share similar tales about the sentinels and teach them to their children as dreaded nursery rhymes.</p><p><strong>Wraithlight:</strong> Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they 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, tapped in a foreign world after theirs was destroyed and trying to continue their existence.</p><p>These undead creatures are the losers in a battle between two ancient races. The gods punished both races for their insolence at destroying much of the lands during their war. The victors were changed into will-o’-wisps. The losing race, who had been subjected to massive necromantic energies from the victors, was changed into today’s wraithlights.</p><p><strong>True Zombi:</strong> A true zombi can only be created by a Zombi cultist or through the use of magical zombi powder.</p><p>“True Zombi” is a template that can be added to any humanoid creature.</p><p>Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a true zombie if it had 4 or fewer HD, and a terkow if it had 5 or more HD.</p><p>Some sages believe that deep within the world’s largest jungle there exists an ancient magical well of zombi-making. Living creatures partaking of its waters are stricken with the “curse of the true zombi” and become a free-willed undead of this type within 24 hours.</p><p><strong>Sample True Zombi:</strong> An arrogant leader of his own group of bandits, the half-orc led his soldiers into an ambush set by the sinister cult of Zombi. It remembers a brief clash of metal and then a magical powder being blown at it.</p><p></p><p><strong>Ghoul:</strong> An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight.</p><p>An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight.</p><p>An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight.</p><p>Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul.</p><p><em>Change Zombie</em> spell.</p><p><strong>Ghast:</strong> An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight.</p><p>Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast.</p><p><strong>Shadow:</strong> Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds.</p><p><strong>Skeleton:</strong> If a victim dies while engulfed by a bone slime, it becomes a skeleton.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie.</p><p><em>My Life for Yours spell</em>.</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead.</p><p>Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead.</p><p>A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.</p><p><strong>Wight:</strong> After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.</p><p><strong>Zombie:</strong> Living creatures killed by a deadwood tree rise in 16 rounds as zombies.</p><p>Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies.</p><p>Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie.</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.</p><p><em>My Life for Yours</em> spell.</p><p></p><p><em>Flying Abominations</em></p><p>Necromancy [Evil]</p><p>Level: Clr 5, Evil 5, Sor/Wiz 7</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 action</p><p>Range: 10 ft.</p><p>Target: One or more body parts within range</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell.</p><p>You can animate one HD worth of flying abomination per caster level. These HD can be divided among different body parts as required. A 14th-level wizard could, for example, animate seven 2 HD body parts, or one 10 HD body part and four 1 HD body parts, etc. All body parts to be animated must be within 10 feet of you during casting.</p><p>The characteristics of a flying abomination are determined by the creature’s original size. See the Flying Abominations monster entry above for each creature’s characteristics based on size. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon’s head could bite but could not breathe fire. A dragon’s breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained.</p><p>Flying abominations obey simple verbal commands in the same manner as a zombie or skeleton and the body parts remain animated until destroyed. They can be turned or rebuked normally.</p><p>Arcane Material Component: The body parts to be animated and a vial of unholy water which is sprinkled over the fragments during casting.</p><p></p><p><em>Change Zombie</em></p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: One zombie touched</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p>You touch a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its save, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.</p><p>Material Component: A bone from a ghoul and a black onyx gem worth at least 100 gp.</p><p></p><p><em>My Life For Yours</em></p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 10 minutes</p><p>Range: Touch</p><p>Target: One corpse touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You draw forth a part of your own life force and (if you are not an undead) corrupt it into negative energy, which you can use to animate one corpse as a skeleton or zombie. Because the process of infusing the corpse with the negative energy is inefficient, you must draw forth twice as much of your life energy as what the undead would actually use. Therefore, you lose twice the number of hit points the undead creature would have when finished (so creating a normal Medium skeleton with 6 hit points costs you 12 hit points). Any skeleton or zombie created with this spell is treated as if it had been created with animate dead for the purpose of how many undead you can control. These hit points can be recovered normally (rest, magical healing, etc.)</p><p>If you cannot lose these hit points for any reason (such as if you are protected by a spell that prevents you from taking damage or converts normal damage to subdual or any other kind of damage) the spell fails. If you have no life force, whether positive or negative (for example, if you are a construct) the spell fails.</p><p>Material Component: A black onyx gem worth at least 50 gp with iron and silver wires wrapped around it, which must be placed in the mouth or eye socket of the corpse.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50707/The-Echoes-of-Heaven-Bestiary-The-Tainted-Tears-OGL-Version?term=echoes+of+heaven+bestiary&affiliate_id=17596" target="_blank">The Echoes of Heaven Bestiary</a> [spoiler]</p><p><strong>Elemental Wraith:</strong> Elemental Wraiths were all Mortals who subjected themselves to a conversion process while still alive. There are seven levels of Elemental Wraith and each requires a new ordeal of one-hundred-and-one days.</p><p><strong>Earth Wraith:</strong> Agents of the Nopheratus create an Earth Wraith by taking an Ice Wraith and subjecting it to the Ordeal of Earth. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental Earth. This is absolute agony, grinding their bones into pieces. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Earth Wraith.</p><p><strong>Fire Wraith:</strong> Agents of the Nopheratus create a Fire Wraith by taking a Water Wraith and subjecting it to the Ordeal of Fire. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of scorching fires. This is absolute agony. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Fire Wraith.</p><p><strong>Ice Wraith:</strong> Agents of the Nopheratus create an Ice Wraith by taking a Light Wraith and subjecting it to the Ordeal of Ice. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental ice. This is absolute agony, abrading away their remaining soft tissue. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Ice Wraith.</p><p><strong>Light Wraith:</strong> Agents of the Nopheratus create a Light Wraith by taking a Fire Wraith and subjecting it to the Ordeal of Light. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of lightning. This is absolute agony, burning their remaining deep tissue with constant and penetrating current. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Light Wraith.</p><p><strong>Void Wraith:</strong> No one knows how they create the most powerful of all the Elemental Wraiths. Most people think that an Earth Wraith passes beyond the Mortal Realm, into the plane where the Nopheratus resides. There, the Earth Wraith experiences the raw force of death. It strips away the last vestiges of flesh, of emotion, of all humanity. What’s left is a creature almost as alien as the Nopheratus itself. It is the Void Wraith.</p><p><strong>Water Wraith:</strong> A Water Wraith is created by taking a Wind Wraith and subjecting it to the Ordeal of Water. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of violent waters. The Wind Wraith still has the habits of Mortality, so although it doesn’t need to breathe, it can still feel like it’s drowning. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Water Wraith.</p><p><strong>Wind Wraith:</strong> A Wind Wraith is created by the Ordeal of Air. A Mortal is placed in a special necromantic vault for one-hundred-and-one days, where they are killed by a constant buffing of high-velocity winds. The vault eliminates the need for food or water and many subjects survive for weeks or even months. Even after death, the agony continues. At any time, the subject can beg for death and receive it, but if they endure the entire one-hundred-and-one days, they emerge as the Undead Wind Wraith.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3019/Tome-of-Horrors-Revised?term=tome+of+horrors&it=1&affiliate_id=17596" target="_blank">Tome of Horrors Revised</a></p><p>[spoiler]<strong>Apparitions:</strong> Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.</p><p>Any humanoid slain by an apparition becomes an apparition in 1d4 hours.</p><p><strong>Barrow Wight:</strong> A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.</p><p>Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.</p><p><strong>Bloody Bones: </strong>Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings.</p><p><strong>Bog Mummy:</strong> When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.</p><p>Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days.</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature formed as the result of an incomplete death ritual.</p><p><strong>Crypt Thing:</strong> Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.</p><p>Create Crypt Thing Spell</p><p><strong>Darnoc:</strong> The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.</p><p>Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.</p><p><strong>Demiurge:</strong> The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.</p><p><strong>Orcus:</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>Draug:</strong> The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Ghoul-Stirge:</strong> The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers.</p><p><strong>Groaning Spirit:</strong> The groaning spirit is the malevolent spirit of a female elf</p><p><strong>Haunt:</strong> The haunt is the spirit of a person who died before completing some vital task.</p><p><strong>Huecuva:</strong> Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.</p><p><strong>Mummy of the Deep:</strong> It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.</p><p><strong>Undead Ooze:</strong> When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze.</p><p>As a full-round action, an undead ooze can expel 1d6 skeletons from its mass.</p><p><strong>Vampiric Ooze:</strong> The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.</p><p><strong>Poltergeist:</strong> Poltergeists are undead spirits that haunt the area where they died. A poltergeist has no material form and cannot manifest on the Material Plane. Most poltergeists are evil, as they are “trapped” in the area where they were killed and can never leave this area unless they are destroyed. This “prison” drives them mad and they come to hate all living creatures.</p><p><strong>Shadow Rat Common:</strong> ?</p><p><strong>Shadow Rat Dire:</strong> ? </p><p><strong>Lesser Shadow:</strong> According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows.</p><p><strong>Skulleton:</strong> Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless).</p><p>The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich.</p><p>To create a skulleton, the creator must be at least 9th level. The following ingredients are required.</p><p>— The skull of a humanoid or monstrous humanoid.</p><p>— A few bones from a humanoid or monstrous humanoid.</p><p>— A small quantity (at least 1 pint) of earth (dirt).</p><p>Powder the bones (but not the skull) and mix with the earth or dirt in an iron bowl. Pour the powdered mixture over the skull. Cast the following spells in this order: contagion, fly, stinking cloud, and animate dead. Within 1 hour, the skulleton animates and comes to “life.”</p><p><strong>Ghoul Wolf:</strong> ?</p><p><strong>Dire Ghoul Wolf:</strong> ?</p><p><strong>Shadow Wolf:</strong> ?</p><p><strong>Brine Zombie: </strong>Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Bleeding Horror:</strong> Created by the axe of blood, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade.</p><p>“Bleeding horror” is an acquired template that can be added to any humanoid, monstrous humanoid, giant, magical beast, or outsider (hereafter referred to as the “base creature”) that dies as a result of feeding the axe of blood.</p><p>Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes</p><p><strong>Bleeding Horror Minotaur:</strong> ?</p><p><strong>Skeleton Warrior:</strong> The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.</p><p>“Skeleton Warrior” is an acquired template that can be added to any humanoid creature.</p><p><strong>Skeleton Warrior Sample:</strong> ?</p><p><strong>Spectral Troll:</strong> “Spectral troll” is an inherited template that can be added to any troll.</p><p>Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time.</p><p><strong>Spectral Troll Sample:</strong> ?</p><p><strong>Juju Zombie:</strong> Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie.</p><p>“Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid.</p><p><strong>Juju Zombie Sample:</strong> ?</p><p></p><p><strong>Undead Type:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Lacedons:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Skeletons:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Spectre:</strong> Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time.</p><p><strong>Zombie:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.[/spoiler]</p><p></p><p>Tome of Horrors II [spoiler]</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p>A creature slain by a cadaver lord rise in 1d4 minutes as a cadaver.</p><p><strong>Cinder Ghoul: </strong>A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.</p><p><strong>Crucifixion Spirit:</strong> Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.</p><p><strong>Fear Guard:</strong> Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.</p><p>Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours.</p><p><strong>Fire Phantom:</strong> When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire.</p><p><strong>Grave Risen:</strong> They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.</p><p><strong>Hanged Man:</strong> A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged.</p><p><strong>Hoar Spirit:</strong> Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture.</p><p><strong>Murder Born:</strong> Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.</p><p><strong>Phantasm:</strong> While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.</p><p><strong>Red Jester:</strong> Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has taken a liking to. The actual truth to their origin remains a mystery.</p><p><strong>Black Skeleton:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p>Black skeletons speak Common and Abyssal (leading some to believe that the evil that first created these creatures was the product of the demon prince Orcus).</p><p><strong>Corpsespun Creature:</strong> Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner. The poison of the corpsespinner interacts with the slain creature’s body and animates it as a corpsespun creature; a zombie–like automaton sheathed in webs whose insides have been replaced with thousands of tiny spiders.</p><p>“Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner.</p><p>Creatures slain (and not devoured) by a corpsespinner rise in 1 hour as creatures known as corpsespuns.</p><p><strong>Corpsespun Fighter:</strong> ?</p><p><strong>Corpsepun Minotaur:</strong> ?</p><p><strong>Spellgorged Zombie:</strong> Created with the use of a <em>create greater undead </em>spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.</p><p>“Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells.</p><p><strong>Sample Spellgorged Zombie:</strong> ?</p><p><strong>Undead Lord:</strong> “Undead Lord” is an inherited template that can be applied to any undead creature.</p><p>A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.</p><p><strong>Cadaver Lord:</strong> ?</p><p></p><p><strong>Zombie:</strong> Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.</p><p>Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails.[/spoiler]</p><p></p><p>Tome of Horrors III[spoiler]</p><p><strong>Blood Wight:</strong> When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon</p><p>princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight.</p><p><strong>Bogeyman:</strong> Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories.</p><p><strong>Brykolakas:</strong> Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls.</p><p><strong>Demilich:</strong> When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.</p><p><strong>Fetch:</strong> When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living.</p><p><strong>Fye:</strong> When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye.</p><p><strong>Ghoul, Dust:</strong> When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.</p><p><strong>Lantern Goat:</strong> Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that depends from the goat’s neck serves to channel souls into the creature itself.</p><p>Soul Capture (Su): Any living creature reduced to 0 or less hit points while within 60 feet of a lantern goat must succeed on a DC 15 Will save or have its soul drawn into the lantern goat’s lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at –3 hit points must save at DC 18). Once captured, the lantern goat slowly digests the creature’s soul over a period of 1 hour, using it to fuel its dark energies. The save DC is Charisma-based.</p><p>A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature.</p><p><strong>Lich Shade:</strong> During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade.</p><p>Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife.</p><p><strong>Mortuary Cyclone:</strong> A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).</p><p><strong>Murder Crow:</strong> These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow.</p><p><strong>Phasma:</strong> A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result.</p><p><strong>Rawbones:</strong> A rawbones is an undead creature that comes into being when a tortured person rises from the grave.</p><p><strong>Soul Reaper:</strong> Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation.</p><p><strong>Swarm Shadow Rat:</strong> ?</p><p><strong>Shadow Rat Common:</strong> ?</p><p><strong>Swarm Raven Undead:</strong> ?</p><p>If a murder crow is reduced to 0 hit points or less, it explodes into a murder of standard crows. Use the statistics for the undead raven swarm.</p><p><strong>Paleoskeleton Creature:</strong> Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. Only fossilized remains can become paleoskeletons. The bones that comprise a paleoskeleton must have been in the earth for thousands or even millions of years. Provided the skull and at least 20% of the actual bones remain, an animate dead spell cast by an arcane spellcaster of at least 12th level will produce a paleoskeleton. The extreme age of the bones and the strange properties of the mineralization interact with the negative energy to produce a very powerful undead creature.</p><p>“Paleoskeleton” is an acquired template that can be applied to any dinosaur or prehistoric animal.</p><p><strong>Paleoskeleton Triceratops:</strong> ?</p><p></p><p><strong>Undead:</strong> Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds.</p><p><strong>Lacedon:</strong> A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in</p><p>that they have always existed and have always been.[/spoiler]</p><p></p><p>Warlords of the Accordlands Creatures and Lairs</p><p>[spoiler]</p><p><strong>Gravel Spawn:</strong> Gravel spawn are an abomination -- undead gargoyles formed from the hacked bits and pieces of slain gargoyles.</p><p><strong>Gaunt Crypt:</strong> A Crypt gaunt is created through ritual.</p><p><strong>Gaunt Swamp:</strong> Most swamp gaunts were men and women killed deep in the marshes of the Accordlands. Marsh hags are notoriously careless with their refuse, and discard failed experiments into the swamps, where it suffuses the corpses. The potions' magical energy grants the swamp gaunts unholy animation.</p><p><strong>Ghost Bog:</strong> Ghost bogs are the animated corpses of the fallen whose bodies are so saturated with magic that they are reanimated in death.