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<blockquote data-quote="Voadam" data-source="post: 7582621" data-attributes="member: 2209"><p><strong>Other d20 Systems – d20 Modern and 13th Age to Conan</strong></p><p></p><p>Other d20 Systems – d20 Modern and 13th Age to Conan[spoiler]</p><p></p><p>d20 Modern[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/28720/d20-Modern-Core-Rulebook-d20M?affiliate_id=17596" target="_blank">D20 Modern</a>[spoiler]</p><p><strong>Undead:</strong> An undead is a once-living creature animated by spiritual or supernatural forces.</p><p>Sample incantations include ones that allow one to control the weather, create powerful undead creatures, animate golems, subjugate powerful fiends, and cure supposedly incurable diseases. (d20 Dark Matter)</p><p>The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. (13 Occult Templates)</p><p>If you are undead and kill a living creature with the energy drain power the slain creature rises instead as the same type of undead as you. (Four Color to Fantasy Revised)</p><p>If you are undead and kill a living creature with the life drain power the slain creature rises instead as the same type of undead as you. (Four Color to Fantasy Revised)</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through rituals best forgotten.</p><p>These undead creatures are preserved through ancient rituals. Some claim that the kinori taught humans the art of mummification more than 5,000 years ago. (d20 Dark Matter)</p><p><em>Create Undead</em> spell. (Imperial Age Grimoire)</p><p><strong>Mummy Dedicated Hero 3:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.</p><p>“Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure.</p><p>A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed).</p><p>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. (Gaslight Victorian Fantasy 1e)</p><p>A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. (Imperial Age Grimoire)</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead</em> spell. (Gaslight Victorian Fantasy 1e)</p><p><em>Animate Dead</em> spell. (Imperial Age Grimoire)</p><p>Awaken the Dead power. (Blood and Brains: The Zombie Hunters Guide)</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Ogre Skeleton:</strong> ?</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire.</p><p>New vampires are born when an original vampire kills a victim in the usual manner, but the victim’s desire to live is so overpowering that it returns a few nights later. (Gaslight Victorian Fantasy 1e)</p><p><em>Create Undead</em> spell. (Imperial Age Grimoire)</p><p><strong>Vampire Human Fast Hero 2/Charismatic Hero 3:</strong> </p><p><strong>Zombie:</strong> Zombies are corpses animated by some sinister power or magic.</p><p>“Zombie” is a template that can be added to any corporeal creature other than an undead.</p><p>A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed).</p><p>A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. (Blood and Brains: The Zombie Hunters Guide)</p><p>Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. (Blood and Brains: The Zombie Hunters Guide)</p><p>If the subject dies of zombie fever, it rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)</p><p>An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. (Blood and Brains: The Zombie Hunters Guide)</p><p>“Zombie” is a template that can be added to any corporeal creature other than an undead. (Blood and Brains: The Zombie Hunters Guide)</p><p>Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies. </p><p>An ancient curse causes all those on a particular spot of ground to turn into zombies. (Blood and Brains: The Zombie Hunters Guide)</p><p>For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. (Blood and Brains: The Zombie Hunters Guide)</p><p>Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens. </p><p>The zombie comes back because he’s really in love with somebody still alive. (Blood and Brains: The Zombie Hunters Guide)</p><p>A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. (Blood and Brains: The Zombie Hunters Guide)</p><p>An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. (Blood and Brains: The Zombie Hunters Guide)</p><p>A strange parasite reanimates corpses as vehicles to find and infect more hosts. (Blood and Brains: The Zombie Hunters Guide)</p><p>Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. (Blood and Brains: The Zombie Hunters Guide)</p><p>Through mental willpower alone, the dead are dragged back into life. (Blood and Brains: The Zombie Hunters Guide)</p><p>The zombie in question gets really mad and comes back to avenge its killer(s). (Blood and Brains: The Zombie Hunters Guide)</p><p>Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. (Blood and Brains: The Zombie Hunters Guide)</p><p>Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. (Blood and Brains: The Zombie Hunters Guide)</p><p>Too much TV and videogames turns kids into zombies. No really. (Blood and Brains: The Zombie Hunters Guide)</p><p>A malicious bokor reanimates the dead for his own purposes. (Blood and Brains: The Zombie Hunters Guide)</p><p>Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)</p><p>Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)</p><p>Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide)</p><p>Awaken the Dead power. (Blood and Brains: The Zombie Hunters Guide)</p><p>Zombie Fever disease. (Blood and Brains: The Zombie Hunters Guide)</p><p>A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). (Gaslight Victorian Fantasy 1e)</p><p>A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. (Imperial Age Grimoire)</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead</em> spell. (Gaslight Victorian Fantasy 1e)</p><p><em>Animate Dead</em> spell. (Imperial Age Grimoire)</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Huge Crocodile Zombie:</strong> ?</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)</p><p>Regardless of the type of undead, you can’t create more HD of undead than twice your caster level with a single casting of animate dead.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are an Acolyte, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.</p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.</p><p>Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.</p><p>Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.[/spoiler]</p><p></p><p><a href="http://www.wizards.com/default.asp?x=d20/article/msrd" target="_blank">d20 Modern SRD</a>[spoiler]</p><p><strong>Undead:</strong> An undead is a once-living creature animated by spiritual or supernatural forces. </p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy Dedicated Hero 3:</strong> ?</p><p><strong>Skeleton:</strong> “Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure.</p><p>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><em>Animate Dead</em> spell.</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Ogre Skeleton:</strong> ?</p><p><strong>Vampire:</strong> “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid.</p><p>A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire.</p><p><strong>Vampire Human Fast Hero 2/Charismatic Hero 3:</strong> ?</p><p><strong>Zombie:</strong> “Zombie” is a template that can be added to any corporeal creature other than an undead.</p><p>A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy.</p><p><em>Animate Dead</em> spell.</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Huge Crocodile Zombie:</strong> ?</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)</p><p>Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead.</p><p>The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability to command or rebuke undead) do not count toward the limit.</p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.</p><p>Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.</p><p>Material Component: Purchase DC 15 + 1 per 2 HD of the undead.[/spoiler]</p><p></p><p><a href="http://www.wizards.com/default.asp?x=d20/article/msrd" target="_blank">Urban Arcana SRD</a>[spoiler]</p><p><strong>Ash Wraith:</strong> Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds.</p><p><em>Create Undead</em> spell. (Imperial Age Grimoire)</p><p><strong>Spirit:</strong> ?</p><p>These beings are the essences of once-living creatures cursed to remain on Earth for any of a variety of reasons. (d20 Dark Matter)</p><p><em>Create Undead</em> spell. (Imperial Age Grimoire)</p><p><strong>Animating Spirit Poltergeist:</strong> ?</p><p><strong>Frightful Spirit Apparition:</strong> ?</p><p><strong>Groaning Spirit Banshee:</strong> ?</p><p><strong>Possessing Spirit Haunt:</strong> ?</p><p><strong>Weakening Spirit Fetch:</strong> ?</p><p><strong>Skeletal Rat Swarm:</strong> ?</p><p><strong>Zombie Liquefied:</strong> “Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead.</p><p><em>Create Undead</em> spell. (Imperial Age Grimoire)</p><p><strong>Human Liquefied Zombie:</strong> ?</p><p><strong>Otyugh Liquefied Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.wizards.com/default.asp?x=d20/article/msrd" target="_blank">Menace Manual SRD</a>[spoiler]</p><p><strong>Bodak:</strong> ?</p><p><strong>Bodak Advanced:</strong> ?</p><p><strong>Charred One:</strong> ?</p><p><strong>Charred One Advanced:</strong> ?</p><p><strong>Doom Hag:</strong> ?</p><p><strong>Ghoul:</strong> “Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh.</p><p>If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising.</p><p>Victims of a horrible strain of virus, ghouls are human beings transformed into disease-ravaged corpses. (d20 Dark Matter)</p><p>If you kill a living creature with the energy drain power, it rises as a ghoul in 1d4 days. (Four Color to Fantasy Revised)</p><p>If you kill a living creature with the life drain power, it rises as a ghoul in 1d4 days. (Four Color to Fantasy Revised)</p><p>Necrotizing fasciitis can also lead to the ‘natural’ formation of undead creatures known as ghouls. (Modern Maladies)</p><p>“Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh. (Modern Maladies)</p><p>If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising. (Modern Maladies)</p><p><strong>Ghoul Human Strong Ordinary 1/Tough Ordinary 1:</strong> ?</p><p><strong>Revenant:</strong> “Revenant” is an acquired template that can be added to any corporeal living creature that has both an Intelligence score and a Charisma score greater than 6.</p><p>Like a spirit, a revenant is a once-living person returned from the grave. Unlike the spirit, the revenant exists for only one reason—to seek vengeance upon those still alive. (d20 Dark Matter)</p><p>The culprit is a revenant, sentenced to death 7 years earlier after his public defender (now a very dead judge) intentionally allowed him to be framed in exchange for political favors that led to his election. (d20 Dark Matter)</p><p><strong>Revenant Police Officer Human Strong Ordinary 1/Dedicated Ordinary 1:</strong> ?</p><p><strong>Skin Feaster:</strong> ?</p><p><strong>Skin Feaster Advanced:</strong> ?</p><p><strong>Whisperer in the Dark:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/161906/d20-Dark-Matter-d20M?affiliate_id=17596" target="_blank">d20 Dark Matter</a>[spoiler]</p><p><strong>Undead:</strong> Sample incantations include ones that allow one to control the weather, create powerful undead creatures, animate golems, subjugate powerful fiends, and cure supposedly incurable diseases.</p><p><strong>Ghoul:</strong> Victims of a horrible strain of virus, ghouls are human beings transformed into disease-ravaged corpses.</p><p><strong>Mummy:</strong> These undead creatures are preserved through ancient rituals. Some claim that the kinori taught humans the art of mummification more than 5,000 years ago.</p><p><strong>Revenant:</strong> Like a spirit, a revenant is a once-living person returned from the grave. Unlike the spirit, the revenant exists for only one reason—to seek vengeance upon those still alive.</p><p>The culprit is a revenant, sentenced to death 7 years earlier after his public defender (now a very dead judge) intentionally allowed him to be framed in exchange for political favors that led to his election.</p><p><strong>Spirit:</strong> These beings are the essences of once-living creatures cursed to remain on Earth for any of a variety of reasons.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/665/Gamma-World-Game-Masters-Guide-GW-6e?affiliate_id=17596" target="_blank">Gamma World Game Master's Guide (GW6e)</a>[spoiler]</p><p><strong>Vampire:</strong> But the worst power of the vampire is that it makes others like itself, usually from among dear friends and family, who must likewise be destroyed by the ones who love them.