</p><p><strong>Hag Undead:</strong> Certain powerful hags have used their potions to give themselves the immortality of the undead. </p><p><strong>Nekrast:</strong> Occasionally, a necromancer of insufficient power to become a lich spontaneously arises after death as a nekrast. Those with a penchant for fire magic have the best chance at returning as one of these creatures. Rumors say that books of lost lore can guide a necromancer along the path to becoming a nekrast; these have yet to be verified.</p><p><strong>Skeleton:</strong> ? </p><p><strong>Unclean Spirit:</strong> Unclean spirits are the undead remnants of dead elves, fueled by intense hatred.</p><p><strong>Woundwraith:</strong> Popular belief (to the extent that anyone is willing to think at much length about woundwraiths) holds that they are the restless spirits of those lost to madness.</p><p><strong>Zombie:</strong> ?</p><p><strong>Purgatoire:</strong> Those who are bound to serve a king or great lord and who die in some grand quest or fundamental duty may rise as a purgatoire. Bodyguards who fail to protect their charges and questing knights who die in pursuit of their goal are the most common purgatoires.</p><p>"Purgatoire" is a template that can be added to any humanoid or monstrous humanoids creature.</p><p><strong>Severed:</strong> The Severed are undead elves who have willingly given their own lives in order to trade mortality for the everlasting youth of undeath.</p><p>To become Severed undead requires a great sacrifice to one of the Elements, the elven pseudo-gods, with each Element demanding a different type of sacrifice and offering a different form of immortality: Blood (ritual murder of a blood relation, to become a Severed vampire), Bone (24 hour rite in which the would-be Severed's every bone is broken, to become a Severed revenant), Flesh (a simple mass slaughter of a dozen people to become a Severed ghoul), and Spirit (ritually removing and rebinding the would-be Severed's soul to his own body, to become a Severed wraith).</p><p>"Severed" is a template that can be added to any elven or half-elven creature.[/spoiler]</p><p></p><p>Wildwood[spoiler]</p><p><strong>Arboreal Defender:</strong> Once powerful warriors or leaders, arboreal defenders are hopelessly cursed beings. Trapped inside their decaying carcasses, they are forced to do Haiel’s bidding as punishment for the atrocities they committed against the forest during their lives.</p><p>Arboreal defender is an acquired template that can be added to any humanoid or monstrous humanoid creature.[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7538884, member: 2209"] [b]3.5 3rd Party L-Z[/b] 3.5 3rd Party L-Z[spoiler] [URL=http://www.drivethrurpg.com/product/2922/The-Lords-of-the-Night-Liches?affiliate_id=17596]Lords of the Night: Liches[/URL][spoiler] [b]Void Lich:[/b] But the Guardian’s worst betrayal was yet to come. To prove his loyalty, the newly named Sentinel of the Void gave his dark master a terrible gift. He devised magical incantations that allowed mortals the ability to trade their life energy in exchange for the powers of Creation. Known as Black Rituals, these incantations were terrible and sinister indeed, for in addition to the power to shape reality, those performing the Rituals were flooded with Void, the wicked darkness that ensnared their minds and corrupted their thoughts. They became slaves to the Void, minions of a truly terrible evil. Thriving on shadow, all who cast the rituals became known as Void Liches and they were a force of terrible darkness, twisted by the power of the Arcane and wrapped with the rage and madness of the Void. Void Liches follow a similar progression to that of Arcane Liches yet unlike those of the Arcane, they have but one Ritual to bind them inexorably to the Void. An Arcane Lich that has been corrupted by the Void. Void Rituals on the other hand, can be found almost everywhere. Most great libraries will contain them, sometimes masked as the ramblings of madmen or disguised as nonmagical formulae and obscure mystical information. However innocuous they may at first seem, these Rituals are utterly corrupted and will drag the caster down the Path of the Void into utter despair. Only the most foolish, naive or desperate should attempt them. Or those wishing to align themselves with the Great Corrupter... Unlike Arcane Liches, there is but one Void Ritual; a single mystical oath that binds a person, body, mind and soul to the power of the Void. Once the words are uttered, the Void is conjured, weaving itself into the caster’s thoughts. From then on they are bound by shadow, shackled to the Void with unbreakable chains of hunger. As a mortal moves down the Black Path, they are further twisted, their minds and bodies shifting into new forms until they finally collapse into death and arise, a dark and terrible Void Lich. [b]Void Wraith:[/b] Many of us reached out to the Void in an attempt to turn back the tide of shadow, yet those that did found only madness. The Void took those that had not the strength to resist and twisted them into harrowed creations. These Wraiths fled the Spectral to wander the mortal realms, champions of evil and enemies of the Arcane, bound in mortal flesh and given strength by the Void. Those touched by the Void were transformed into madness-stricken Wraiths filled with a desperate thirst for Arcane energy and a terrible desire to feast upon our essence. When a Void Lich is Vanquished, they Reform in the Spectral, bereft of sanity and filled with a terrible craving for Arcane energy. They are doomed to linger as madness riddled ghosts for the rest of eternity... When the Arcane was touched by the Void, those that reached out to explore the new and alien force were corrupted by its power. They became the Darke Vertex, terrible beings of the purest evil (known as Wraiths by the Conclave). [b]Arcane Lich:[/b] In our most desperate hour we were left with only one option. We amended the Rituals the Sentinel of the Void had used to enslave his army of Void Liches. Binding the Ritual to the forces of Creation we gathered our powers and created the first Arcane Liches. Armed with the Rituals of the Arcane Transference, the Conclave was sent out into the mortal realms in search of others to join our army. We offered our powers freely, allowing those that would cast the Rituals to do so of their own volition. An Arcane Lich is a once-living creature that has sacrificed their mortality to gain a glimpse of the powers of Creation. Through the five Rituals of the Arcane Transference, the mortal imprints the matrix of their consciousness upon reality. The Ritual of the Arcane Transference The five Rituals of the Arcane Transference allow a mortal to exchange some of their life-force in return for the ability to manipulate reality. With every Ritual, a mortal must give up a portion of their life essence in exchange for a similar amount of Arcane energy. This energy grants them incredible powers but it also takes them one step away from their mortality. When a Lich imprints their mind into reality, they are acknowledged by the universe and accepted by Creation. They are granted an endless existence, but this is in mind alone. To derive any lasting power from the Arcane, a potential Lich must become immortal. The easiest way to do this is by passing into undeath. The Arcane Rituals use necromancy to seal the caster’s flesh into undeath. Only then is the caster’s mind elevated to a new level of consciousness, free to explore the Path of the Arcane, unfettered by the demands of the flesh. A mortal that has sacrificed their mortality to become one with the Arcane. All mortals beginning down the Arcane Path must create a Lesser Phylactery. A Lesser Phylactery is a simple item, hand crafted by the prospective Lich as per the instructions in the Ritual of the Arcane Transference. Lesser Phylacteries typically appear as: jewelry, weapons, armor, crystals, ornate boxes and religious icons. A Lesser Phylactery has double the hardness, hit points and Break DC of a standard item of its kind. It has a crafting DC of 15, takes one week to create and costs between 25 to 50 gp (made up of silver, gold or at least one semi-precious stone). A mortal can only become an Arcane Lich through the Rituals of the Arcane Transference. These Rituals allow a mortal to imprint their mind upon the fabric of the universe through complex magical incantations and mystical words of power. The Rituals quite literally fool the universe into believing that the caster is one of the Arcane and has free reign to shape reality by the power of thought alone. There are five Arcane Rituals, each one of increasing power and complexity. Only the first Ritual can be found in the mortal realms. Beyond that, if a mortal wishes to venture further down the Arcane Path they must journey to Kethak in search of the wisdom of the Conclave and their aid in becoming an Arcane Lich. The easiest way to obtain the Rituals of the Arcane Transference is to visit Kethak and the Aedes Singularis, the home of the Conclave and the great Rituals of Power. Of course, merely getting to Kethak requires that the character be Arcane Touched, so that in itself is the first test. The Guild of Wizards guard their Rituals carefully, and those that petition the Conclave to become Liches are carefully screened for suitability. A candidate must show considerable magical potential, have the intelligence to comprehend the complex mystical incantations and have the stability to handle the transformation the Arcane will exert over mind and body. Only when the Conclave deems a mortal ready do they confer the next of the Rituals upon them. Each Ritual has a minimum Intelligence requirement that a Lich must meet in order to be able to decipher its complex mystical instructions. To the less intelligent an Arcane Ritual is simply a jumble of incomprehensible glyphs, symbols and diagrams. A spellcaster must be of sufficient power and level to be able to command the forces contained within each Arcane Ritual. They must be arcane spellcasters of a minimum level. A lesser mortal (even one that can read the Ritual) simply will not be able to master the vast power needed to fuel the Ritual and all casting attempts will utterly fail. Arcane Rituals are complex and often expensive affairs. Many can take months or even years to prepare. A number of rare and/or exotic items may be needed, all of which must be hand-crafted. A would-be Lich must take specific precautions indeed to ensure that the Ritual is performed as accurately and precisely as possible. Before a mortal can begin the Rituals to become an Arcane Lich, he must have created a Lesser Phylactery. This is a simple device that ties his life force into the Arcane. A mortal cannot create a Standard Phylactery until he becomes a Sunken Lich. The Arcane Rituals are complex and time consuming to perform. Each takes a minimum of eight hours plus at least two additional hours per Ritual level (to become a Skeletal Lich takes around sixteen hours). The caster must expend all of their Arcane energy in the process. The Arcane Rituals are draining on the mortal endurance. They must only be performed once in every thirty day period or the caster could be utterly slain in the process. At a Ritual’s completion, a still-mortal caster is drained of all but one point of their Constitution and recovers at a rate of 1 point per hour thereafter. A mortal must have a minimum level of Constitution to withstand the necromantic forces of the Ritual. If he does not meet the minimum requirement, he is slain in the casting of the Ritual and his mind is destroyed. Providing the caster follows the Ritual exactly (and meets all of the requirements) there is no chance of failure. After successfully completing each Arcane Ritual, the mortal advances to the next Lich State, taking on a new template as his body is further infused with necromantic energy. Example: A mortal casts the third Ritual of the Arcane Transference and becomes a Sunken Lich. He applies all the template modifiers for his State and changes his type to Undead. The Arcane Rituals were designed for the mortal races (specifically humans). Elementals, demons, undead, nonsentient beings and creatures non-native to the mortal realms cannot bind themselves to the Spectral. Additionally there is a fifty percent chance of failure for non-human creatures or for beings with exceptionally long life spans (in particular elves and drow). The Rituals NEVER work on magical creatures (including dragons, and all monsters). Lich State Death Living Sunken Necrotic Skeletal Spectral Touched Dead Lich Lich Lich Lich Ritual Level AR1 AR2 AR3 AR4 AR5 N/A Minimum Intelligence 16 17 20 22 25 30 Minimum Level 1 5 9 11 13 17 Constitution Cost 2 (11) 4 (8) All (5) - - - Arcane +1 +2 +3 +4 +5 +10 Arcana Points +3/1 +0/2 +0/3 +0/4 +0/5 +0/6 Arcane Threshold 3 6 10 15 20 N/A Insanities +1 +1 +1 +1 +1 N/A Insanity Threshold 12 (10) 13 (12) 14 (14) 15 (16) 16 (20) N/A Sorcerae Modifier +1 +2 +3 +4 +5 +8 Ability Penalty -2 -3 -4 -5 -6 N/A Arcane Feats +1 +1 +1 +1 +1 +1 Ritual Level: This is the Ritual number that must be followed in sequence. Example: a mortal must become Death Touched before he can become Living Dead. Where noted, AR refers to the current Ritual level the character has attained. Example: AR2 indicates that the character has cast the second Arcane Ritual and is currently Living Dead. Minimum Intelligence: This is the base (minimum) level of Intelligence a Lich needs to be able to comprehend each Arcane Ritual. This must be his permanent Intelligence score and cannot be modified by spell or magical items. Minimum Level: This is the minimum level a character must be before they can perform each Arcane Ritual. Only a Lich’s arcane spellcasting classes have any impact on the minimum level requirement. Example: A character must be 9th level to become a Sunken Lich. He must have nine levels of Wizard or Sorcerer (or any pure arcane spellcasting class); any other classes do not count. Constitution Cost: This is the amount of Constitution a character loses when casting each Arcane Ritual. The number in parentheses is the base (minimum) Constitution a character must have in order to perform each Ritual. This must be his permanent Constitution score and cannot be modified by spell or magical items. Upon casting each Ritual the caster loses an amount of Constitution stated for that Ritual and gains an equal amount of Arcane in return. A character does not ever lose hit points from their reduced Constitution. [b]Necromantic Lich:[/b] Although necromantic liches (known as mundane liches) have existed in the mortal realms for millennia, they are not like us in any way. Some say the dark gods sought to mirror the power of the Ancients and to create beings that could shape the universe, yet instead they managed only to create beings that were trapped in necromancy and undeath, mortals twisted by darkness and the most terrible evil. [b]Sunken Lich:[/b] All mortals becoming Sunken Liches must fashion a Standard Phylactery. This is a more potent device of similar design to a Lesser Phylactery but has a hardness of 20, 40 hit points and a Break DC of 40. A Standard Phylactery has a crafting DC of 20 and costs 100,000gp and 2,000 XP. The creator must be 9th level or greater and must have the Craft Wondrous Item feat and a crafting skill of no fewer than 9 ranks in their chosen material (or materials). Sunken Liches are those mortals that have passed beyond the veil of life and into undeath. The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients. Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent. Arcane Ascendance ritual of power. [b]Necrotic Lich:[/b] Necrotic Liches have advanced far beyond mortal existence. The long years have worn down flesh until nothing but tendon and sinew remain and the breath of life is nothing but a distant memory. The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients. Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent. Corpus Transformation ritual of power. [b]Skeletal Lich:[/b] Skeletal Liches are thousands of years old. Their flesh has long been consumed by necromancy and they are naught but bones. The three Advanced Rituals of the Arcane Transference allow a mortal to transform immediately into a Sunken, Necrotic Lich or Skeletal Lich. Hugely expensive and difficult, they are grueling to perform and the chance of success is not always guaranteed. They have no Arcane cost, but require many rare and/or exotic ingredients. Many mortals quest for decades to get the correct mystical potions and artifacts together to perform one of these Rituals. Rare items are those highly expensive and/or difficult to obtain items that typically must be found or sourced by the aspirant Lich. They cannot normally be bought. The caster must make a Spellcraft check to perform each Ritual safely. A fail and the Ritual has absolutely no effect. Each Ritual is permanent. Osseus Transfiguration ritual of power. [b]Spectral Lich, Ghost Lich:[/b] Spectral Liches (also known as Ghost Liches) are powerful, and very old. They are those Liches that have passed beyond the physical and into a realm of pure consciousness. [b]Artifex Lich, Artificer:[/b] ? [b]Darke Lich:[/b] ? [b]Dirge Lich, Corpse Lich:[/b] ? [b]Frost Lich, Battle Lich:[/b] A Frost Lich is bound to the element of cold. [b]Mors Lich, Crypt Lich:[/b] ? [b]Prime Lich, High Lich:[/b] ? [b]Umbral Lich, Puppeteer:[/b] An Umbral Lich is an elementalist bound at least partially to the element of Shadow. [b]Servitor:[/b] Servitor Arcane power. [b]Arcane Vampire:[/b] There are whispers of ancient Rituals that can convert a vampire into an Arcane Vampire, beings far beyond those of the Void and attuned to the powers of Creation. The Sanctus Cor are said to be capable of performing these Rituals, but they have not chosen to do so. They have told the Conclave that they are waiting for something. But for what could the mysterious Sleepers be waiting...? [b]Blood Lich:[/b] Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich. [b]Nether Lich:[/b] Void Liches may at first seem similar, but there are actually several different Types. The best performing members (those supplicants that Destroy the most Arcane Liches or devour the most Arcane energy) are summoned to Varg’Ash where they are subjected to powerful energies in chambers terrifyingly close to the very essence of the Void. There they are transformed in an agonizing process into the higher forms of Void Lich. SERVITOR This is the power of legends, for through it you can raise the dead and create permanent Servitors for yourself. These Servitors are your absolute minions and you can have great power over them. While most of your Servitors are skeletons and zombies, at higher levels of power you can create unique and powerful forms of undead, from mundane vampires, to spectres and even greater creations. The most powerful Liches can create entire armies of shambling undead. Creating the Undead You can animate the dead by expending Arcane energy to create Servitors, artificially created corpses under your absolute will. These Servitors are mindless creatures, incapable of anything but the most menial tasks. Your Servitors rise up as Skeletons or Zombies (depending on the creature and condition of the corpses). You may create more powerful Servitors with this ability but you are restricted as to the maximum HD and number of undead you can control at any one time. Use of this power takes one full round. The dead begin to rise at the start of the second round. Regardless of the hit dice of a Servitor, you cannot create a nonstandard monster with the standard Servitor powers. Only higher State Liches can create Vampires, Shadow Knights and other Liches. Creating Servitors You gain the ability to create more powerful undead as you gain further ranks in the Servitor Arcana. For more information on the number, type and power of your Servitors at each Arcana rank, consult the Servitor Creation Chart, below. SERVITOR CREATION Skill Rank Undead per Arcane Cost Max Control Max Undead HD First Tier Necromancer 1 1 2 2 Second Tier Necromancer 2 1 4 2 Third Tier Necromancer 3 1 6 3 Fourth Tier Necromancer 4 1 8 4 Fifth Tier Necromancer 5 1 10 5 Sixth Tier Necromancer 6 1 12 6 Servitor Creation Notes ♦Servitors have stats identical to those of the undead creature they mimic (ie. skeleton, zombie, ghoul. etc.) ♦You cannot create any one Servitor whose Hit Dice exceed your own. ♦ You can see through the eyes of any of your Servitors at any time as a standard action. ♦ The eyes of your Servitors glow with an eerie purplish energy while using this Arcana and streams of Arcane force surround them. ♦ Servitors do not have their original souls. They are Arcane-animated corpses created by your will. They can be turned (although they receive a bonus to their Turn Resistance equal to your Arcana rank). ♦ Your Servitors are affected by Null Magic. Any passing through such areas are instantly destroyed. ♦ Providing a corpse has not been irreparably damaged, you can create a new Servitor out of the parts of old ones. Servitors created with this power simply rise up from the parts of destroyed creatures, glimmering with Arcane energy. ♦Servitors cannot be commanded or compelled by anyone other than their creator through mundane means. However, another Arcane Lich may attempt to take control of another’s Servitor by Arcane methods... ARCANE ASCENDENCE Level Requirement: 15th Apparatus: 250,000 black (must have 25+ Intelligence and no less than five rare/exotic items) Performance: 24 hours (difficulty: 40) Transforms a character into a Sunken Lich. CORPUS TRANSFIGURATION Level Requirement: 15th Apparatus: 500,000 black (must have 27+ Intelligence and no less than six rare/exotic items) Performance: 24 hours (difficulty: 45) Transforms a character into a Necrotic Lich. OSSEUS TRANSFIGURATION Level Requirement: 18th Apparatus: 1,000,000 black (must have 30+ Intelligence and no less than seven rare/exotic items) Performance: 24 hours (difficulty: 50) Transforms a character into a Skeletal Lich.