</p><p><strong>Emperor's Tower:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/662/Machines-and-Mutants-GW-6e?affiliate_id=17596" target="_blank">Machines and Mutants (GW 6e)</a>[spoiler]</p><p><strong>Necrophage:</strong> Immortality, eternal life and the conquering of death: There are no greater aims for science, and the genetic researchers of the pre-War era devoted fortunes to finding a “cure” for death. The necrophage virus is not that cure. It is a terrible, hideous mistake, the end result of a very wrong turn in someone’s research. And it has the potential to turn Earth into a charnel house.</p><p>The necrophage virus does not reawaken a body to full life. It stirs the body into a bizarre half-life, and the brain into an insane frenzy of hunger and rage.</p><p>Creatures killed by the necrophage’s bite will become necrophages themselves, and the cycle of infection and reanimation will continue until no life exists for the undead beasts to prey upon. Unfortunately, the virus remains in the tissues of the corpses and twice-dead necrophages, and can remain quiescent in living tissue for some time (such as the bodies of carrion-eaters). An outbreak of the necrophage virus can happen at any time, and an unlucky community might become a zombie-ridden slaughterhouse overnight — and a mausoleum of rotting meat a week later.</p><p>The saliva of the necrophage carries the necrophage virus; while the virus cannot turn a still-living creature into a necrophage, it can cause extensive cellular damage. Anyone bitten by a necrophage must make a Fortitude save (DC = 10 + 1/2 the necrophage’s Hit Dice) or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to avoid another 1d6 points of temporary Constitution damage. Creatures killed by this bite will rise as necrophages 2d6 hours later.[/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy7fxc?Modern-Collection-2-PDF" target="_blank">13 Occult Templates</a>[spoiler]</p><p><strong>Bloated Undead:</strong> Their bodies swollen with disease, rot, and the fell influence of necromantic magic, the bloated are undead, walking time bombs.</p><p>“Bloated” is a template that may be added to any undead creature that has a corporeal form. Undead creatures that do not have fleshy bodies, such as skeletons, may not receive this template.</p><p><strong>Bloated Skinfeaster:</strong> ?</p><p><strong>Cloaked Undead:</strong> Some necromancers are capable of preserving their subject’s body, granting the undead creature they create a seemingly normal outward appearance.</p><p>“Cloaked” is a template that may be added to any Medium-size undead creature with a physical body.</p><p><strong>Cloaked Ghoul Human Strong Ordinary 1/Tough Ordinary 1:</strong> ?</p><p><strong>Relentless Dead:</strong> The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. The relentless undead are the embodiment of this principle. Whether through the influence of dark magic or some other process, their bodies continue to fight on after they have been hacked to pieces.</p><p>“Relentless” is a template that can be added to any corporeal undead.</p><p>A spellcaster who uses magic to produce undead may grant them the relentless template by increasing the purchase DC of his spell’s material components by 10 per undead.</p><p><strong>Relentless Human Zombie:</strong> ?</p><p><strong>Spirit Doom Hag:</strong> ?</p><p><strong>Undying Creature:</strong> The alchemical undeath discovered by the Illuminati is perhaps the premier example of this. Imbibing a potent elixir of rare ingredients and receiving a dose of high-voltage electricity, death can be abated for extended periods of time, provided that additional doses are received on a regular basis.</p><p>“Undying” is an acquired template that can be added to any humanoid creature, provided it can employ the required alchemical process described above.</p><p><strong>Undying Mothfolk Dedicated Hero 3/Acolyte 3:</strong> ?</p><p></p><p><strong>Undead:</strong> The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/19984/After-Sunset-Vampires?affiliate_id=17596" target="_blank">After Sunset: Vampires</a>[spoiler]</p><p><strong>Vampire:</strong> Characters that are transformed into vampires during the campaign rise from the dead three days after their death, transformed body and soul by the experience.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/627/All-Flesh-Must-be-Eaten-Revised?affiliate_id=17596" target="_blank">All Flesh Must be Eaten Revised</a>[spoiler]</p><p><strong>Zombie:</strong> There were many early successes for our group. We determined the source of the infected cadaver outbreak was not the result of the wrath of a vengeful God, witchcraft, voodoo or something equally ludicrous. The source of the outbreak was radiation -- radiation carried on the back of a comet like rats carried plague-riddled vermin on their backs centuries ago.</p><p>A Zombie or Jumbie (the name given to them in the Virgin Islands) is described by the Island experts as “a soulless human corpse, still dead, but taken from the grave and endowed by sorcery with a mechanical semblance of life.” These creatures are brought to life by sorcerers called “Houngans” who bring the dead back to work as their eternal slaves.</p><p>Legend and folklore have long held that sometimes, when a person dies with unfinished business, he may rise from the dead to finish it, or to seek revenge for some evil doing.</p><p>Voodoo priests that turn the dead, and sometimes the living, into Zombies.</p><p>The creatures are created to work in the harsh conditions of outer space.</p><p>Angry prisoners inhale formaldehyde to get high, die and return.</p><p>Entomologists create a machine that only affects the underdeveloped nervous systems of insects. This machine causes the insects to attack and devour themselves leaving our farms and gardens insect free without harmful poisons. Perfect, except for one thing we didn’t count on. The nervous systems of the dead have decomposed to the level of insects. They are affected by the machine and begin eating human flesh.</p><p>The germ warfare scientists in the military develop a means to create an army of the dead. These soldiers cannot be killed except by a shot to the head. The problem is that they also spread the germ through biting and scratching. Once the living are infected, they too become zombies.</p><p>A dangerous germ warfare chemical.</p><p>I don't know what the zombies house for saliva but within thirty-six hours of being bit most people turn into zombies themselves.</p><p>The life forms controlling the corpses were arthropod-like in composition.</p><p>I still can’t believe it, AIDS would have been enough but when I think of what PHADE will do to me . . . my body rotting from the inside out, my skin peeling like old wallpaper, and when my heart finally gives in to the virus, the real fun starts. Somehow PHADE will jump start my nervous system and make me into something not quite alive and not quite dead.</p><p>The zombie has to actually kill its victims in order for them to come back as a member of the club. Anyone killed by a zombie rises again within a few hours.</p><p>The zombie need only bite a living being and the chain reaction begins. The process usually takes a day or so to finally set in, during which time it might be possible to reverse the effects if a skilled research doctor treats the victim. Otherwise, the bitten goes straight from living to undead without ever really passing out and dying.</p><p>Sometimes its not the zombie that reanimates the corpse but rather something in the very soil or air. In order to rise again, a body has to be buried under the ground or stored in some container, or coated with some chemical. Zombies created this way have a natural instinct to bury their victims, or otherwise prepare the body, and thus enlarge the undead community every step of the way. Rising from the shallow grave, or awakening after embalment usually takes between six and twelve hours, but sometimes occurs much more quickly.</p><p>Thirty years ago, the government decided these caves were the perfect place to store containers of spent uranium and other nuclear waste. They bought the land, buried tons of radioactive sludge deep in the cave system and, once they thought it full, sealed the whole thing off. They didn’t plan on the containers leaking and getting into the local soil and water table. And no one could have imagined the effect this radiation would have on the local population, particularly the local dead population.</p><p>Some said the radiation became a tool of the spirits or demonic forces, particularly those who remembered that the native Americans who once lived in the region held the caves as sacred. Others maintained that it was the radiation itself, somehow jump-starting the dead nervous system, creating brain-dead beasts who could only act on the most basic instinct: find food. Whatever the cause, it didn’t discriminate about who it raised from the dead. Every deceased creature, animal or human, within fifty miles of those caves became one of the walking dead.</p><p>The PHADE virus is more than just another sexually transmitted disease. It is in fact a recipe for zombification. Zombies have always been with us in one form or another. Many cultures, including modern voodoo practitioners, have theories about the process of animating the dead through magical potions, elixirs, and rituals. In the modern information age, the details of such practices are more accessible to the common man, or in this case, the common high school student.</p><p>Distraught and disbelieving, Philip sought to conquer death, and after months of cruising the internet and frequenting voodoo chat rooms, he learned all he needed to know to raise lovely Jenna from the grave. Quite mad by this time, Philip raised the decaying girl and consummated his love with her. When he woke up the next morning, the handsome young man came to his senses and decided that the Jenna corpse wasn’t nearly as desirable as the living thing. He disposed of the hapless zombie and got on with his life. By then, it was too late. He had contracted PHADE, a zombie STD that Jenna’s body created when her AIDS-infected corpse rose from the dead.</p><p>Those who died at the zombies' hands rose hours or days later to join the undead hordes.</p><p>Millions of years ago and hundreds of light years from our own world, an ancient civilization toyed with forces better left undisturbed. Their own dead rose up against them as the result of a series of diabolic necromantic experiments. The only way they could save themselves was to literally blow a chunk of their world off into space, ridding the planet of any trace of the zombie taint. Ever since then the zombie planetoid has traveled through space, unbeknownst to anyone, on a direct collision course with Earth.</p><p>American scientists detected the incoming chunk of rock, although they had no clue as to its true origins or deadly purpose. Fearing the end of life on Earth, the nuclear powers of the world combined their arsenals, modified their missiles, and sent millions of megatons flying into space. Already eroded by millions of other impacts in its long history, the zombie planet burst apart under the nuclear onslaught. The Earth thought itself safe.</p><p>Then the irradiated pieces of the planet came hurtling down to Earth, burning up and dissolving into the atmosphere. As a result of prevailing winds and the widespread dispersal pattern of the dust, hardly a corner of the planet escaped exposure. As the dust settled to the ground it began immediately to seep into the soil, water, and even the air. The result was all too horrible and predictable -- the ancient powers awoke the dead from their eternal rest.</p><p>Anyone who dies anywhere on the planet that has been exposed to the planetoid dust (meaning anywhere but sealed rooms) rises from the dead within ten minutes to an hour of their passing on. Those who actually die from a zombie attack turn into one of the undead almost immediately. Those who somehow survive an attack continue on as normal (although other diseases might infect them).</p><p>OrganoCore’s fertilizers and pesticides met with all my demands for an environmentally safe product. I used the stuff for two years and my crop yields increased by forty percent. I was happy as a clam. Then two weeks ago, I started using the new and improved formula and that’s when it happened.