[/spoiler] Lore of the Gods [spoiler] [b]Defiler:[/b] ? [b]Husk:[/b] If the shell of a deceased victim is not destroyed, it will rise as a husk in 2d4 days. [b]Ka Spirit:[/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 afterlife. The ka spirit is the soul of one of these 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. Such knowledge is mostly now lost, isolated to a few terrible cults who still perform the ceremony. [b]Mummy:[/b] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [b]Skeleton:[/b] Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. [b]Zombie:[/b] Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.[/spoiler] Lost Creatures:[spoiler] [B]Bonegore:[/B] Bonegore are undead created from large battlefi elds and mass graves that were never given any last rights. [B]Cinder Ash:[/B] Cinder ash creatures are those that were caught in the hot ash and toxic fumes of a volcanic eruption and died. Sometimes, in the wake of an eruption that was caused by magic or divine power, cinder ash are created. “Cinder Ash” is a template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin. [B]Thrain[/B]: Once known as Thrain, this cinder ash was an oolori sage and scholar whose coastal village was destroyed when the nearby volcano erupted over a millennia ago. Thrain was buried alive in hot ash and was transformed into a cinder ash.[/spoiler] Manual of Monsters [spoiler] [b]Spirit of Vengeance Greater:[/b] When a powerful creature takes to the grave with intense feelings of hatred and business unfinished, she will occasionally rise again as a greater spirit of vengeance. [b]Spirit of Vengeance Lesser:[/b] Any humanoid slain by a greater spirit of vengeance becomes a lesser spirit of vengeance on the following round. [b]Scourge:[/b] "Scourge" is a template that can be added to any creature. [b]Banshee:[/b] Banshees were once beautiful female night elves who were brutally murdered by demons during the fall of Kalimdor. Their restless spirits were left to wander the world for many ages in silent, tortured lamentation. Banshees are relatively rare and difficult to produce; even the Lich King does not truly know what causes a banshee to be produced among his minions. It is some supernatural perversion or imbalance of the soul that sheds its mortal shell and walks forth as one of these spectral beings. “Banshee” is an acquired template that can be added to any humanoid creature. [b]Crypt Fiend:[/b] As the nerubian empire was dismantled, the remnants were scattered and the dead were raised as minions of Ner’zhul. “Crypt fiend” is an acquired template that can be added to any nerubian. [b]Forsaken:[/b] The forsaken are humans transformed into the undead, with all the powers associated with the Scourge. “Forsaken” is a template that can be added to any human character. [b]Ghoul of the Scourge:[/b] “Ghoul of the Scourge” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [b]Shade:[/b] Shades are created by a formal ritual of sacrifice, in which a single acolyte who has completely proven himself to Nr'zhul is brought over to the far side of death. The plague is allowed to enter his body, and powerful necromancers spend several days transforming the acolyte's pitiful shell into a devastating creature of undeath. The ritual occurs in a place known as the Sacrificial Pit, where the focused energy of the Lich King and his necromancers are at their most powerful. "Shade" is an acquired template that can be added to any humanoid creature. [b]Skeletal Mage:[/b] These Powerful skeletal Sorcerers are extremely dangerous undead, usually created independently through force of unrequited will. “Skeletal mage” is an acquired template that can be added to any humanoid creature. [b]Skeletal Warrior:[/b] Skeletal warriors are extremely dangerous undead minions, usually created independently through the force of unrequited will. Skeletal warriors are created from the fallen bones of dead opponents. Skeletons can be created even without the assistance of necromancers. “Skeletal warrior” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [b]Withered:[/b] This template can be applied to any dead creature through the use of necromancy or to any creature brought close to death by a member of the Scourge. "Withered" is a template that can be added to any aberration, animal, dragon, fey, magical beast, plant, or other monstrous creature. [b]Wraith:[/b] “Wraith” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [b]Zombie:[/b] These undead are created from plague-infected individuals, but their bodies are not as riddled with the disease as those of more powerful undead. “Zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature. [b]Abomination:[/b] Abominations are large created creatures, similar to flesh golems. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors. The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses. The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh. An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator. This creature costs 40,000 gp to create, which includes the cost of collection and dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper. Assembling the body requires a successful DC 12 Craft (leatherworking) or Heal check. The creator must be at least 14th level and be able to cast divine spells. Completing the ritual drains 400 XP from the creator and requires animate dead, animate objects, bless, bull’s strength, regenerate, and spell resistance. [b]Ghost:[/b] Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident.[/spoiler] [URL=http://www.drivethrurpg.com/product/480/Midnight-Minions-of-the-Shadow?affiliate_id=17596]Midnight Minions of the Shadow[/URL][spoiler] [b]Forsaken:[/b] The dark truth would shatter even the strongest spirit. As the Shadow rose, so too did the necromantic forces that fueled the Fell. As the years pass, more and more of the dead rise as horrors that live only to feast on the living. In the last days of Aryth, even a mother’s womb cannot protect her child from the Shadow. There is a small chance that any fetus that dies during the pregnancy will awaken into a hideous state of half-life. Called the forsaken, these creatures continue on in a parody of natural growth and birth. Forsaken is an inherited template that can be applied to any newborn humanoid creature.[/spoiler] [URL=http://www.drivethrurpg.com/product/18105/Khans-Press-Monster-Anthology-Volume-1?affiliate_id=17596]Monster Anthology Volume 1[/URL][spoiler] [b]Gheist:[/b] The spirits of cruel dead. [b]Pariah:[/b] Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born. “Pariah” is an acquired template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler] [URL="http://www.drivethrurpg.com/product/2100/Monster-Encyclopaedia-1--Ravagers-of-the-Realms?term=ravagers+of+the+realms&it=1&affiliate_id=17596"]Monster Encyclopaedia 1 Ravagers of the Realms[/URL] [spoiler] [b]Batyuk:[/b] Batyuks arise from mass graves, where hundreds of butchered bodies were buried without due ceremony or care. Furious at this injustice, they rise up in the communal form of a stormcloud to hunt down those who slaughtered them. [b]Blood Scarecrow:[/b] The blood scarecrow is a free-willed corporeal undead creature which is created when an ordinary scarecrow is dressed in the clothing once worn by a murdered man. Sometimes, when conditions are correct, the spirit of the deceased returns and inhabits the scarecrow, looking for vengeance on those who killed him. [b]Cavewight:[/b] Should a wight linger in a particular cave or tomb for long enough – a century or so, depending on the amount of vegetation and other living things in the vicinity and the quality of any wards or holy blessings placed on the area – then its negative energy permeates its lair, turning the lair into an outcropping of the negative realm. The wight feeds on this negative energy, becoming even more powerful. [b]Devouring Zombie:[/b] the magic animating the devouring zombie can be passed onto others; one devouring zombie can produce a horde of other undead. Devouring zombies can be created with the create undead spell and require a 12th level or higher caster. Anyone who dies while under the effect of the devouring zombie’s Constitution drain becomes a devouring zombie within 2d6 minutes of dying. [b]Human Commoner Devouring Zombie:[/b] ? [b]Dissolute:[/b] The dissolute is the remains of a humanoid slain by an ooze while the humanoid was at least partially tainted by negative energy (such as having gained negative levels within a day of being killed). [b]Fingerfetch:[/b] Fingerfetches are a minor species of undead, said to be the spirits of dead thieves. [b]Grasping Hands:[/b] Grasping hands patches are usually spawned when a party of travellers goes off the path and die lost and wandering in the swamp, but they soon add to their numbers by killing other passers-by. [b]Headless Screamer:[/b] Headless screamers arise from the corpses of those who were buried beheaded, such as the victims of execution or vorpal weapons. [b]Mesmeric Spectre:[/b] Mesmeric spectres are said to be spawned when a soul condemned to eternal torment bargains with its jailors, arguing that if it were sent back for just a short time it could gather even more souls into the flames. Others believe that mesmerics are the spirits of those who had great potential in life but squandered it, the ghosts of those who might have been archwizards and famous adventurers, but instead spent their days in alehouses or indolence. [b]Mirror Ghost:[/b] It is created under fairly rare circumstances, when a distraught individual is driven to suicide while facing a mirror and whose final actions crack or damage the mirror in some say. Occasionally, when this combination of events occurs, the spirit of the deceased passes into the shards of the mirror, creating a mirror ghost. [b]Mirthless:[/b] Many necromancers have experimented in creating more mirthless; they stretch dead men on the wrack or pump poisoned growth potions into dying flesh, or sending dark summonses into the netherworld of wraiths and spectres. There come no answers, no mortuary transformations. All the mirthless in the world are said to dwell in one obscure temple, from which they can be called forth with the right offer and the right ritual. [b]Mummer:[/b] Mummers are the god-curse of a murdered deity. As the god died, a billion black flies rose out of his mouth and scattered to the infinite worlds. [b]Mummer Template:[/b] A mummer who bites a humanoid corpse at the moment of death possesses that corpse. ‘Mummer’ is a template that can be added to any humanoid. [b]Nightswimmer Nightshade:[/b] ? [b]Octospine:[/b] The octospine is a hideous creature, believed to be the creation of a demon lord. [b]Plundering Dead:[/b] Plundering dead are piratical undead, who remain tied to their bodies after death because of their lust for gold and treasure. They are also produced by certain terrible curses and ancient artefacts. [b]Ragged Wraith:[/b] Ragged Wraiths are the spirits of those whose bodies were desecrated or dismembered after death. [b]Scuttling Skeleton:[/b] Scuttling skeletons are a variety of normal skeleton made using the create undead spell. ‘Scuttling skeleton’ is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [b]Wintersinger:[/b] Wintersingers are a species of undead associated with those who die from frostbite and exposure. In truth, they are not unquiet dead – a wintersinger is not the spirit of someone who died in the cold and does not resemble any human who ever lived or died. They are simply the spirits of death amongst the snow and frost, of lonely, frozen sorrow. [b]Withering Cadaver:[/b] Withering cadavers are produced when an attempt to create a wight fails. Enough negative energy is infused into the corpse to animate it but not enough to make a direct link with the negative plane. The process of animation awakens the latent survival instincts and animal drives of the corpse, giving it a sense of self-preservation and a hunger. Without a full channel to the negative plane to preserve its dead tissues, the body begins to rot. [b]Zombie Parched:[/b] Parched zombies arise from the remains those who die of thirst in the desert. [b]Ghost:[/b] The plundering dead who come to understand their true form become full-fledged spectres or ghosts. [b]Spectre:[/b] The plundering dead who come to understand their true form become full- fledged spectres or ghosts. [b]Wight:[/b] Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. [b]Wraith:[/b] Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. [b]Zombie:[/b] Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies.[/spoiler] [URL="http://www.drivethrurpg.com/product/2248/Monster-Encyclopaedia-2--Dark-Bestiary?term=dark+bestiary&it=1&affiliate_id=17596"]Monster Encylopaedia 2 Dark Bestiary[/URL] [spoiler] [b]Abiku:[/b] Any Small humanoid slain by the abiku’s energy damage ability becomes an abiku himself 1d6 hours after death. [b]Ankou:[/b] ? [b]Death Hunter:[/b] Death hunters are a special form of mighty undead created by evil druids via a secret ritual. They are former evil-aligned rangers who consecrate their immortal soul to vengeful spirits of nature, so they may return after death to stalk and murder the enemies of their land. ‘Death hunter’ is an acquired template that can be added to any non-monstrous, evil aligned humanoid creature with six or more levels of ranger. All death hunters were evil rangers once. [b]Sample Death Hunter:[/b] ? [b]Dragonskin:[/b] In the extremely rare case a dragon is slain before its last shed skin is consumed, there is the possibility a faint portion of the dragon’s undead spirit remains attached to the skin, animating it as if it was the complete, living creature. [b]Dread Familiar:[/b] Dread familiars are the evil undead spirits of normal familiars that died in the service of their masters. ‘Dread familiar’ is an acquired template that can be added to any wizard’s or sorcerer’s familiar that died in the service of its master. [b]Sample Dread Familiar:[/b] ? [b]Hollow Host:[/b] A hollow host is a special form of undead that requires an artificial vessel to contain its essence. Through a secret ritual involving mysterious and dark magic, a metallic body is created to hold the soul of an evil humanoid; this must always be a perfect likeness, but its form is much stronger and tougher than the mortal essence ever was in life. Once this construct body is ready, the soul of the original creature is brought to inhabit it, to walk the world again in the guise of a living suit of armour. ‘Hollow Host’ is an acquired template that can be added to any evil, normal (non-monstrous) humanoid. A hollow host must be crafted from iron or stone; the materials and procedures required cost a total of 5,000 gold pieces. The materials must be crafted in the likeness of an evil humanoid, which must have died already. Creating the body requires a Craft (armoursmithing), Craft (blacksmithing) or Craft (sculpting) check (DC 20). For the construct to animate, the undead spirit of the creature it represents must be summoned to inhabit it. Once the last spell is cast, the evil creature is reincarnated in its new artificial body, thus animating the construct. CL 16th; Craft Construct, greater magic weapon, limited wish, magic jar, reincarnate, trap the soul; caster must be at least 16th level; Price 10,000 + (3,500 per base creature’s HD) gp; Cost 10,000 + (1,750 per base creature’s HD) gp + (200 + 140 per base creature’s HD) XP. [b]Sample Hollow Host:[/b] ? [b]Skullwearer:[/b] ? [b]Ululant:[/b] An Ululant is a semi-sentient (but thoroughly evil) undead tree, once a treant or some other similar creature, which, upon dying, became a dead stump whose roots slowly reached the lower planes and became firmly grafted on it. As a dead tooth’s root, the hollow tunnel of the rotted tree reaches the depths of the most dreadful lower realms, which channel all the anguish, pain, punishment and sin of their world through the ululating sound coming through the tree’s cavity. Some say ululants are in fact the reincarnated souls of great sinners, given the grisly and imaginative punishment of becoming a living conduct for Hell’s pain. [b]Whispering Presence:[/b] ? [b]Wispwraith:[/b] ? [b]Wraith Wolf:[/b] A wraith wolf is a specific form of undead, created from the spirits of hundreds of slain forest animals. [b]Ghost:[/b] If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. [b]Skeleton:[/b] As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton.[/spoiler] [URL=http://www.drivethrurpg.com/product/2696/Monster-Geographica-Forest?affiliate_id=17596]Monster Geographica Forest[/URL] [spoiler] [B]Autumnal Mourner:[/B] As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves. While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation. [B]Bracken Corpse:[/B] Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations. During its metamorphosis into a bracken corpse, the dark powers of vengeance provided the bracken corpse with every detail surrounding its death. On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer. [B]Pontianak:[/B] Pontianaks are corporeal undead, giving life to the children slain by langsuyars or those born dead. Any infant humanoid or monstrous humanoid slain by a langsuyar’s devouring maw attack rises as a pontianak 1d4 days after burial. [B]Ghost of the Hunt:[/B] Unless a hunting party takes a druid with it to perform sacred rites on game it has killed, a ghost of the hunt may arise from any Survival checks made to hunt in the wild. [B]Grisl:[/B] ? [B]Hollow Dead:[/B] These tortured souls look like decaying corpses coated in a thick layer of dark ash. Their features are barely discernible, making it impossible to tell what race one belonged when it was alive. The despairing soul forms its body from the ash and dirt. [B]Langsuyar:[/B] Some women speculate langsuyars are the ghosts of women who died in childbirth and seek revenge against that which killed them. [B]Uragh Dhu:[/B] Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual. [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. The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction. [B]Ndalawo:[/B] Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow. A leopard reduced to Strength 0 by a shadow leopard becomes a new shadow leopard within 1d6 rounds. [B]White-Haired Ghost:[/B] ? Thaye Tase: It is rumored that they are the remains of giants or trolls that died a violent death. [B]Lostling:[/B] Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness. Condemned to wander the woods in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives. Creatures dying from starvation or thirst while in a catatonic state from a lostling's wisdom drain incorporeal touch transform into lostlings within 1d3 days. [B]Variant Lostling:[/B] Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them. [B]Shenhab Cemetery Sentinel:[/B] Chosen as guards the honored dead, the shenhab cemetery sentinels are the first to be buried at a particular graveyard. [B]Arborgeist:[/B] These twisted and corrupted spirits are the souls of treants and sentient trees that met their end at the hands of fire and great evil. Unable to find rest, these trees return as terrible spirits of vengeance known as arborgeists. [B]?:[/B] Few mortal creatures have ever attempted to eat an entire deadwood 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. [B]Ghast:[/B] A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast. Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. [B]Ghoul:[/B] An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. [B]Skeleton:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. [B]Zombie:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.[/spoiler] [URL=http://www.drivethrurpg.com/product/3276/Monster-Geographica-Hill-and-Mountain?affiliate_id=17596]Monster Geographica Hill and Mountain[/URL] [spoiler][B]Bone Delver:[/B] Bone delvers are a form of undead who were once grave robbers and died whilst performing their nefarious tasks. [B]Cu Marbh:[/B] The cu marbh (pronounced ‘coo marv’) is an undead creature made from the body of a hound. [B]Yasha:[/B] Yasha are undead vampire bats, whose hunger for blood is increased in unlife. [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]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. [B]Enfant Terrible: [/B]When an infant is murdered, the same forces that sometimes create ghosts may create an enfant terrible. [B]Ghoul Wolf: [/B]? [B]Shadow Raven:[/B] Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some well-guarded ritual. [B]Coffer Corpse:[/B] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. [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 under control of the first heart stalker. [B]Hoar Spirit:[/B] Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures in which to share their icy hell. [B]Shadow Wolf:[/B] ? [B]Chill Slain: [/B]Chill slain are formed when a humanoid perishes from exposure to extreme cold. It is unknown what causes these tortured souls to rise again, as the creatures cannot create spawn. Some sages speculate that a chill slain arises as a form of punishment for offending a deity of winter or the mountains. [B]Lifethief:[/B] Lifethieves are the undead form of some alien being, possibly from a long-dead civilization or another world. [B]Dreadwraith: [/B]? [B]Demiurge:[/B] The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. [B]Rom:[/B] The rom are a race of ghostly stone giants. In an ancient mythic battle between the dwarves and the rom, the rom all perished in a massive cave-in. [B]Stone Slider Ghoul: [/B]? [/spoiler] [URL=http://www.drivethrurpg.com/product/2022/Monster-Geographica-Marsh--Aquatic?affiliate_id=17596]Monster Geographica Marsh and Aquatic[/URL] [spoiler] [B]Bog Slain:[/B] Bog slain are the bloated, waterlogged corpses that rise from the site of their demise—the peat bogs of colder climates. [B]Brine Zombie:[/B] Brine zombies are the remnants of a ship’s crew that has perished at sea. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. [B]Mire Walkers:[/B] Long-dead corpses have been dug out of the bog with still-supple limbs and unrotted flesh. Unlike more common zombies, mire walkers created from such preserved corpses retain much of their dexterity and skills. Mire walkers even have enough intellect to learn a limited amount of new information. Sometimes, bodies can be so well preserved that when they are unearthed, the departed spirit is confused, and returns to its mortal shell. Such corpses arise as semi-intelligent, free-willed undead, staggering in search of the remnants of their mortal lives. [B]Barrow Roach:[/B] ? [B]Gray Lady:[/B] Many a seaman that ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies. A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea. [B]Skinwraith:[/B] Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering. [B]Waterlost:[/B] Waterlost are the walking dead of the sea. [B]Well Haunt:[/B] Well haunts seek to drown others, or else they hated the settlement enough in life to haunt its water supply in death. [B]Filth Gator:[/B] ? [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. These tortured souls grasp at that final hope past the days of their mortal lives, carrying on in death but no longer looking for rescue. Any humanoid slain by a floating dead’s dehydrating touch ability rises as a floating dead in 1d4 rounds. [B]Fog Strider:[/B] Fog striders are the unrested souls of the dead, walking the land of the living whenever a heavy fog rolls in. Formed from the mist itself, fog striders are indistinct figures at best, although their countenance of misery and anguish are crystal clear. [B]Lake Hag:[/B] Any female humanoid slain and dumped carelessly into the murky waters of desolate lakes and marshes have a 10% chance to emerge a week later as a lake hag, seething with rage at its murderer. [B]Mummy of the Deep:[/B] Evil creatures buried at sea for their sins in life sometimes rise in death. [B]Bog-Spawn:[/B] The bog-spawn is a grotesque form of undead formed when bodies die in a swamp and sink into the murky depths. Sometimes a bog-spawn is created almost spontaneously from negative energy in the swamp, but just as often a new bog-spawn will rise from the among the uneaten victims of the bog-spawn that killed it. [B]Fukuranbou:[/B] fukuranbou are corporeal undead born of the spirit of vanity: people who spent their lives focused on personal beauty and little else. [B]Sinew Dragger:[/B] ? [B]Waterbaby:[/B] Waterbabies are the corporeal spirits of children who were drowned or ritually slain because of their early signs of psionic ability. [B]Bog Mummy:[/B] When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy. Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days. [B]Vine of Decay:[/B] ? [B]Groaning Spirit:[/B] The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. [B]Lady-in-Waiting:[/B] ? [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. Although they took their lives to end their lonely despair, they become sea scorned, doomed to stand vigil forever, waiting for their sailors to return home. [B]Skull of the Deep:[/B] ? [B]Lost Sailors:[/B] Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. These seafarers could not rest in death and crawl out of their graves to reach the sea. They usually only rise when buried within a handful of miles of the ocean, as they still feel robbed of it in death. [B]Vampiric Ooze:[/B] ? [B]Ghoul:[/B] An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. [B]Zombie:[/B] Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds.[/spoiler] [URL=http://www.drivethrurpg.com/product/3755/Monster-Geographica-Plain--Desert?affiliate_id=17596]Monster Geographica: Plain and Desert[/URL] [spoiler] [B]Cadaver:[/B] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). [B]Ghastiff: [/B]Ghastiffs may be created by any spell or effect that can create a ghoul. An afflicted humanoid or canine who dies of ghoul fever rises as a ghoul or a ghastiff, respectively, at the next midnight. [B]Glacial Haunt:[/B] In the icy wastes of the north lurks the undead spirits of those who froze to death in the snows. [B]Burning Ghat:[/B] The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of. [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 under control of the first heart stalker. [B]N'erfalter:[/B] N’erfalters are soldiers who were cut down without completing their missions. Their resilience to a cause is so strong that they simply refuse to succumb to eternal rest and are granted temporary unlife by a war deity. [B]Sword Tree:[/B] Swordtrees are undead plants that grow and propagate by embedding their seeds in living flesh. On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. [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. Every vohrahn contains the soul of a dead being who was at peace before its entrapment. [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. [B]Gray Moaner:[/B] Gray moaners are the pitiful souls of fallen warriors who died of exposure to the elements. [B]Blightsower:[/B] They parch the land and roam, offering promises of prosperity to desperate farmers in an infernal pact. Once the farmers agree to the pact, the land turns fruitful for seven years. After seven years to the day, the farmer’s soul suddenly departs from this world, fulfi lling the terms of the pact. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower. [B]Cinderwrath:[/B] Cinderwraths are rumored to be the collective remnants of those who have been abandoned in the desert, their bodies left to burn in the sweltering heat of the sunbaked sands. This theory is supported by the fact that those it burns itself join with its body, causing it to grow in size and power. [B]Raging Spirit:[/B] Raging spirits are the ghosts of the mighty bhorloth, a three-tusked bison that roams the plains and prized as mounts, pack animals, and manual labor. The innate fury and temperamental will of the bhorloth sometimes cause their spirit to return as ghosts, haunting the plains and those responsible for their demise. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloths driven from their homes. [B]Tortured:[/B] Tortured are the twisted souls of good clerics and paladins who were murdered before they could atone for their misdeeds. Separated from their god for eternity, they hunt good clerics and paladins, seeking those who have what they cannot. [B]Cadavalier: [/B]Cadavaliers are created by necromancers to serve as cavalry in their undead armies. A spellcaster of 15th level or higher can create a cadavalier using a [I]create undead[/I] spell. [B]Walking Disease:[/B] Any humanoid creature slain by a walking disease's massive infection power rises as a walking disease 1d4 days later. [B]Ghoul:[/B] An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. [B]Ghast:[/B] An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. [B]Wight:[/B] After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. [B]Zombie:[/B] As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook. The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. [I]Bind Vohrahn[/I] Necromancy [Evil] Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: Up to four humanoid corpses Duration: Instantaneous Saving Throw: None; see text Spell Resistance: No The caster calls recently-deceased spirits from the realms of the dead, forcing them into nearby corpses which rise and become vohrahn. The spirits’ desire to rest again is converted into magical energy by the spell, granting the vohrahn additional power. This spell creates up to four vohrahn, who follow commands as if controlled by animate dead. The vohrahn are self-aware, however, and may be able to subvert their creator’s commands by following the letter, but not the spirit, of an order. A vohrahn who wishes to subvert a command can make a Will save. Success means that it retains enough free will to twist the command’s wording, while failure means it cannot try again for another week. This spell must be cast within 300 feet of the site of a recent (1d8 weeks past) humanoid death or burial. The spell cannot create more vohrahn than the number of recent deaths. For this reason, bind vohrahn is usually cast in graveyards or at the sites of battles. Material Component: The spell must be cast on a dead humanoid body, and the caster must sprinkle a powder made of mandrake root, ground black onyx, and silver dust over each body to be animated. The powder is worth 200 gp. [/spoiler] [URL=http://www.drivethrurpg.com/product/2020/Monster-Geographica-Underground?affiliate_id=17596]Monster Geographica Underground[/URL][spoiler] [B]Chitinous Battlemounts:[/B] Even in death, the dark elves’ insect companions continue to serve their masters on the battlefield. The dark elves use their necromantic magic on the large beetles and spiders to create these walking, undead war machines. Through a process known only to the weavers of power, the undead insect is changed into a mighty machine that can fire blasts of magical force from specially designed turrets dug out of their carapace. [B]Foul Spawner:[/B] ? [B]Dark Voyeur:[/B] Dark voyeurs are incorporeal undead associated with mirrors. Mirror Bound (Su): A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form, and trapped part of the departing soul within its glass. The mirror is always a glass of the inhabiting voyeur’s size category or larger with a hardness of 1 and 5 hit points. If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they will each flee to another mirror of their home mirror’s original size or larger and will reappear at full size and with total hit points in 1d4 days. [B]Gremmin:[/B] Gremmins are haunted remnants of desperate prospectors who craved nothing but instant wealth in life. Paying no regard to practical concern in their mad rush to unearth buried treasure, hungry, thirsty, and lost miners eventually realize the gravity of their predicament—though leaving their spectacular find is out of the question. This sentiment ultimately sparks their transformation into a gremmin after earthly demise. [B]Skulleton:[/B] Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. Several small gems (false - all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to deter would-be tomb plunderers into thinking they had desecrated the lair of a demilich. [B]Waking Dead:[/B] Waking dead are the unrestful souls of those who were buried alive and awoke trapped in a coffin. Their glowing violet eyes reflect the terror and mania that followed them into undeath. Though their mortal bodies succumb to suffocation, their frantic desperation transformed the corpse into the waking dead. Panic-stricken scratching hones their razor sharp bony claws. The creature’s height and weight vary based upon the individual. The metamorphosis into their current state erased all of their previous memories; therefore, waking dead possess no language skills. [B]Inscriber:[/B] Every inscriber was once a living scholar who obsessed over a certain field of study. After death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information. [B]Spitting Ghoul:[/B] ? [B]Black Skeleton:[/B] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are intelligent and do maintain some memories of their former lives. [B]Bone Sovereign:[/B] Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. A bone sovereign becomes larger and more powerful, with a proportionally increased appetite for necromantic energy as it assimilates other undead. No two bone sovereigns are identical, as each is an accumulation of the bones of many smaller skeletons. Usually they take a bipedal humanoid form, though some resemble demons, dragons, or other beasts, especially if the bones of such creatures have been collected by the monster. As a bone sovereign becomes larger and more powerful, it becomes less recognizable as any one type of creature. [B]Crypt Thing:[/B][I] Create Crypt Thing [/I]spell [B]Dark Elf Spirit:[/B] ? [B]Fear Guard:[/B] Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to act as unusual bodyguards. Create Spawn (Su): Any living creature reduced to Wisdom 0 by a fear guard and is killed by another creature becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. [B]Ka Spirit:[/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. The first of these beings date from the early ages of civilization. Ka spirits appear as incorporeal versions of their former selves. They are rooted to their tomb, and are charged with guarding it against all intruders. Although they have no ability to manipulate the material world, they are able to possess and destroy the bodies of desecrators. Anyone killed by a ka spirit is bound to guard the tomb they despoiled. [B]Undead Ooze:[/B] Sometimes, when an ooze raids the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. An undead ooze appears as a large, viscous, black mass, from which the bones of its previous victims’ protrude. [B]Cinder Wight:[/B] A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder wight. [B]Phantasm:[/B] Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. They are most often found haunting ruined temples or churches dedicated to evil gods, or dungeons constructed by evil creatures; any place where the stench of evil permeates the very air. [B]Crorit:[/B] A crorit is the angry spirit of a willful miner that was betrayed by his comrades. The crorit will haunt a particular tunnel, room, or even a whole mine, killing anyone unfortunate enough to venture into its territory. It forms its body from whatever materials are nearby, and can use picks, saws, and other tools to make slashing claws. [B]Hellscorn:[/B] Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover. [B]Slavering Mouther:[/B] Slavering mouthers are thought to be undead gibbering mouthers, raised, killed, and brought back from the dead by dark powers. [B]Vampire Spider:[/B] Vampire spiders are a unique combination of fiendish and vampiric essences in the form of a giant spider. [B]Walking Disease:[/B] ? [B]Soulless Ones:[/B] Soulless ones are powerful undead spirits driven by lament and hatred of the living. 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. [B]Ghoul: [/B]The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever. Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect. Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects. A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. [B]Skeleton:[/B] As a standard action, a bone sovereign can create any number of skeletal monsters from its body. As a full round action, an undead ooze can expel the skeletons in 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. It does not possess any of the abilities it had in life. The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. [I]Create Crypt Thing[/I] Necromancy [Evil] Level: Clr 7, Sor/Wiz 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 You may create a crypt thing with this spell. The spell must be cast in the area where the crypt thing will make its lair. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so, no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size, not on what abilities the creature may have possessed while alive. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. Material Component: A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once the corpse is animated into a crypt thing, the gem is destroyed.[/spoiler] [URL=http://www.drivethrurpg.com/product/88293/Outcastia-Campaign-Sourcebook-Book-II-Players-Guidebook?affiliate_id=17596]OCS Outcastia Campaign Sourcebook Book II Player's Guidebook[/URL][spoiler] [b]Bone Mage:[/b] [i]Create Bone Mage[/i] spell. [b]Ghoul:[/b] [I]Power Word Undeath[/i] spell. [b]Wight:[/b] [I]Power Word Undeath[/i] spell. [b]Wraith:[/b] [I]Power Word Undeath[/i] spell. [b]Skeleton:[/b] [i]Skeletonize[/i] spell. [b]Zombie:[/b] [i]Zombify[/i] spell. Create Bone Mage Necromancy Level: Sor/Wiz 7 Components: V, S, M, F, XP Casting Time: 24 hours Range: Touch Target: One undead skeleton Duration: Instantaneous Saving Throw: None Spell Resistance: No You create an undead ally to aid you in casting spells and making items. You bind an unholy spirit into the body of one of your already-animated skeletons. This allows you to transform one of your skeletons into an undead ally to aid you in casting spells, making alchemical items, and crafting items. This spell instills no Intelligence in the creature, but instead allows Charisma to define spellcasting ability and skill checks involving Intelligence. The skeleton is now able to take the bone mage prestige class and it uses its Charisma modifier to determine extra skill points instead of its Intelligence modifier. This spell gives the target skeleton the ability to approximate the verbal components necessary to cast spells. Undead that gain levels as bone mage count as their total Hit Dice for purposes of animate dead. This spell does three things: first, it enables the skeleton to do a few more things; second, it raises the skeleton’s Charisma by 12 points (the force of will of the unholy spirit); and third, it allows the skeleton to take the bone mage prestige class. Material Components: A piece of a brain from an intelligent creature. Focus Component: A wand made from a lich’s femur set with gems worth at least 1,000 fr. XP Component: You must pay 500 xp each time you cast this spell. Power Word, Undeath Necromancy [Death, Evil, Power] Level: Elc 9, UtM 9 Components: V Casting Time: 1 standard action Range: 30 feet Target: One living humanoid creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The caster has learned the Proper Word for re-animate. Use of this spell allows him to instantaneously kill and reanimate one creature, whether the creature can hear the word or not. The target creature falls to the ground and rises the next round as the appropriate type of undead. The type of undead it is reanimated as, is dependant upon its current hit points at the time the spell is cast. All undead animated by this spell have average hit points for their type and be of medium size, no matter what size they were as living creatures. Any creature that currently has 76 or more hit points is unaffected by power word, undeath. The animated creature follows the caster’s spoken commands and does not count against the number of creatures that can be animated by the animate dead spell. The undead remains animated until it is destroyed. (An undead created by this spell that is destroyed cannot be re-animated again as any type of undead). This spell allows the caster to have up to his level in hit dice of undead created by this spell under his control. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) This spell can only be cast at night. Table 8.04: Undead Hit Points Type of Undead Animated 25 or less Ghoul 26–50 Wight 51–75 Wraith Skeletonize Necromancy [Evil, Power] Level: Elc 4, UtM 5 Components: V Casting Time: 1 standard action Range: Touch Target: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bodies or bones of dead creatures into undead skeletons that follow the caster’s spoken commands. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton can’t be animated again.) The caster can’t create more HD of undead than twice his caster level with a single casting of skeletonize. The undead he creates remain under his control indefinitely. No matter how many times he uses this spell, animate dead, or zombify, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit. Zombify Necromancy [Evil, Power] Level: Elc 5, UtM 6 Components: V Casting Time: 1 standard action Range: Touch Target: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bodies of dead creatures into undead zombies that follow the caster’s spoken commands. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed zombie can’t be animated again.) The caster can’t create more HD of undead than twice his caster level with a single casting of zombify. The undead the caster creates remain under his control indefinitely. No matter how many times he uses this spell, animate dead, or skeletonize, however, he can control only 4 HD worth of undead creatures per caster level. If he exceeds this number, all the newly created creatures fall under his control, and any excess undead from previous castings become uncontrolled. (The caster chooses which creatures are released.) If the caster is a cleric, any undead he might command by virtue of his power to command or rebuke undead do not count toward the limit. [/spoiler] [URL=http://www.drivethrurpg.com/product/108810/OCS-Tome-of-Terrors?affiliate_id=17596]OCS Tome of Terrors[/URL][spoiler] [b]Bone Dancer:[/b] Some say the first bone dancer was created by Gremian, Lord of Revelry, as a means of vengeance against those who disdained the power of the dance. Others say these creatures are created by an ice witch ritual dance used against captives in an annual ceremony. And still others blame the bone dancer’s existence on vicious peak faeries. Anyone killed by taking Constitution damage from dancing with bone dancers rises again in 3 rounds and shakes off its skin to become a bone dancer and join in the dance. [b]Dead Rattor:[/b] Dead rattors are created by use of a special ritual performed on the three nights of the triple full moon using the feat Create Sacrificial Undead. Knowledge of this ritual and its components is not widespread and requires at least a major quest and/or intensive research to discover its particulars. CONSTRUCTION The ceremony for creating a dead rattor takes 8 hours on each of three nights and must take place on the night that all three moons are full and the nights immediately preceding and following the triple full moon. Vestments for the ceremony cost 1,500 fr but can be reused. Each night rare herbs and incenses worth at least 800 fr must be burned in a small campfire. Each prospective sacrifice must be shackled with alchemical silver shackles and bound with an alchemical silver chain. The sacrifices must be wererats and should be killed by the rising of the moon on the middle night. The ears are cut off with an alchemical silver knife then the knife is plunged into the sacrificial victim’s left eye and left there to simmer. Multiple dead rattors can be created; but a wererat must be sacrificed for each one. At the end of the third night’s ceremony, each wererat shrinks into the form of a dead rattor. Dead rattors are under the control of their creator for only 24 hours. After that, the dead rattor becomes free-willed. Prerequisites: Sacrificial Undead, baleful polymorph; Costs: 2,400 fr of rare herbs and incenses, 1,500 fr for vestments, an alchemical silver knife for each prospective sacrifice, an alchemical silver set of shackles for each prospective sacrifice, an alchemical silver chain for each prospective sacrifice, a wererat sacrifice for each undead to be created, and 5 xp/HD of undead created; Time: 3 days (24 hours). [b]Digger Ghoul:[/b] CONSTRUCTION The ceremony for creating a digger ghoul takes 8 hours and must take place on the night of the waning gibbous moon, Luminor, during an autumn rainstorm. The rainstorm need not last for the whole ceremony but must last at least an hour. Vestments for the ceremony cost 3,000 fr but can be reused. Rare herbs and incenses worth at least 300 fr must be mixed with grave dirt and burned in a black cauldron. The sacrifice must be a humanoid rogue that must be killed using a scythe with a snaith made of bone. Multiple digger ghouls can be created; but a humanoid rogue must be sacrificed for each one. At the end of the ceremony, the dead rogue’s body changes into the form of a digger ghoul. The claws and teeth thicken and lengthen to 6 inches each. The hair grows at an alarming rate until it reaches the shoulder blades. The hair also thickens and becomes stringy. The eyes sink deep into the skull and glow with an inner yellow light. The digger ghoul is ingrained with a singular purpose: to find and dig up bodies for its master. Once the ceremony is complete, the digger ghoul jumps up and sniffs the ground to smell out dead bodies within range. The digger ghoul will go to the nearest buried dead body and dig it up for its creator. As soon as the digger ghoul unearths a body, it runs off in search of another. It will continue doing this until ordered to stop, it is attacked, it is destroyed, or there are no dead bodies in range. The digger ghoul can also be given other orders within its abilities. Digger ghouls are expert trackers, excellent diggers, and fast scouts. Only orders that use one of these abilities will be obeyed. Digger ghouls are always under the control of their creator and do not count as undead controlled for purposes of the animate dead spell. Prerequisites: Sacrificial Undead, ghoul touch; Costs: 300 fr of rare herbs and incenses, grave dirt, 3,000 fr for vestments, a scythe with a snaith made of bone, a humanoid rogue victim for each undead to be created, and 100 xp/HD of undead created; Time: 1 days (8 hours). [b]Risen:[/b] They were born from the remains of those mortals who fell under the mighty clashing gods of Hakam Nore and Starrl. When the wounded Starrl’s blood spilled unto the bodies, they rose as eternal undead creatures infused with the divine essence of Starrl. [b]Shadow Spy:[/b] They are created in a special ritual done on the eve of the new moon of Zkor. Usually teenagers and children of medium races are made into shadow spies. Halflings, goblins, and gnomes of all ages are also often fodder for this ritual; because medium creatures can be made into more dangerous types of undead. The soon-to-be-shadow-spies are sacrificed in a ceremony that binds their spirits to both shadowstuff and the leader of the ritual. Most of the time, this is a huge ceremony involving the sacrifice of hundreds of youths and small-sized humanoids. The resulting shadow spies are totally faithful to their creator and can speak with him using a series of gestures and shapes. They understand any language their creator can speak. The next night a second ritual provides the creator the means to understand the shadow spy’s semi-language through a gem infused with the dark of the moon Zkor, made in a separate ceremony. Without the gem information can not be received from the shadow spy (it still retains the ability to understand its creator’s languages). The ceremony for creating a shadow spy takes 8 hours and must take place on the night of the eve of the new moon of Zkor. Vestments for the ceremony cost 500 fr but can be reused. Rare herbs and incenses worth at least 1,000 fr must be burned in a blackened iron brazier. The sacrifices must be small size creatures and should be killed by midnight. The hearts are cut out of the sacrificial victims and offered to the darkness (thrown out of visual range) creating the shadow spy. Multiple shadow spies can be created; but a small-sized creature must be sacrificed for each one. The next night, the new moon, requires another ceremony. The brazier is again lit, costing another 1,000 fr worth of rare herbs and incenses, while the creator chants over a black gem (worth 10 fr/HD of undead created the night before). This ceremony takes 8 hours. Prerequisites: Sacrificial Undead, blacklight; Costs: 2,000 fr of rare herbs and incenses, 500 fr for vestments, a black gem worth 10 fr/HD of undead to be created, and a sacrificial victim of Small size for each undead to be created and 5 xp/HD of undead created; Time: 2 days (16 hours). [b]Shadow Warrior:[/b] Shadow warriors are undead members of some unknown race on a plane parallel but separate from our own. Because of the amount of bonus “racial” feats, it is theorized that shadow warriors were actually fighter-classed creatures; there is no proof to substantiate this, though. Upon death, through a dark ritual, their essences are sucked into the ethereal and bound to their creator as hunter-killers. It is supposed by many sages that the shadow warriors are the remnants of some otherworldly empire once or still ruled by Starsmith. Whether this is the case or that they are really demonic spirits trapped in shadowstuff is a debate best left to the experts. [b]Spirit of the Night:[/b] When Gingus Starsmith fell, his followers continued his research and even began construction of the Veil of Shadows. Upon Starsmith’s return in the body of a dead dragon after the Great Conjunction, he finished the arcane construct and began to implement its powers across his newly acquired empire. Sages call this time the Age of Shadows because of all the shadowy creatures that made their first recorded appearances then. Carthan, the Wise, a prominent sage of Bridgeford, insists that the artifact created by Starsmith and his minions was either directly or indirectly to blame for the appearance of all these shadowy creatures. [b]Spirit of the Slain:[/b] Rowers of willow galleys are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal. The willow galley ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain. Rowers on the willow galley are formerly captured unfortunates who have had their life-forces completely drained to power the ship’s flight through the ethereal. The ship’s hold drains one level per day from each creature in the hold (no save) in order to give the ship its ethereal and material speed. Creatures drained to 0 levels are dead with no hope of resurrection (possibly a god could resurrect them; but raise dead, resurrection, true resurrection, wish and miracle automatically fail) and become spirits of the slain. [b]Power Wraith:[/b] Any humanoid slain by a power wraith becomes a power wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Power wraiths are created when an utter master fails his Fortitude save when casting an utter master spell resulting in enough damage to reduce his Constitution score to 0. A power wraith can also be created by an elocutionist who has broken his oath failing his Fortitude save when casting any spell resulting in enough damage to reduce his Constitution score to 0. If the dead utter master’s or elocutionist’s body is not blessed by spell or holy water, it rises again 3 days later as a free-willed power wraith. [b]Sanctum Wraith:[/b] Sanctum wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a sanctum wraith becomes a sanctum wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. CONSTRUCTION The ceremony for creating a sanctum wraith takes 8 hours on each of three nights and must take place on the nights Durvs 14-16. In ancient times dragons called this period the festival of samhain. Vestments for the ceremony cost 5,000 fr and cannot be reused. Each night rare herbs and incenses worth at least 1,200 fr must be burned in silver sanqphors throughout the sanctum. A line of silver dust worth at least 500 fr per 100 square feet of the sanctum must be traced around the sanctum on the first night, samhain’s eve. This line delineates the boundaries of the protective sacrifice’s aura as well as the limits of the future sanctum wraiths’ domain. Up to three wraiths can be sacrificed (one each night) to fuel the protective aura around your sanctum. You must pay 1,000 xp per wraith sacrificed. Once the ceremony is complete, your sanctum radiates a palpable aura of evil much like the wraith’s unnatural aura ability. Any living creatures entering your sanctum without first speaking the word of command you set during the ceremony becomes affected by the essences of the sacrificed wraith(s). The intruder must make a Fortitude save DC 10 + ½ your caster level + your primary casting stat bonus, each hour or take 1d4 Constitution damage (+2 per wraith beyond the first that was sacrificed), successful saves halve the damage. A creature reduced to 0 Constitution in this way dies and rises again in 1d4 rounds as a sanctum wraith. The sanctum wraith is prevented from attacking anyone that spoke the word of command set by you during the ceremony and can never leave the confines of its domain, your sanctum. Once the aura has created as many sanctum wraiths as the number of wraiths you sacrificed in the ceremony, it is discharged and does not further work. Sacrificial Undead, create greater undead, unhallow; Costs: 3,600 fr of rare herbs and incenses, 5,000 fr for vestments, 500 fr of powdered silver per 100 square feet of the sanctum, up to three wraith sacrifices, and 1,000 xp per wraith sacrificed. Time: 3 days (24 hours). [b]Death Elemental:[/b] Undead elementals exist; spontaneously created whenever a wave of negative energy sweeps over an elemental plane. It catches some elementals unaware and transforms them into death elementals. The wave eats away all of the creature’s physical elemental material leaving only a smaller, incorporeal blotch of raw negative energy that seeks to destroy everything in some sort of misguided revenge. “Death elemental” is an acquired template that can be added to any elemental. [b]Ice Shaman:[/b] Ice shamans are corpses reanimated through a dark, sinister, and powerful magic ritual using the Sacrificial Undead feat. “Ice shaman” is an acquired template that can be added to any corporeal creature (other than an undead or a creature with the Fire subtype) that has a skeletal system. [b]Inga's Skeleton:[/b] An Inga’s skeleton is a normal skeleton that at one time possessed the minor artifact, Inga’s Scythe. The scythe transforms those skeletons that carry it by giving them an Intelligence score, skills, and feats. “Inga’s Skeleton” is an acquired template that can be added to any undead skeleton of Huge size or smaller that is basically humanoid or able to wield two-handed weapons. [b]Power Lich:[/b] A power lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by transforming its life-force or spirit into sound and storing it in a magical sound receptacle. “Power lich” is an acquired template that can be added to any humanoid, giant, monstrous humanoid, or intelligent undead creature, provided it can create the required phylactery. The process of becoming a power lich is unspeakably evil and can be undertaken only by a willing character. The Power Lich’s Crystal Obsidian Bell An integral part of becoming a power lich is creating a magic bell in which the character stores its sound force. Changing the base creature’s life force or spirit into sound force is the second part of the extended ritual. As a rule, the only way to get rid of a power lich for sure is to destroy its crystal obsidian bell. Unless its crystal obsidian bell is located and destroyed, a power lich reappears 1d8 days after its apparent death. Each power lich must make its own crystal obsidian bell, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 18th or higher. The character must know at least 12 power words or words of power. The crystal obsidian bell costs 440,000 fr and 17,600 XP to create and has a caster level equal to that of its creator at the time of creation. The bell is Diminutive and has 50 hit points, hardness 25, and a break DC of 50. Other forms of crystal obsidian bells can exist, such as chimes, drums, or similar items. This item is specifically created by a power lich in order to store his essence, much like a lich’s phylactery but much more powerful. In addition to all of the abilities of a lich’s phylactery, a crystal obsidian bell can be rung (a standard action) so as to produce power word, blind three times per day; power word, stun twice per day; and power word, kill once per day. Moreover, the bell itself can store one spell of up to 8th level. The bell can be set to release this spell as a free action if the wielder whispers to it the conditions of the release when the spell is stored. Storing a spell in the crystal obsidian bell takes one minute. The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the crystal obsidian bell immediately brings into effect the stored spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the spell may fail when called on. The stored spell occurs based solely on the stated conditions, regardless of whether the caster wants it to. Strong to overwhelming enchantment, evocation, and transmutation; CL 18th or higher; Craft Wondrous Item, power word blind, power word kill, power word stun, magic jar, polymorph any object, creator must know at least 12 power words/words of power; Cost: 440,000 fr and 17,600 XP; Weight: 1 lb. [b]Shadow Lich:[/b] A shadow lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life by infusing its life-force with shadowstuff. “Shadow Lich” is an acquired template that can be added to any humanoid, giant, or monstrous humanoid creature, provided it can create the required phylactery. The process of becoming a shadow lich is unspeakably evil and can be undertaken only by a willing character. The Shadow Lich’s Shadow Box An integral part of becoming a shadow lich is creating a magic shadow box in which the character stores its life force. As a rule, the only way to get rid of a shadow lich for sure is to destroy its shadow box. Unless its shadow box is located and destroyed, a shadow lich reappears 1d10 days after its apparent death. Each shadow lich must make its own shadow box, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The shadow box costs 120,000 fr and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. The most common form of shadow box is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40 on the plane of shadows. It is incorporeal otherwise and becomes much harder to destroy without access to the plane of shadows. Other forms of shadow boxes can exist, such as rings, amulets, or similar items. Strong to overwhelming transmutation; CL 15th or higher; Craft Wondrous Item, etherealness, magic jar; Cost: 120,000 fr and 4,800 XP; Weight: —. [b]Skeleton:[/b] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours [b]Zombie:[/b] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours [b]Ghoul:[/b] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. Anyone killed by risen will rise as a ghoul under the risen’s control 24 hours later. [b]Ghast:[/b] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours An afflicted humanoid that dies of a dead rattor's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. [b]Wight:[/b] When a new food source has been found, the Nore trap will expectorate the current food source if it is dead. This is a standard action that does not provoke attacks of opportunity. The Nore trap will keep a food source until a new one has been found. The spat out food sources will be in one of two of states of digestion. Roll 1d20 to determine the stage, 1–13 indicates complete consumption, while 14–20 indicates partial consumption. All expectorated food sources become undead fiends. Any food source that was completely consumed animates as a skeleton within 1 minute of being spat out. An expectorated food source lands in a random adjacent square (use 1d12). Partially consumed food sources become other types of undead. Determine type of undead on the table below. Partially Consumed Expectorated Food Sources d20 Roll Undead Type Time to Animate 1–10 Zombie 5 minutes 11–15 Ghoul 10 minutes 17–19 Ghast 1 hour 20 Wight 8 hours Sacrificial Undead [Item Creation] You can create undead followers by means of sacrificial rituals. Prerequisites: Evil alignment, Spell Focus (necromancy), Craft Magical Arms and Armor Benefit: This feat allows you to construct different kinds of undead. Making an undead is a ritual that takes place on a specified night (full moon, new moon, spring equinox, winter solstice, all hallows eve, etc.) and usually takes 8 hours/HD of the created undead. The ritual requires the sacrifice of one intelligent creature for each created undead. Each undead that can be created by this process has a Construction paragraph that tells the specifics of the ritual as well as any additional requirements. [/spoiler] [URL="http://www.drivethrurpg.com/product/50163/Octavirate-Presents-Lethal-Lexicon-Vol-2?term=lethal+lexicon&affiliate_id=17596"]Octavirate Presents Lethal Lexicon 2[/URL] [spoiler] [b]Poultrygeist:[/b] When a chicken is put to death by the axe there is a chance that its lingering spirit may seek vengeance against its uncooked brethren. Every time a poultrygeist slays another chicken there is a cumulative 1% chance that the resulting spawn will be another poultrygeist independent of its creator’s control. [b]Rhythmic Dead:[/b] Sometimes, when a performer dies before his talents are recognized, the spirit of the slain performer will rise from the grave to take its revenge upon the world. Any humanoid with 10 or more ranks in Perform (dance) slain by a rhythmic dead will rise as a rhythmic dead. [b]Zombie:[/b] Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds.[/spoiler] [URL=www.drivethrurpg.com/product/19287/Fringe-Monsters-Predators-of-the-Pit?affiliate_id=17596]Predators of the Pit[/URL][spoiler] [b]Zombie:[/b] Arknors have the ability to consume the souls of those they feast upon. Those consumed by the arknor cannot be resurrected by any means, nor do their souls go on to an afterlife. The corpse of the victim remains in the webbing, and the arknor controls it as a puppet. These strange undead pass through the arknor’s territory, gossamer strands of webbing coaxing it along, as though by an electrical current. The poison of the arknor prevents rigor mortis. Any corpse within the web can be controlled by the arknor. Such corpses are considered zombies.