</p><p>I had a dog, a big ole’ German shepherd named Shep. When he got hit by a car three weeks ago, I buried him out by the lettuce fields. One night, I hear a scratching at the front door, just like Shep used to do when he wanted in. I open the door and there he is -- his rotting corpse stinking to high heaven. I thought it was some sick joke but then the corpse moved. It lunged at me, biting for my leg. I screamed and kicked him away but the damned thing kept coming. I finally made it to the kitchen and, well, I defended myself with a butcher’s knife. It wasn’t pretty, and worst of all, the damn dog bled everywhere. The blood wasn’t what bothered me, though. What bothered me was that he bled green.</p><p>Funded in part by various environmental groups, the company embarked on a groundbreaking research project which ultimately yielded them some amazing results. Combining a number of tribal and ancient folk remedies with newly found ingredients imported from the jungles of the Carribean and Indonesia, the researchers managed to create some astounding products. Their new fertilizers and pesticides worked just as well or better than the artificial varieties and they were entirely harmless to the environment.</p><p>Once the OrganoCore products hit the market, they were a smash success, and farms across the country and around the world began using them. When OrganoCore recently announced its new line of improved products, it was estimated that fully three quarters of America’s farm acreage planned on using them. That’s exactly what happened. OrganoCore became a Fortune 500 company, but the results were more disastrous than anyone could imagine.</p><p>The new products, again using formulas derived from ancient Caribbean and Indonesian rituals, were more effective than the original formula and seemed just as safe. Indeed, by themselves they were safe, but when combined with the older formula, they awakened a previously untapped potential within the soil. Some say they awakened the vengeful soul of mother Earth herself and now she has chosen to strike down the animals that have oppressed her for so long. Others say that the chemicals spurred some speedy and powerful mutation in plant life, effectively jumping it ahead millions of evolutionary years.</p><p>Whatever the true cause, the result was obvious: the dead were coming back to life all across the country, wherever corpses and OrganoCore products mixed. The alchemical mixture gave the world’s plants a new life and new purpose. Growing with incredible speed, the vegetation sent tendrils into the bodies of the dead humans and animals buried beneath the ground. These plant tendrils replaced the veins and nervous system of the dead bodies but kept the bones and muscles strong. Thus, vegetatively animated, the dead began to rise and do the deadly work of their plant overlords.</p><p>The zombies buried their dead victims in the foul soil that had spawned them, creating more plant-infested cadavers.</p><p>The drones in their natural state look like foot-long centipedes with four pairs of two-foot tentacles running down the sides of their bodies. By themselves, the creatures seem harmless enough -- certainly not capable of bringing death and destruction down upon countless different worlds. In fact, the Race cannot conquer anything without a little help; namely, the recently dead bodies of the Others. The drones can insert themselves into any dead body and fully reanimate it.</p><p>As the Allies prepared for D-Day, Hitler’s top-secret Occult Corps got ready to repulse the invasion. The researchers had, in a matter of speaking, conquered death. Although the secret to immortally still eluded them, they had achieved the next best thing: the living dead. Based on ancient formulae and magic rituals, the Nazis developed a serum that would raise their soldiers from the dead once they had fallen in battle.</p><p>What no one suspected was that Chinese scientists had managed to make their own variations on the nuclear payload. It was a highly radioactive, low destructive yield device that would kill millions but leave the buildings intact.</p><p>The specially designed Chinese radiation bombs had their desired effect, killing millions of Americans and European civilians but leaving the cities mostly intact for those few survivors who could take advantage of them. Now, thirty years later, the world is beginning to see that the bombs had another, rather interesting effect: they mutated the living and the unborn in strange and unpredictable ways. Some were born with missing or extra limbs and other malformations, but a few came into this world with radiation literally flowing through their veins. Some have theorized that this was an evolutionary solution to the new hostile world environment.</p><p>The result: a race of humans that can survive radiation just fine, live, grow old, and die in it. The problem is, once they die, they don’t stay dead. The dead rise again, stronger, meaner, and more deadly than they ever were in life.</p><p>An ancient Sanskrit manuscript had outlined for him a ritual that he had not previously dared to attempt. Now, in anger and desperation, he turned to it and made the necessary preparations.</p><p>Mordecai chose the city of Paris as the site of his ritual. On a moonless night, he gathered his coven in the city cemetery, along with thirteen sacrificial virgins The neighbors huddled in their beds in terror as lighting flashed, thunder roared, and the smell of brimstone filled the air. The blood of innocents spilled to the ground and awakened the bodies of those who lay at rest. At the command of the Italian magician, the dead clawed their way from their graves, hungering for the flesh of the living.</p><p>When these zombies kill a person, the victim’s soul is immediately judged and sent on to the appropriate afterlife. The body then rises up and joins the ranks of the undead.</p><p>We learned that when someone dies, you decapitate them and then burn the body or else you’re gonna have one flesh-eating corpse on your hands before too long.</p><p>So the gods went to war in earnest and left humanity in the lurch. This might not have been a problem except that the gods left in place their rather arcane system of judging and assigning new bodies to old souls. Now that process has broken down and no one is doing anything to fix it, at least for the moment. As a result, the unthinkable is happening: souls are being reborn into bodies that are already dead.</p><p><strong>Vampire:</strong> if a vampire bites you and doesn’t rip you apart, you become a vampire.</p><p>Man created these Vam-pyres. They were mistakenly risen by science.</p><p><strong>Base Zombie:</strong> ?</p><p><strong>Sample Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28884/Journal-of-American-Paranormal-Research-issue-3?affiliate_id=17596" target="_blank">American Paranormal Research 3</a>[spoiler]</p><p><strong>Fungi Zombie:</strong> Fungi Zombies are normal people that have been infected with fungal spores. </p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/18157/Blood-and-Brains-The-Zombie-Hunters-Guide?affiliate_id=17596" target="_blank">Blood and Brains: The Zombie Hunters Guide</a>[spoiler]</p><p><strong>Zombie Bloodsucking:</strong> Created by the bloodsucking wind. </p><p>A humanoid or monstrous humanoid slain by a bloodsucking wind’s energy drain rises as a bloodsucking zombie 1d4 days after burial. </p><p><strong>Zombie Blue:</strong> Usually, it’s a weird military gas that makes blue zombies. </p><p>Mad Scientist Mad Science ability DC 31 1-6 Days</p><p><strong>Zombie Brainless:</strong> Brainless zombies act at the behest of the hsing-sing that created them, and thus only attack enemies of their master.</p><p><strong>Zombie Creep:</strong> Creeps immediately head for the brain of any victim and attempt to inhabit it so they can breed. They are also capable of animating corpses in this fashion. </p><p>A creep infests its victims in one of two ways: it either attacks and burrows into a target, or is spit into a victim’s mouth by a creep zombie. Regardless of the infestation method, once inside, it begins to burrow. A burrowing creep deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies and becomes a creep zombie. </p><p>Other creeps create creep zombies, which accounts for more kissing than takes place at most make-out sessions in parents’ basements. </p><p>Death Kiss Contagion: A zombie that that makes a successful grapple check can attempt to spit a worm into its victim’s mouth. The victim can evade this attempt with a successful Reflex save (DC 15) or have a worm spit into the victim’s mouth. It can spit once per round so long as the grapple is maintained. The zombie has 2d4 worms in it. See the “creep” entry for an example of this contagion. </p><p>Explode Contagion: The zombie can cause itself to explode, usually in a populated area. This attack spews worms at every living being within 30 feet. A living target caught within this radius must make a Reflex save (DC 10) to avoid having a particularly well-aimed worm enter an orifice. See the “creep” entry for an example of this contagion. </p><p><strong>Zombie Cryonoid:</strong> These zombies are the result of cryogenics gone wrong. When lightning strikes, the zombies are animated. </p><p>The circumstances required to create cryonoid zombies are rare—the subject must be dead, cryogenically preserved, and then electrocuted with the strength of a lightning bolt. </p><p><strong>Zombie Demonic:</strong> Zombie Fever Contagion</p><p><strong>Zombie Fog:</strong> Fog zombies are the victims of a curse. They return to wreak havoc on the ancestors of those who wronged them. </p><p><em>Create Greater Zombie</em> spell, caster level 12th to 14th.</p><p><strong>Zombie Formaldehyde:</strong> Formaldehyde zombies are the result of patients who died in clinical facilities and were reanimated through a twisted embalming process. </p><p>Mad Scientist Mad Science ability DC 32 1-6 Days</p><p><strong>Zombie Kyoshi Spawn:</strong> An afflicted humanoid that dies of kyoshi fever rises as a kyoshi spawn at the next midnight.</p><p>Any living being that is killed by a kyoshi becomes a kyoshi spawn. </p><p><strong>Zombie Lord:</strong> The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. </p><p><em>Create Greater Zombie</em> spell, caster level 18th or higher.</p><p><strong>Zombie Nazi:</strong> Mad scientists—mad Nazi scientists, to be precise—created Nazi zombies to be the ultimate soldiers, capable of surviving in any environment (especially U-boats). Unfortunately, they are also all quite psychotic, as only the most violent psychopaths were selected for the experiment. </p><p>Nazi zombies were (and are) created using “Gamma Gas.” </p><p>Mad Scientist Mad Science ability DC 36 1-6 Days<strong>Zombie Okokiyat:</strong> Okokiyat zombies are created through voodoo magic by sculpting an effigy (an ouanga) out of wax or some other substance. The ouanga is then placed in a coffin or some other place of confinement, where the bokor uses it to control the okokiyat zombie. </p><p><em>Create Okokiyat Zombie</em> spell.</p><p>Bokor's Create Zombi power.</p><p><strong>Zombie Radiation:</strong> Radiation zombies are a modern phenomenon that is spawned by large doses of radiation. This radiation can spring from government experiments, a meteor, a nuclear meltdown, or eating too many Twinkies. </p><p><strong>Zombie Revenant:</strong> Revenant zombies reanimated themselves through sheer force of will. They have but one goal: the death of their murderers. </p><p><em>Create Greater Zombie</em> spell, caster level 15th to 17th.</p><p><strong>Zombie Templar:</strong> The Templars that returned from the Crusades turned out to be as every bit as heretical as the Inquisition accused them of being. They forsook the cross for the ankh and sacrificed victims to a malignant deity. The local villagers eventually retaliated by stringing them up. Crows plucked out their eyes, leaving them blind even in death. </p><p><em>Create Greater Zombie</em> spell, caster level 11th or lower.</p><p><strong>Zombie Toxic:</strong> Toxic zombies are fond of tossing opponents into the same toxic goo that created them. </p><p><strong>Zombie Ultrasonic:</strong> Ultrasonic zombies are raised from the dead through… well, ultrasonics </p><p>Any victim killed by a Trillian’s gas ray can be animated by the Trillian at will as an ultrasonic zombie. </p><p>Mad Scientist Mad Science ability DC 29 1-10 Hours</p><p><strong>Zombie Video:</strong> Video zombies manifest from televisions that play far too many crappy horror movies. </p><p></p><p><strong>Zombie:</strong> A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. </p><p>Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. </p><p> If the subject dies of zombie fever, it rises as a zombie at the next midnight.