[/spoiler] [URL=http://www.drivethrurpg.com/product/1696/The-Quintessential-Drow?affiliate_id=17596]Quintessential Drow[/URL][spoiler] [b]Vampiric Spider:[/b] The vampire spider is one of the most vile creations of the drow - the imprisonment of a fiendish spirit and an undead vampiric essence within the form of a giant spider. [i]Spawn Sanguine[/i] spell. Spawn Sanguine Necromancy [Death, Evil] Level: Clr 5 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft/2 levels) Target: One spider egg sac Duration: Instantaneous Save: None Spell Resistance: Yes By whispering words of purest corruption taught to them by the dark gods that watch over the evil the hearts of drow, this spell seeps the very heart of darkness and negative energy into its material component, an egg sac from a Huge spider of any sort. The spell sets to work immediately on the small creatures squirming within the sac, driving them to consume each other in an orgy of violence and hunger until only one survives. That one is the sole inheritor of the black energies waiting to suffuse it and change it into something monstrous, a vampire spider. One hour after the spell is cast, the egg sac bursts open and the vampire spider emerges fully formed and ready to serve. A vampire spider is utterly devoted to its creator or any one other sentient being designated by its creator at the time of spellcasting. If its master is not the same as the one who casts the spell, the vampire spider will seek to move to its intended master and bite him for 1d8 damage and a temporary Constitution drain of 1 point. This attunes the spider to its new master and that individual need never worry about its attacking him again. Vampire spiders can only serve one master, that individual can never be changed, and the creatures go rogue and masterless if that being dies. Unbound vampire spiders are a threat to any living being except drow priestesses of the Great Mother, whom they will flee from at every opportunity. [/spoiler] [URL=http://www.drivethrurpg.com/product/20093/Ssethregore-In-the-Coils-of-the-Serpent-Empire?affiliate_id=17596]Ssethregore: In the Coils of the Serpent Empire[/URL][spoiler] [b]Caimeth:[/b] Caimeth is quite unique among all the demipowers of Arcanis, for he is in fact undead. Countless ages ago, in an attempt to increase his own power and position, he began to study the arts of Thanatology and Necromancy. Fascinated with the process of murder, it was inevitable that Caimeth would turn down the road of the Dead. Naturally immortal, it was quite a task for the powerful Varn to set up his own demise, but along with a cadre of contingency spells and triggered enchantments, Caimeth was able to break the line between life and death. [/spoiler] [URL="http://www.drivethrurpg.com/product/51403/Edgar-Rice-Burroughs-Mars-Shadows-of-a-Dying-World-An-OGL-Guide-to-Monsters-Races-and-Beasts&affiliate_id=17596"]Shadows of a Dying World[/URL] [spoiler] [b]Corphal Ghost:[/b] When a Corphal eventually dies through violence or after long years of neglect and isolation, its unholy will to live seldom allows its spirit to rest quietly. [/spoiler] [URL=www.drivethrurpg.com/product/17774/Fringe-Campaigns-Soul-Harvest?affiliate_id=17596]Soul Harvest[/URL][spoiler] [b]Pariah:[/b] Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born. A pariah is an undead template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a Pariah. The nature of such a transformation seems to target individuals at complete random.[/spoiler] [URL="http://www.drivethrurpg.com/product/3171/SpirosBlaak-35?term=spiros&it=1&affiliate_id=17596"]Spiros Blaak[/URL][spoiler] [b]Diswosnia Entrhaller:[/b] Tragically, some plain and homely women are victims of violence. Whether denounced as witches, butchered by loveless husbands lusting after young maidens, or abandoned to starvation or exposure because they grow old, the result is the same. In some cases, the horror and cause of their deaths force the victims to return as dizwosinas: deranged undead who seek vengeance for the injustices done to them. [b]Necrozen:[/b] Following the failure of his Witch Lords to help him conquer the burgeoning Wildlands, Sallous Yar set about developing alternative agents of his depravity. One of the reasons for the failure of the Witch Lords, the dread god believed, was that he had allowed himself to put his faith in mortals, a mistake he would not repeat. Instead, he would create the Necrozen, his Death Bringers, to do his bidding. Instilled with the dark light of undeath, the Necrozen are selected from those mortal warriors who fervently pursued Sallous Yar’s goals in life and sought nothing but the cold waiting beyond the grave as their reward. “Necrozen” is a template that can be added to any giant, humanoid, or monstrous humanoid with an Intelligence score of 10 or more.[/spoiler] [URL="http://www.drivethrurpg.com/product/1601/Strange-Lands-Lost-Tribes-of-the-Scarred-Lands?term=strange+lands&it=1&affiliate_id=17596"]Strange Lands: Lost Tribes of the Scarred Lands[/URL] [spoiler] [b]Fossil Ghoul:[/b] An afflicted humanoid of six Hit Dice or more who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight. [b]Na'heem:[/b] The Na’heem are the result of the misapprehension of spiritual epiphany at the most delicate moment of the enlightenment process - instead of rising to the status of Exemplar, the monk undergoes a dark and hideous metamorphosis. The Brotherhood of Na’heem embodied the highest levels of ascetic virtue for an eon. Disciplined and devoted to the arts of self-mortification, the brotherhood set off into the wastes to pursue total mastery of their spiritual system. It was not long before the Ministers of Cruelty, an order of sadisiic devils that “patronizes” the religiously ascetic, disturbed the deep desert meditation of these nomadic monks. Their souls stretched shreds upon the unresolved Paradox Of their Order” to mysteries, the first masters of the Na’heem brotherhood were cursed to walk the sands as undead warnings to the religiously zealous, thinking only of the yawning void coursing through their husks. Since then, other misguided spiritualists, drawn to the promise of unholy wisdom and immortality, have chosen to walk the maddening path of the Na’heem, swelling the brotherhood’s ranks with worthy new believers. “Na’heem” is an acquired template that can be added to any humanoid monk of at least 11th level. [b]Sample Naheem:[/b] ? [b]Voracious Fang Swarm:[/b] Although the origin of these swarms is unknown, one thing is obvious: they almost certainly have some connection to Gaurak the Glutton. Some sages speculate that these swarms arise in areas where one of the ravenous titan's teeth tainted the land; others believe that they may have been created by Gaurak himself. [b]Unholy Chorus:[/b] ? [b]Nether Dragon:[/b] Some rare chromatic dragons continue to live on, long past the point where even other dragons have perished of old age. Nesting on treasure hoards they’ve no intention of using, their spirits are poisoned by their greed and by their loathing and distrust of every living thing. Such a dragon can become a twisted, corrupted thing indeed, its body bloated beyond all proportion and its soul rotten beyond the foulest evil. Dragons that reach this state of taint usually retire far below the earth; there, the utter lack of light, the dark arcane forces below the Scarred Lands, and the very weight of excess years finally turn the creature into a nether dragon. Nether dragons are undead creatures, although they don’t need to physically die in the process - their souls are simply snuffed out and they turn into foul husks, empty of life and light. “Nether dragon” is an acquired template that can be added to any true dragon of evil alignment that has reached great wyrm age. [b]Sample Nether Dragon:[/b] This nether dragon was originally a green dragon who finally killed or drove away all other living creatures from its forest. It then retreated to the core of the dead wood it used to call home and descended more and more deeply into its caves, until it reached the deepest underground lake it could find, where it now lies submerged, wallowing in its own hatred of everything. [b]Frost Maiden:[/b] Occasionally, a dryad’s resplendent oak succumbs to the frigid touch of winter. The tree’s destruction spells doom for the dryad, but death is not always the final result. The dryad may rise again as an undead monster filled with winter’s fury - a frost maiden. [b]Rekirrac:[/b] ? [b]Winter Wraith:[/b] In Fenrilik and other icy regions, young children who die from exposure to the elements sometimes return as winter wraiths, called “thirsty ghosts” by some. [b]Undead:[/b] Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undeadcreature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. [b]Ghoul:[/b] An afflicted humanoid of four or fewer Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight. Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. [b]Ghast:[/b] An afflicted humanoid of 4-5 Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight. [b]Ice Haunt:[/b] Victims killed by a rime witch’s spells or her ice haunts rise after 24 hours as ice haunts under her control. [/spoiler] Template Troves II: Oozes and Aberrations:[spoiler] [B]Bloodseeker: [/B]How the first bloodseeker was created is a matter for the sages to debate. Some suggest it was the result of an experiment performed by the legendary vampire sorcerer Necromortis. Others believe it was the result of an ooze accidentally ingesting a vampire as it rested in its coffin. “Bloodseeker” is an acquired template that can be added to any ooze. [B]Necromanctic Ooze:[/B] The necromantic ooze is a horrible creation that results when an ooze is slain by an energy drain attack. “Necromantic Ooze” is an acquired template that can be added to any ooze. [/spoiler] Template Troves III: Diseases, Parasites, & Symbiotes:[spoiler] [B]Plague Zombie:[/B] The zombie plague bestows upon its victims a foul semblance of life, as well as an insatiable hunger for the flesh of the living. In the course of their cannibalistic hunt, plague zombies inevitably spread their disease to the creatures they kill. Victims who do not die outright are eventually overcome by the plague itself, dying in short order only to rise an hour or two later as voracious, undead creatures. “Plague zombie” is an acquired template that can be added to any corporeal animal, giant, humanoid, or monstrous humanoid possessing a skeletal system. Any creature that dies as a result of zombie plague rises as a plague zombie 1d6 minutes after its death. Any creature that is infected with zombie plague, but which dies by another means, also rises as a plague zombie 1d6 minutes after its death. [B]Sample Plague Zombie Klein:[/B] ? [B]Sample Plague Zombie Ormand:[/B] ? [B]Pox Spirit:[/B] Ghost pox is a disease of the ethereal plane that lays waste to the spirits of men. Though its incorporeal sickness can infect many types of creatures, many scholars speculate that ghost pox prefers to defile sentient beings with its contagion. While the disease is considered by many to manifest some sort of malign intelligence, there could be nothing further from the truth. Indeed, the sickness is spread by the ghostly victims of the pox itself. Denied of life, and twisted into spiteful revenants, they seek to swell their own ranks by infecting the living. The affliction begins with nightmares too horrible for the victim to remember. Cold sweats, accompanied by a substantial drop in body temperature, follow. Small points of phosphorescence lend a pocked appearance to the victim’s skin if examined by moonlight. Disembodied sounds accompany the nightmare screams of the dying, and small objects will occasionally float about the sickroom, seemingly of their own accord. Traditional remedies fail to cure the affliction, though religious rites are occasionally effective if the presiding priest is strong in his faith. Eventually, even the strongest of patients succumbs to a coma from which he will never awaken. When death finally takes him, the victim’s soul has undergone a malevolent transformation. While his body is buried or burned, his spirit remains behind to seek its own solace. Such peace is temporary at best, and is typically at the expense of the living he has left behind. In an attempt to provide himself with companions to populate his bleak afterlife, the pox spirit spreads his own contagion to those he once loved, and the cycle continues once more. “Pox spirit” is an acquired template that can be added to any animal, giant, humanoid, magical beast, or monstrous humanoid. Pox spirits seek to create more of their kind by spreading their own ethereal sickness to the living. A pox spirit may take a full attack action to infect an opponent with ghost pox. If the spirit’s ethereal touch attack is successful, its opponent takes 1d6 damage and must make an immediate Fortitude saving throw (DC 14) to resist the infection. Characters who acquire the pox spirit template are driven mad with loneliness and grief. They seek to end their profound despair by inflicting their ghostly disease upon friends and loved ones. [B]Sample Pox Spirit:[/B] ? [/spoiler] Testament:[spoiler] [B]Rephaim:[/B] Rephaim are the shades of those nephilim who drowned in the Flood. Because of their semi-divine heritage, death transformed them into terrifying spirits. [B]Accursed Ka-Spirit:[/B] When one seeks divine knowledge forbidden to mortal man, such as the secret of life that belongs to Amun-Ra alone, he runs the risk of being transformed into a ka-spirit, a ghost that cannot pass beyond the grave into the next life. Accursed ka-spirits typically serve as tomb guardians, such as those who protect the books of Thoth, most of whom were mages who failed in attempts to wrest divine secrets from the texts themselves. “Accursed ka-spirit” is a template that can be added to any humanoid. [/spoiler] The Dread Codex [spoiler] [B]Akyanzi:[/B] Akyanzi are the heads of spellcasters who are slain by a fire-enchanted weapon. After slain (and likely beheaded) by victorious warriors, negative energy wells from the caster’s anger at being defeated by a non-spellcaster and animates the head only. Perhaps akyanzi come from spellcasters slain by drow weapons, or slain by weapons forged in a specific geographic area. [B]Barrow Wight:[/B] “Barrow wight” is a template that can be added to any sentient creature with an organic body and a culture with death rituals and has recently died either by a barrow wight’s energy drain ability or naturally; if naturally, the creature must be raised as a barrow wight by some magical force (referred to hereafter as the “base creature”). The creature’s possession of a soul is a determination for the GM to make, but in most campaigns it includes any dragon, giant, humanoid, or monstrous humanoid. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to being raised as a barrow wight. Any sentient creature with a soul and death rituals slain by a barrow wight’s energy drain rises as a barrow wight the next night, as per this template. [B]Annis Hag Barrow Wight Manx:[/B] ? [B]Blighted One: [/B]Born of pestilence, the blighted one is the incorporeal manifestation of creatures that have died from a disease. For only a shadow of the deceased’s essence remains on the Material Plane. When enough creatures die in a general area from the same disease, their shadowy soul remnants band together to form a blighted one (usually 20 creatures to a blighted one). [B]Bloodwraith:[/B] The bloodwraith rises from a site of much bloodshed to hunt the creatures that bled, yet did not die, there. Battlefields are, naturally, the most common areas of bloodwraith origin. But if the slain creatures are strong enough (i.e. high-level), then not much blood is required to birth a bloodwraith. The creature’s mind may have come from different entities, but the bloodwraith is nonetheless an individual. [B]Bog Slain:[/B] The bog slain is essentially a better version of a zombie. Created by a water mage of little repute (her name is not even remembered today), the only corpses the woman had to work with were ones found in the bog nearby her home. [B]Cadaver:[/B] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). Furthermore, perhaps the initial animating process does not occur until a priest of the rebirth deity casts a spell over the ill-buried corpse. Such ability could be a special one granted by the evil god whenever a follower casts animate dead or similar magics. A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver. [B]Canine Skulker:[/B] The first skulkers were actual hunting dogs buried with their master. When a lich was slain atop their burial ground, the creature’s necromantic energies seeped into the ground and animated the dogs as skulkers. An afflicted canine that dies of a canine skulker's ghoul fever rises as a canine skulker at the next midnight. [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 punishment or a powerful curse, but some evil individuals undergo it intentionally. [B]Cinder Ghoul: [/B]A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. Crucifixion Spirit: Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner. [B]Dark Voyeur: [/B]A dark voyeur is the spirit of someone who died in its reflection. The slain individual must have had some familiarity with the mirror; which can be as simple as it being in his home or possession for more than five years. The spirit of the slain is unwilling to leave this life and retreats to the mirror in order to watch life as it happens after his death. If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they each flee to anther mirror of their home mirror’s original size or larger and reappear at full size and with normal hit points in 1d4 days. [B]Deadwood Tree:[/B] It is thought by some elven sages that the deadwood trees were created when the dark elves broke away from the surface world and descended into the underearth, leaving behind a taint on the land which infected random treants throughout the lands. Most scholars scoff at this grandiose theory, but none have been able to disprove it so the myth remains. [B]Death Crab Swarm: [/B]When ghouls and other lesser intelligent undead types are destroyed, what is left of their spirits is automatically stored between the material and negative energy planes. When 300 or so of these twice-slain souls are amassed, they reenter the material plane near a coastal area as death crabs. The swarm represents the final effort by the spirits to hold onto life itself as their energy drain power indicates. [B]Death Roach:[/B] As soon as one death roach is slain, two more seem to take its place. In living roaches, this is due to rapid birthing from multiple egg batches. But for the death roaches, the reason is a bit more mysterious. When a death roach is killed, its necromantic energy is released and wanders the world like a stale breeze. After one month per hit die of the slain death roach has passed, the energy somehow finds a living roach and inhabits it. When that roach then dies, it immediately animates as a death roach. There are some primitive tribes of humans who believe that death roaches are not a world-wide infestation. Rather, death roaches are confined to a certain country and are all part of the same soul. An ancient legend says that Gritztaa, deity of vermin, was attacked and nearly slain by a rival god. So weakened was the deity, that Gritztaa wove his essence into several thousand roaches in order to survive and eventually to regain strength to reassemble as a single entity in the future. Sages prompted for evidence of this theory point to the death roach’s collective mind ability. [B]Death Squid:[/B] Some sages believe they are the souls of sailors who drowned beneath the waves. Others are convinced that there are necromantically-charged stones from a long-submerged undead kingdom which turn large aquatic lifeforms into death squids on contact. In fact, sahuagin are actually the creators of the death squid, despite the more prominent origin theories bandied about (mentioned above). The ritual used to create them was unique to the evil sea humanoids, but has since been sold to land cultures in exchange for other magics. [B]Dread Sphere:[/B] In an ancient magical struggle, the dread spheres were created to perpetuate undead forces for all time. [B]Dreadwraith:[/B] The spirits of soldiers who flee from their post in fear return after death as dreadwraiths. [B]Fear Guard: [/B]Fear guards embody evil in its blackest incarnation. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location. Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. As for where fear guards truly come from, it could be as simple as guards who take a blood oath to a necromancer to serve them in exchange for eternal life. But in this case, it may not be the existence the guards planned. [B]Filth Croc:[/B] Sages speculate that these creatures are the result of necromantic experimentation by an ancient sahuagin lich named Klek-tiim. The extensive marshes were the only buffer zone between Klek-tiim’s burgeoning kingdom and the mainland civilization. The lich wanted to stock the marshy borderland with creatures that would deter those who wished to destroy it. As one of the most numerable types of creatures in the marsh, the crocs became the target of undead transformation. [B]Fire Phantom:[/B] When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire. [B]Chill Phantom:[/B] Chill Phantom originate from an icy region on the Elemental Plane of Water. [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, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP. Arguably more expensive and costly than a standard golem, the flame servant is the necromancer’s answer to constructs. Unfortunately, it is a very poor answer. Used only by those infatuated with death and/or fire, the flame servant requires a high level caster, can only perform a single task, and is not universally effective in any terrain like standard golems. While a flame servant is cheaper in terms of raw materials, the price increases dramatically due to the necessary spells. [B]Chill Servant:[/B] Born from dark necromancy, chill servants are tools of violence and hatred. Every chill servant is created by a spellcaster to complete a particular task. The creation of a chill 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 snow, 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 chill servant. A chill 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), torpor, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP. [B]Flying Abomination:[/B] These monsters are created by the spell of the same name. A spellcaster creates these skeletal body parts to have as “handy” servants and to act as guardians of low priority treasures or places. [B]Fog Spirit:[/B] Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fog spirit. [B]Frozen Horror:[/B] The frozen northern landscape is a sea of ice and snow amidst tranquil snow-packed mountains. But amidst this beauty is a veritable graveyard of creatures that die in that dangerous beauty. Harsh elements and starvation take the lives of so many creatures that are not native to the north. Those that lay dead for over a year, however, gather the power to return. If a living creature being walks over the grave spot of a creature that died in the elements, there is a 10% chance per Hit Die of the living creature that the corpse animates as a frozen horror. [B]Ghostly Slasher:[/B] Every region in a campaign world has its handful of crazed killers and other evil creatures whose only joy in life is to inflict fear and death on others. When these creatures are eventually hunted down and slain (commonly by brave adventurers), not all of their souls descend into the realm of the damned. The forces in charge of the hells decide to wad many of these murdering, irredeemable spirits together and then send them back onto the Material Plane as one creature—a ghostly slasher—to continue their evil work. As many as a dozen former murderers inhabit a ghostly slasher. [B]Ghoul Template:[/B] “Ghoul” is a template that can be added to any sentient creature with an organic body and a soul who was killed by a ghoul and affected by its Create Spawn ability, or who ate the flesh of creatures of its type in life and recently died (referred to hereafter as the “base creature”). In most campaigns, this will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to undead raising as a ghoul. An afflicted humanoid who dies of a ghoul creature's ghoul fever rises as a ghoul at the next midnight. [B]Ogre Ghoul:[/B] This ogre succumbed to a ravenous pack of ghouls many years ago. [B]Ghast Prestige Class:[/B] Ghouls who adapt to their degenerate undead state and thrive become fearsome predators called ghasts. While they can no longer follow the classes of civilization, cunning ghasts can progressively build upon the powers of their cursed state and travel down darker paths, increasing their connection to the Negative Energy Plane and becoming ever more deadly threats to those they encounter. [B]Ichor Ghoul:[/B] Created to spread disease and general revulsion, the ichor ghoul can be found in any environment where living creatures dwell. Ichor ghouls are found infrequently on their own. They are most often acting on the directives of their creator, a being of some power known as the Dripping Darkness. [B]Primal Ghoul:[/B] Sometimes when a spellcaster wants to build a better monster, the result is not always what he expected. The primal ghoul was developed originally as a more powerful version of a ghoul. [B]Grave Risen:[/B] They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen. [B]Gray Death:[/B] Born from a creature that was burned alive, the gray death seeks to destroy all living creatures in revenge for its current state. When this creature dies, its spirit gathers up the elemental force which slew it. The soul then drifts slowly and invisibly for 1d4 days before reforming up to a mile from the place of its death. The gray death’s “birth” is a spectacular display of fiery explosions contained within a 10-foot area. When a gray death is born in its fiery explosion, it is actually triggered by a tiny pinprick which links the Elemental Plane of Fire to the Material Plane. When the soul which powers this undead dies in a fire, it then searches for a more permanent source of fire to power itself. The soul spark drifts for a time because it unconsciously is looking for a “weak” area where the Fire Plane can be accessed. When it finds such an area, the resulting birth explosion inflicts 4d6 points of fire damage to any creatures within the 10-foot by 10-foot area. [B]Hoar Spirit:[/B] Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures to share their icy hell. The fact that no hoar spirits are encountered on their own can point to a more unusual cause than is stated above. Instead of attributing it to like minds, perhaps hoar spirits are the result of a magical device hidden in the icy wastes of the spirits’ home. While calling to these undead to unearth itself, the gem might also have a “hive mind” effect on the spirits. The unifying factor might not be a magic item, but could be the lost fragments of a forgotten ice deity. The godling was thought destroyed in a long-ago struggle and the pieces of its body were flung to the ends of the campaign world. However, the pieces which landed in the godling’s native environment (arctic cold) are still powerful enough to animate and call upon the hoar spirits to find them. [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. It is said that, centuries ago, a trickster god convinced a young man to devote his life to researching the other gods. The minor deity wished to learn his greaters’ weaknesses and knew that only a lowly mortal might succeed at the task (the trickster was forbidden to even speak of such knowledge). That young man became so involved with the cosmic directive that he died and became the first inscriber. [B]Jikini:[/B] Fashioned from common vipers, jikini were created for a good purpose—to dispose of dead bodies after a plague swept through the region. Unfortunately, their undead nature turned these snakes to evil, mutating their poisonous bite into a disease and increasing their mental attributes to dangerous levels. Perhaps the jikini are the result of one tribe of humanoids being cursed into this form. [B]Lector:[/B] It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. When such an event occurs, the skeleton is endowed with a powerful intelligence and a desire to seek out and find other such items and absorb them into itself. [B]Murder Born:[/B] Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit. [B]Ndalawo:[/B] Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow of its former self. Though they prefer to prey on other leopards, perpetuating their foul species, they occasionally attack humanoids as well. A leopard reduced to 0 Strength by a ndalawo becomes a new shadow leopard within 1d6 rounds. [B]Necroling:[/B] The necroling is the heritage of all necromancers. Each student of the black arts is required to create a necroling of his own before more potent spells and powers are available to him. The necroling, commonly forgotten by the caster, is then used to guard his laboratory or other precious possessions. Designed so the necromancer can experience the feelings associated with death and rebirth as undead, the necroling is created with the spark of a soul who died unnaturally. The necromancer essentially puts a sliver of the angry soul inside its own tiny sarcophagus (in this case an ink bottle) after imbibing the emotions it experienced at death by way of dreams. Let’s look a little closer at necroling construction. A spellcaster requires the following: Craft Wondrous Item feat, a corpse of someone who died unnaturally no longer than a day ago, a vial filled with black ink, consecutive casting of sleep, gaseous form, dimension door, and detect thoughts on the ink vial, and finally the drawing of the necromantic glyph of undeath on the corpse’s forehead (requires a DC 12 Knowledge (arcana) check). Once the spells have been cast and the glyph drawn, the necromancer must sleep next to the body for 8 hours with the enspelled ink vial on the other side. During the slumber, the necromancer imbibes the thoughts and feelings the corpse’s soul endured at the point of death. The spellcaster learns in vivid mind-wrenching detail what it means to cross the barrier from life into death. At the same time, the ink vial absorbs the last wisp of spirit before it leaves the corpse. This wisp becomes the necroling’s mind while the ink is used when the creature manifests a physical body. Necromancer and necroling are not bonded, as such, when he awakens but there is a definite connection between the two. The necroling intuitively recognizes the necromancer as having touched a piece of its former mind and desires to remain close to that presence. The necromancer gains a permanent black stain right below the back of his neck. What this stain does is mark him as a true necromancer. He has experienced what it is to die and understands the very nature of undeath in the creature he has created. The mark also identifies him to other “true” necromancers, perhaps thereby gaining access to secretive cults or information. Undertaking necroling creation is a wholly evil act since the character is ripping part of a person’s soul from its rightful rest and forcing it into eternal servitude. [B]Necrotic Entrailer:[/B] The ritual that creates an entrailer not only causes its insides to reorganize into the monster’s tethers, but actually fuses the entrails from other creatures into its matrix. These entrails occupy the entire interior of the entrailer except the brain. As a result, a necrotic entrailer has many densely packed miles of tethers available to it. [B]Orc Death Lord:[/B] Powerful orc commanders, if they worship the right god, are returned to the world soon after their usually bloody demise as death lord orcs. [B]Orphan of the Night:[/B] Many children are pranksters that, as they mature, repress those childish impulses to the point that they vanish from the adult mind. Those repressed thoughts do actually disappear and reform on the Plane of Shadow as orphans of the night. [B]Orphan of the Light:[/B] Unfortunately, for every person who leaves their childish ways behind, there two more who do not. Some of these individuals actually move in the opposite direction, leaving behind caring and innocence. These cast off emotions could theoretically coalesce into “orphans of the light”. [B]Phantasm:[/B] Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. [B]Quick-Shard Cavalier:[/B] The origins of the quickshards lie in ambitious, militant necromancer-kings. Not merely content to craft spells which slay others and animate them, these necromancers of some forgotten continent cooperated to create the quick-shard ritual. The ability to create many quick-shards at one time is a well-guarded secret today. To create even one, however, requires magic en par with create greater undead. The bones of slain creatures are gathered together (enough to make a Large creature) and, as long as a humanoid head is amongst the ivory pile, a quick-shard cavalier can be fashioned. The other bone shards fuse together to create the core skeleton while other bits are left to form the creature’s spurs. [B]Red Jester:[/B] Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of a god of undeath, sent to the Material Plane to “entertain” those the deity has taken a liking to. The actual truth to their origin remains a mystery. [B]Rom:[/B] The rom are a race of ghostly stone giants. As living giants, they once ruled over the population of a great mountain chain. However, these giants’ brutality eventually met with revolution spearheaded by a tribe of dwarves known as the Skull Splitters. During their retreat, the giants’ shaman took matter into his own hands and laid a curse on the region—every giant who died in the war would one day rise again as undead to take back what was once theirs. Unfortunately for the ancestors of that war’s victors, for it is now a century later, the curse appears to be coming true. Several dozen rom (named for the shaman who laid the curse) have been spotted around the northern mountains and all attempts to parlay with them have met with the diplomats’ own deaths. Well, perhaps the Rom were cursed to exist in this form before their natural deaths. [B]Persistent Soldier:[/B] Whether or not their respective units were victorious, persistent soldiers are those inevitable casualties of any war who perished on the battlefield. It is because of these monsters that visitors to a known battlefield site often speak in hushed reverent tones. For it is said that those who mock the fallen military risk their eternal ire. Although they can be centuries perished, some wisp of the persistent soldier’s soul still remains tied to his corporeal body. Accusations against the soldiers, be they in jest or truly malicious, have a chance of rousing that soul to action once again. The fractured personality and memories call their old body which crawls from the earth in the same condition it was in just moments after it died. [B]Sacred Guardian:[/B] The sacred guardian is a ghostly tiger of great size which keeps eternal watch over very special graveyards and other burial sites. Whether the guardian is summoned or created for its task is not known; the only certainty being that it is the stuff of powerful magic. The one commonality that sages have discovered amongst the sites protected is that they all have something to do with famous (or infamous) adventurers. Perhaps the sacred guardian doesn’t guard the dead at all. Perhaps really great adventurers are asked to serve on another plane of existence before their deaths. If they agree to serve the beings that contact them, these unknown creatures help to fake the adventurer’s death, provide an elaborate burial site, and then bring the adventurers out of this world. To ensure that no one discovers the portal to that other plane which is left in the graveyard or site, the sacred guardian is summoned to duty there. [B]Black Skeleton:[/B] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are patterned after the evil dark elves because of that race’s distinctive two-handed fighting style (not to mention the black bones). Shock troops of a deity of fear and/or darkness. After a fighter wielding two blades fell in battle, an enterprising necromancer attempted to add the fighter to his undead force. But the necromancy became somehow contaminated and the fallen fighter rose as a free-willed skeleton, its bones blackened by the evil which birthed it. The two-handed fighting style was retained and passed to all victims of this original black skeleton. Those humanoids slain by a black skeleton become black skeletons themselves within 1d4 days unless their corpses are burned. In numerous prophecies, the End Times are heralded by the appearance of “coal black bones wielding the twin blades of pestilence and fear.” When a planar portal opens not far from a major city and pours forth dozens of black skeletons at irregular intervals, could prophecy be coming true? More likely it is just a plot by a necromancer using the prophecies and black skeletons to his advantage. [B]Soulless One:[/B] Soulless ones are powerful undead spirits driven by lament and hatred of the living. Soulless ones are the products 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. The origins of the soulless one lie with a young woman who once carried the child of a purportedly-celibate priest. Angry that his sin might be exposed to his superiors, the priest attacked and nearly killed the young woman. Days later, she gave premature birth to a stillborn child, who was taken by the “Dark Ones” to become the very first soulless one. [B]Spellgorged Zombie:[/B] Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster. “Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells. [B]Sample Spellgorged Zombie:[/B] This spellgorged zombie was slain by a more powerful rival for some blackmail the former caster threatened to employ. In retribution, the wizard decided to use the slain caster as a spellgorged guardian. [B]Spirit of Hate:[/B] Creatures that are slain just before a pleasingly anticipated event return to this plane within 1d4 days as a spirit of hate. In elven mythology, spirits of hate (or “pec’zaah” in the Elven tongue) originated in the time just after the split between surface and dark elves. After centuries of discontent, those elves who would become the black-skinned menaces of today finally broke tradition with their surface cousins in an organized protest (the specifics are not known to non-elves). When it seemed these elves were lost to the darkness, a few dozen of their number returned to the forest as part of a ruse. When their surface brothers emerged from their protected community to welcome them home, the dark elves turned on them in a bloody massacre. The deaths of so many elves filled with glad tidings of their fellows’ return supposedly gave birth to the first sprits of hate. There may indeed be some truth to this legend because drow elves are documented as attacking these spirits on sight. The spirit of hate can spontaneously emerge from a person who was wrongly slain in sight of her would-be rescuers. The energy of an anticipated rescue becomes the force for undying revenge as the spirit of hate then shadows the failed rescuers until their deaths. [B]Tavern Prowler:[/B] All adventurers see the barflies that inhabit every location of drunkenness and revelry in each community. Some of these wretched drunkards were former adventurers themselves. But too many waste their lives away on the barstool, waiting for some kind of emotional pain to dissipate or for good paying work to materialize out of thin air. It is no surprise that these men (and some women) die either inside or on their way to/from the tavern. These are the souls that become tavern prowlers. A spirit returns to the same tavern it frequented one month to the day after its death. For whatever reason, the same powers which gave the prowler life also gave it a purpose—protect its former home. [B]Terkow:[/B] “Terkow” is a template that can be added to any humanoid creature. Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a terkow if it had 5 or more HD. [B]Sample Terkow:[/B] This terkow sorcerer was just beginning a promising career in the arcane academy before an expedition to the southern jungles turned his life into unlife. A terkow slaughtered the spellcaster’s companions before feeding on him last. [B]Thanatos:[/B] Spawned by evil, the thanatos is a great undead fish which exists only to spread that evil. As often as great wars tear apart the land, there are just as many that wage across the ocean depths. Thanatos are one of the earliest attempted at an aquatic doomsday weapon. Created by ancient magic held by sahuagin clerics, the gargantuan versions of these undead fish were sent against all good-aligned aquatic creatures, slaying hundred if not thousands of souls before the assault was countered. And while the sahuagin were obviously unsuccessful in their bid for total domination, dozens of gargantuan thanatos remain today as a chilling reminder of that time; warning all aquatic races that not all stories of the past are fiction. The sahuagin have no direct method of creating more thanatos in modern times, but secret rituals known only to the high clerics enable those who can find a thanatos to command it. Other rituals allow the mutation of whales into large thanatos, but not gargantuan ones. [B]Tortured:[/B] Tortured undead are those poor creatures who are unfairly tortured to death. The desperate fevered emotions running through the creature at the time of death are enough to push it to the attention of the dread gods responsible for raising undead creatures. But those emotions are just barely enough to grant it an undead status, for the tortured has no intelligence and is only barely aware of itself. [B]Undead Lord:[/B] For every type of undead, there exists an undead lord, a being of great power that commands the lesser of its kind. “Undead Lord” is an inherited template that can be applied to any undead creature. It could be chalked up to a favorable brush with an undead deity, the accidental discovery of a magical pool, or a complex ritual which sacrifices many creatures to enhance a chosen one. [b]Cadaver Lord:[/b] ? [B]Vohrahn:[/B] Created by spellcasters by binding dead spirits to the bodies of fallen warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals. [B]Webbed Sentinel:[/B] Webbed sentinels were created by dark elves soon after their retreat into the subterranean world. To deter pursuit by surface elves (and attack by other underearth races), drow necromancers fashioned these creatures made from the most common element they encountered—spiders and their webs. Webbed sentinels patrolled the areas surrounding drow camps and, eventually, fledgling drow cities. After the dark elves managed to establish a firm hold in the underearth, the webbed sentinels were released from servitude to roam the subterranean world, inflicting fear and death on all they met. Dwarves and underearth gnomes each share similar tales about the sentinels and teach them to their children as dreaded nursery rhymes. [B]Wraithlight:[/B] Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they 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, tapped in a foreign world after theirs was destroyed and trying to continue their existence. These undead creatures are the losers in a battle between two ancient races. The gods punished both races for their insolence at destroying much of the lands during their war. The victors were changed into will-o’-wisps. The losing race, who had been subjected to massive necromantic energies from the victors, was changed into today’s wraithlights. [B]True Zombi:[/B] A true zombi can only be created by a Zombi cultist or through the use of magical zombi powder. “True Zombi” is a template that can be added to any humanoid creature. Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a true zombie if it had 4 or fewer HD, and a terkow if it had 5 or more HD. Some sages believe that deep within the world’s largest jungle there exists an ancient magical well of zombi-making. Living creatures partaking of its waters are stricken with the “curse of the true zombi” and become a free-willed undead of this type within 24 hours. [B]Sample True Zombi:[/B] An arrogant leader of his own group of bandits, the half-orc led his soldiers into an ambush set by the sinister cult of Zombi. It remembers a brief clash of metal and then a magical powder being blown at it. [B]Ghoul:[/B] An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. [I]Change Zombie[/I] spell. [B]Ghast:[/B] An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. [B]Shadow:[/B] Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. [B]Skeleton:[/B] If a victim dies while engulfed by a bone slime, it becomes a skeleton. Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. [I]My Life for Yours spell[/I]. [B]Undead:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead. Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. [B]Wight:[/B] After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. [B]Zombie:[/B] Living creatures killed by a deadwood tree rise in 16 rounds as zombies. Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. [I]My Life for Yours[/I] spell. [I]Flying Abominations[/I] Necromancy [Evil] Level: Clr 5, Evil 5, Sor/Wiz 7 Components: V, S, M/DF Casting Time: 1 action Range: 10 ft. Target: One or more body parts within range Duration: Instantaneous Saving Throw: None Spell Resistance: No With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell. You can animate one HD worth of flying abomination per caster level. These HD can be divided among different body parts as required. A 14th-level wizard could, for example, animate seven 2 HD body parts, or one 10 HD body part and four 1 HD body parts, etc. All body parts to be animated must be within 10 feet of you during casting. The characteristics of a flying abomination are determined by the creature’s original size. See the Flying Abominations monster entry above for each creature’s characteristics based on size. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon’s head could bite but could not breathe fire. A dragon’s breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained. Flying abominations obey simple verbal commands in the same manner as a zombie or skeleton and the body parts remain animated until destroyed. They can be turned or rebuked normally. Arcane Material Component: The body parts to be animated and a vial of unholy water which is sprinkled over the fragments during casting. [I]Change Zombie[/I] Necromancy [Evil] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 full round Range: Touch Target: One zombie touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You touch a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its save, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. Material Component: A bone from a ghoul and a black onyx gem worth at least 100 gp. [I]My Life For Yours[/I] Necromancy [Evil] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: One corpse touched Duration: Instantaneous Saving Throw: None Spell Resistance: No You draw forth a part of your own life force and (if you are not an undead) corrupt it into negative energy, which you can use to animate one corpse as a skeleton or zombie. Because the process of infusing the corpse with the negative energy is inefficient, you must draw forth twice as much of your life energy as what the undead would actually use. Therefore, you lose twice the number of hit points the undead creature would have when finished (so creating a normal Medium skeleton with 6 hit points costs you 12 hit points). Any skeleton or zombie created with this spell is treated as if it had been created with animate dead for the purpose of how many undead you can control. These hit points can be recovered normally (rest, magical healing, etc.) If you cannot lose these hit points for any reason (such as if you are protected by a spell that prevents you from taking damage or converts normal damage to subdual or any other kind of damage) the spell fails. If you have no life force, whether positive or negative (for example, if you are a construct) the spell fails. Material Component: A black onyx gem worth at least 50 gp with iron and silver wires wrapped around it, which must be placed in the mouth or eye socket of the corpse.[/spoiler] [URL="http://www.drivethrurpg.com/product/50707/The-Echoes-of-Heaven-Bestiary-The-Tainted-Tears-OGL-Version?term=echoes+of+heaven+bestiary&affiliate_id=17596"]The Echoes of Heaven Bestiary[/URL] [spoiler] [b]Elemental Wraith:[/b] Elemental Wraiths were all Mortals who subjected themselves to a conversion process while still alive. There are seven levels of Elemental Wraith and each requires a new ordeal of one-hundred-and-one days. [b]Earth Wraith:[/b] Agents of the Nopheratus create an Earth Wraith by taking an Ice Wraith and subjecting it to the Ordeal of Earth. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental Earth. This is absolute agony, grinding their bones into pieces. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Earth Wraith. [b]Fire Wraith:[/b] Agents of the Nopheratus create a Fire Wraith by taking a Water Wraith and subjecting it to the Ordeal of Fire. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of scorching fires. This is absolute agony. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Fire Wraith. [b]Ice Wraith:[/b] Agents of the Nopheratus create an Ice Wraith by taking a Light Wraith and subjecting it to the Ordeal of Ice. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental ice. This is absolute agony, abrading away their remaining soft tissue. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Ice Wraith. [b]Light Wraith:[/b] Agents of the Nopheratus create a Light Wraith by taking a Fire Wraith and subjecting it to the Ordeal of Light. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of lightning. This is absolute agony, burning their remaining deep tissue with constant and penetrating current. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Light Wraith. [b]Void Wraith:[/b] No one knows how they create the most powerful of all the Elemental Wraiths. Most people think that an Earth Wraith passes beyond the Mortal Realm, into the plane where the Nopheratus resides. There, the Earth Wraith experiences the raw force of death. It strips away the last vestiges of flesh, of emotion, of all humanity. What’s left is a creature almost as alien as the Nopheratus itself. It is the Void Wraith. [b]Water Wraith:[/b] A Water Wraith is created by taking a Wind Wraith and subjecting it to the Ordeal of Water. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of violent waters. The Wind Wraith still has the habits of Mortality, so although it doesn’t need to breathe, it can still feel like it’s drowning. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Water Wraith. [b]Wind Wraith:[/b] A Wind Wraith is created by the Ordeal of Air. A Mortal is placed in a special necromantic vault for one-hundred-and-one days, where they are killed by a constant buffing of high-velocity winds. The vault eliminates the need for food or water and many subjects survive for weeks or even months. Even after death, the agony continues. At any time, the subject can beg for death and receive it, but if they endure the entire one-hundred-and-one days, they emerge as the Undead Wind Wraith.[/spoiler] [URL="http://www.drivethrurpg.com/product/3019/Tome-of-Horrors-Revised?term=tome+of+horrors&it=1&affiliate_id=17596"]Tome of Horrors Revised[/URL] [spoiler][B]Apparitions:[/B] Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. Any humanoid slain by an apparition becomes an apparition in 1d4 hours. [B]Barrow Wight:[/B] A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. [B]Bloody Bones: [/B]Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings. [B]Bog Mummy:[/B] When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy. Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days. [B]Coffer Corpse:[/B] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. [B]Crypt Thing:[/B] Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. Create Crypt Thing Spell [B]Darnoc:[/B] The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life. Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. [B]Demiurge:[/B] The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. [B]Orcus:[/B] Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. [B]Draug:[/B] The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [B]Ghoul-Stirge:[/B] The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers. [B]Groaning Spirit:[/B] The groaning spirit is the malevolent spirit of a female elf [B]Haunt:[/B] The haunt is the spirit of a person who died before completing some vital task. [B]Huecuva:[/B] Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead. [B]Mummy of the Deep:[/B] It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep. [B]Undead Ooze:[/B] When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. As a full-round action, an undead ooze can expel 1d6 skeletons from its mass. [B]Vampiric Ooze:[/B] The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it. Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. [B]Poltergeist:[/B] Poltergeists are undead spirits that haunt the area where they died. A poltergeist has no material form and cannot manifest on the Material Plane. Most poltergeists are evil, as they are “trapped” in the area where they were killed and can never leave this area unless they are destroyed. This “prison” drives them mad and they come to hate all living creatures. [B]Shadow Rat Common:[/B] ? [B]Shadow Rat Dire:[/B] ? [B]Lesser Shadow:[/B] According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows. [B]Skulleton:[/B] Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless). The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich. To create a skulleton, the creator must be at least 9th level. The following ingredients are required. — The skull of a humanoid or monstrous humanoid. — A few bones from a humanoid or monstrous humanoid. — A small quantity (at least 1 pint) of earth (dirt). Powder the bones (but not the skull) and mix with the earth or dirt in an iron bowl. Pour the powdered mixture over the skull. Cast the following spells in this order: contagion, fly, stinking cloud, and animate dead. Within 1 hour, the skulleton animates and comes to “life.” [B]Ghoul Wolf:[/B] ? [B]Dire Ghoul Wolf:[/B] ? [B]Shadow Wolf:[/B] ? [B]Brine Zombie: [/B]Brine zombies are the remnants of a ship’s crew that has perished at sea. The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [B]Bleeding Horror:[/B] Created by the axe of blood, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade. “Bleeding horror” is an acquired template that can be added to any humanoid, monstrous humanoid, giant, magical beast, or outsider (hereafter referred to as the “base creature”) that dies as a result of feeding the axe of blood. Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes [B]Bleeding Horror Minotaur:[/B] ? [B]Skeleton Warrior:[/B] The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. “Skeleton Warrior” is an acquired template that can be added to any humanoid creature. [B]Skeleton Warrior Sample:[/B] ? [B]Spectral Troll:[/B] “Spectral troll” is an inherited template that can be added to any troll. Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time. [B]Spectral Troll Sample:[/B] ? [B]Juju Zombie:[/B] Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie. “Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid. [B]Juju Zombie Sample:[/B] ? [B]Undead Type:[/B] Undead are once-living creatures animated by spiritual or supernatural forces. [B]Lacedons:[/B] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [B]Skeletons:[/B] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [B]Spectre:[/B] Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time. [B]Zombie:[/B] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.[/spoiler] Tome of Horrors II [spoiler] [B]Cadaver:[/B] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). A creature slain by a cadaver lord rise in 1d4 minutes as a cadaver. [B]Cinder Ghoul: [/B]A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. [B]Crucifixion Spirit:[/B] Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner. [B]Fear Guard:[/B] Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location. Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. [B]Fire Phantom:[/B] When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire. [B]Grave Risen:[/B] They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen. [B]Hanged Man:[/B] A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged. [B]Hoar Spirit:[/B] Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture. [B]Murder Born:[/B] Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit. [B]Phantasm:[/B] While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. [B]Red Jester:[/B] Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has taken a liking to. The actual truth to their origin remains a mystery. [B]Black Skeleton:[/B] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons speak Common and Abyssal (leading some to believe that the evil that first created these creatures was the product of the demon prince Orcus). [b]Corpsespun Creature:[/b] Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner. The poison of the corpsespinner interacts with the slain creature’s body and animates it as a corpsespun creature; a zombie–like automaton sheathed in webs whose insides have been replaced with thousands of tiny spiders. “Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner. Creatures slain (and not devoured) by a corpsespinner rise in 1 hour as creatures known as corpsespuns. [B]Corpsespun Fighter:[/B] ? [B]Corpsepun Minotaur:[/B] ? [B]Spellgorged Zombie:[/B] Created with the use of a [I]create greater undead [/I]spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster. “Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells. [B]Sample Spellgorged Zombie:[/B] ? [b]Undead Lord:[/b] “Undead Lord” is an inherited template that can be applied to any undead creature. A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. [B]Cadaver Lord:[/B] ? [B]Zombie:[/B] Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie. Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails.[/spoiler] Tome of Horrors III[spoiler] [B]Blood Wight:[/B] When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. [b]Bogeyman:[/b] Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories. [b]Brykolakas:[/b] Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls. [b]Demilich:[/b] When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. [B]Fetch:[/b] When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living. [b]Fye:[/b] When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye. [b]Ghoul, Dust:[/b] When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth. [b]Lantern Goat:[/b] Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that depends from the goat’s neck serves to channel souls into the creature itself. Soul Capture (Su): Any living creature reduced to 0 or less hit points while within 60 feet of a lantern goat must succeed on a DC 15 Will save or have its soul drawn into the lantern goat’s lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at –3 hit points must save at DC 18). Once captured, the lantern goat slowly digests the creature’s soul over a period of 1 hour, using it to fuel its dark energies. The save DC is Charisma-based. A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature. [B]Lich Shade:[/B] During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade. Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife. [b]Mortuary Cyclone:[/b] A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). [b]Murder Crow:[/b] These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow. [b]Phasma:[/b] A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result. [b]Rawbones:[/b] A rawbones is an undead creature that comes into being when a tortured person rises from the grave. [b]Soul Reaper:[/b] Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation. [b]Swarm Shadow Rat:[/b] ? [b]Shadow Rat Common:[/b] ? [b]Swarm Raven Undead:[/b] ? If a murder crow is reduced to 0 hit points or less, it explodes into a murder of standard crows. Use the statistics for the undead raven swarm. [b]Paleoskeleton Creature:[/b] Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. Only fossilized remains can become paleoskeletons. The bones that comprise a paleoskeleton must have been in the earth for thousands or even millions of years. Provided the skull and at least 20% of the actual bones remain, an animate dead spell cast by an arcane spellcaster of at least 12th level will produce a paleoskeleton. The extreme age of the bones and the strange properties of the mineralization interact with the negative energy to produce a very powerful undead creature. “Paleoskeleton” is an acquired template that can be applied to any dinosaur or prehistoric animal. [b]Paleoskeleton Triceratops:[/b] ? [b]Undead:[/b] Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. [b]Lacedon:[/b] A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in that they have always existed and have always been.[/spoiler] Warlords of the Accordlands Creatures and Lairs [spoiler] [b]Gravel Spawn:[/b] Gravel spawn are an abomination -- undead gargoyles formed from the hacked bits and pieces of slain gargoyles. [b]Gaunt Crypt:[/b] A Crypt gaunt is created through ritual. [b]Gaunt Swamp:[/b] Most swamp gaunts were men and women killed deep in the marshes of the Accordlands. Marsh hags are notoriously careless with their refuse, and discard failed experiments into the swamps, where it suffuses the corpses. The potions' magical energy grants the swamp gaunts unholy animation. [b]Ghost Bog:[/b] Ghost bogs are the animated corpses of the fallen whose bodies are so saturated with magic that they are reanimated in death. [b]Hag Undead:[/b] Certain powerful hags have used their potions to give themselves the immortality of the undead. [b]Nekrast:[/b] Occasionally, a necromancer of insufficient power to become a lich spontaneously arises after death as a nekrast. Those with a penchant for fire magic have the best chance at returning as one of these creatures. Rumors say that books of lost lore can guide a necromancer along the path to becoming a nekrast; these have yet to be verified. [b]Skeleton:[/b] ? [b]Unclean Spirit:[/b] Unclean spirits are the undead remnants of dead elves, fueled by intense hatred. [b]Woundwraith:[/b] Popular belief (to the extent that anyone is willing to think at much length about woundwraiths) holds that they are the restless spirits of those lost to madness. [b]Zombie:[/b] ? [b]Purgatoire:[/b] Those who are bound to serve a king or great lord and who die in some grand quest or fundamental duty may rise as a purgatoire. Bodyguards who fail to protect their charges and questing knights who die in pursuit of their goal are the most common purgatoires. "Purgatoire" is a template that can be added to any humanoid or monstrous humanoids creature. [b]Severed:[/b] The Severed are undead elves who have willingly given their own lives in order to trade mortality for the everlasting youth of undeath. To become Severed undead requires a great sacrifice to one of the Elements, the elven pseudo-gods, with each Element demanding a different type of sacrifice and offering a different form of immortality: Blood (ritual murder of a blood relation, to become a Severed vampire), Bone (24 hour rite in which the would-be Severed's every bone is broken, to become a Severed revenant), Flesh (a simple mass slaughter of a dozen people to become a Severed ghoul), and Spirit (ritually removing and rebinding the would-be Severed's soul to his own body, to become a Severed wraith). "Severed" is a template that can be added to any elven or half-elven creature.[/spoiler] Wildwood[spoiler] [b]Arboreal Defender:[/b] Once powerful warriors or leaders, arboreal defenders are hopelessly cursed beings. Trapped inside their decaying carcasses, they are forced to do Haiel’s bidding as punishment for the atrocities they committed against the forest during their lives. Arboreal defender is an acquired template that can be added to any humanoid or monstrous humanoid creature.[/spoiler] [/spoiler] [/QUOTE]
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