</p><p>An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. </p><p>“Zombie” is a template that can be added to any corporeal creature other than an undead.</p><p>Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies. </p><p>An ancient curse causes all those on a particular spot of ground to turn into zombies. </p><p>For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. </p><p>Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens. </p><p>The zombie comes back because he’s really in love with somebody still alive. </p><p>A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. </p><p>An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. </p><p>A strange parasite reanimates corpses as vehicles to find and infect more hosts. </p><p>Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. </p><p>Through mental willpower alone, the dead are dragged back into life. </p><p>The zombie in question gets really mad and comes back to avenge its killer(s). </p><p>Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. </p><p>Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. </p><p>Too much TV and videogames turns kids into zombies. No really. </p><p>A malicious bokor reanimates the dead for his own purposes. </p><p>Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. </p><p>Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight.</p><p>Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. </p><p>Awaken the Dead power.</p><p>Zombie Fever disease.</p><p><strong>Ghost:</strong> Awaken the Dead power.</p><p><strong>Skeleton:</strong> Awaken the Dead power.</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Huge Crocodile Zombie:</strong> ?</p><p></p><p>AWAKEN THE DEAD </p><p>Psychokinesis (Con) </p><p>Level: Psychokinetic 5 </p><p>Display: Visual </p><p>Manifestation Time: 1 action </p><p>Range: Medium (100 ft. + 10 ft./level) </p><p>Target: One dead creature </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Power Resistance: No </p><p>Power Points: 7 </p><p>This power allows the manifester to animate the dead. The manifester can animate one HD of an undead </p><p>corpse per manifester level. If the targeted being has no body, it reanimates as a ghost. If it has only bones, it reanimates as a skeleton. If it has flesh, it reanimates as a zombie. </p><p>If an undead being was killed but its corpse is still intact, this power reanimates the undead being and restores it to full strength. Created undead are not automatically under the control of their animator. If the manifester is capable of commanding undead, the manifester may attempt to command the undead creature as it forms. </p><p>Using this power requires a Madness Check on the part of the manifester. </p><p></p><p>CREATE GREATER ZOMBIE </p><p>Necromancy [Evil] </p><p>Level: Arcane 5, Divine 5 </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>Much more potent than animate dead, this evil spell allows you to create more powerful sorts of zombies. The type (or types) of undead you can create is based on your caster level, as shown on the table below. </p><p>Caster Level </p><p>Zombie Created </p><p>11th or lower </p><p>Templar Zombie </p><p>12th–14th </p><p>Fog Zombie </p><p>15th–17th </p><p>Revenant Zombie </p><p>18th or higher </p><p>Zombie Lord </p><p></p><p>CREATE OKOKIYAT </p><p>Necromancy [Evil] </p><p>Level: Divine 2 </p><p>Components: V, S, M </p><p>Casting Time: Attack 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 okokiyat zombies that follow the caster’s spoken commands. The okokiyat zombies can follow the caster, or can remain in a specified area and attack any creature (or just a specific type of creature) entering the place. The okokiyat zombies remain animated until they are destroyed. (A destroyed okokiyat zombie can’t be animated again.) </p><p>A single casting of create okokiyat can’t create more HD of okokiyat zombies than twice the caster’s level. </p><p>The okokiyat zombies created by this spell remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of okokiyat zombies per caster level. If the caster exceeds this number, all the newly created okokiyat zombies fall under his or her control, and any excess okokiyat zombies from previous castings become uncontrolled (the caster chooses which okokiyat zombies are released). Okokiyat zombies the character commands through other means (if the character has the ability to command or rebuke undead) do not count toward the limit. </p><p>Casting this spell requires a Madness Check on the part of the caster. </p><p>Material Component: Purchase DC 15 + 1 per 2 HD of the undead. This item manifests itself as an ouanga—if it is destroyed, the zombie is destroyed.</p><p></p><p>ZOMBIE FEVER </p><p>Necromancy [Evil] </p><p>Level: Arcane 4 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: Touch </p><p>Target: Living creature touched </p><p>Duration: Instantaneous </p><p>Saving Throw: Fortitude negates </p><p>Spell Resistance: Yes </p><p>The subject contracts zombie fever, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use zombie fever’s normal save DC for the initial saving throw). </p><p>An afflicted humanoid must make subsequent Fortitude saves (DC 12) to resist further damage (secondary damage 1d3 Con and 1d3 Dex) per the normal disease rules. If the subject dies of zombie fever, it rises as a zombie at the next midnight. It is not under the control of the caster (unless controlled with a spell or other ability), but it hungers for the brains of the living. </p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/24980/The-Book-of-Unremitting-Horror-d20-version?affiliate_id=17596" target="_blank">Book of Unremitting Horror</a>[spoiler]</p><p><strong>Blood Corpse:</strong> When a person dies in the grip of an addiction or need so strong that it overwhelms their thoughts and blots out their personality, the craving can sometimes hold the diseased spirit bound to the body. </p><p>The first recorded blood corpses were dead Roman aristocrats, who perished weeping because they would never see the games, or watch slaves butcher an actor in a degenerate performance of The Bacchae. Blood corpses in the Middle Ages were often starving peasants, who died whining for a moldy crust of bread, or flagellant monks addicted to prayer and the pursuit of God. In later years, they arose when men and women addicted to drink or vice died in bedlam, their minds rotted by their insatiable desires. The blood corpses of the modern era (and there are many more than there used to be) are most likely to be the result of death through drug overdose, when an addict just could not cram enough sweet satisfaction into his veins.</p><p>A blood corpse can result from any fatally compulsive behavior. There is even one straggle-haired horror, stalking the streets after dark and preying on happy women. Her bulimia killed her, and she now binges on hot blood instead of on chocolate bars.</p><p><strong>Blossomer:</strong> For this, the demon needs a host, usually a high-ranking male member of the cult who is willing to die for the cause. The ritual only succeeds if the volunteer stays alive until he expires from blood loss; he must thus prepare himself thoroughly, whether by meditation, contemplation and privation, or with self-debasing excesses – drugs, drink, certain sex acts, and violence (traditions vary). Then, when his cult decides that it is time, he gives his life to his patron. The group places him on an altar and begins to eat his body, from the waist down, using only their teeth and fingernails. If the volunteer can survive the pain and shock to stay conscious and willing, his patron sends a demonic agent into the sacrifice’s body at the moment he is exsanguinated. The cult continues its feast until they have gobbled up everything below the ribcage, at which point, the corpse comes to life as a blossomer.</p><p><strong>Strap Throat:</strong> Mary Beth, who spent her last years locked in a room, sympathizes with the lonely, the awkward and the isolated, and hates bullies so much that she came back from the grave to kill her own father.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/12439/Dawning-Star-Helios-Rising?affiliate_id=17596" target="_blank">Dawning Star: Helios Rising</a>[spoiler]</p><p><strong>Information Ghost:</strong> Information ghosts are created when individuals with some connection to Red Truth have their minds destroyed by uncontrolled exposure to Red Truth. This can only happen under unusual circumstances, such as extended visits to Green Reach facility or other places where Red Truth bleeds over into our reality. It is almost impossible for yaom or psionicists to become information ghosts through their normal interactions with Red Truth. In areas where Red Truth is accessed repeatedly the barrier between it and this dimension sometimes weakens, allowing Red Truth to spill into our world and cause damage to those whose minds are unprepared.</p><p>An information ghost is made up of the whole of the information stored within the brain of a psionicist who suffered terminal exposure to Red Truth. The victim's consciousness leaves their body as pure information which continues to exist in Red Truth, but cannot leave Red Truth or areas where it has invaded our reality without great difficulty.</p><p>Information ghost is an inherited template that can be gained by any character who is a yaom, a dosai, or a psionicist and whose Wisdom is reduced to 0 through uncontrolled exposure to Red Truth. This can happen in areas where Red Truth bleeds over into our dimension, such as Green Reach. Under extremely trying conditions yaom looking into Red Truth can become information ghosts. This normally only occurs to yaom if their Wisdom is reduced to 0, they have no power points left, and are disabled or suffering from a fear condition. In such a situation the yaom must make a Will save (DC 15) to avoid becoming an information ghost. Some powerful yaom can will their minds into the form of an information ghost using advanced psionic abilities, but this power is extremely rare and only the most powerful yaom masters can do so.</p><p><strong>Dosai Information Ghost Charismatic Hero 3/Smart Hero 2/Telepath 2 Green Reach Researcher Turned Information Ghost:</strong> ?</p><p><strong>Kurlis Inromation Ghost Esoan Smart 3/Field Scientist 10/Telepath 2:</strong> When the final malfunction of the brainshock cannon occurred Kurlis was in the process of trying to physically restrain the vaasi-infected scientist who sabotaged the brainshock cannon and was attempting to fire it. Kurlis failed, and thus Green Reach was doomed.</p><p><strong>Sheargus Information Ghost Dosai Charismatic Hero 5/Telepath 10:</strong> A dosai researcher at Green Reach, Sheargus ignored the warnings of his fellow researchers and probed the far reaches of Red Truth. What he found there no one is sure, but in the days before the vaasi fleet enter the Helios system Sheargus had a psychotic break during which killed several other researchers. Sheargus was incarcerated and awaiting psychological evaluation when the brainshock cannon malfunctioned. A powerful psionicist, Sheargus survived the transformation into an information ghost.[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=195" target="_blank">d20 Evil Dead</a>[spoiler]</p><p><strong>Deadite:</strong> ?</p><p><strong>Deadite Guardian:</strong> ?</p><p><strong>Deadite Harpy:</strong> ?</p><p><strong>Kandarian:</strong> "Kandarian" is a template that can be added to any object or creature.</p><p><strong>Deadite Legless:</strong> ?</p><p><strong>Deadite Nether-Beast Familiar:</strong> ?</p><p><strong>Deadite Pig:</strong> ?</p><p><strong>Deadite Possessed Limb:</strong> If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own. As in, your body part does its best to kill you even while still attached.</p><p>So your hand has become possessed. Or maybe it's your whole arm. Or maybe it's your leg. And we hope to God it's not…well, down there. But in any case, it's obvious the only logical thing to do is chop it off. Right?</p><p>That's how it starts.</p><p><strong>Deadite Queen:</strong> ?</p><p><strong>Deadite Skeleton:</strong> ?</p><p><strong>Deadite Skullbat:</strong> ?</p><p><strong>Deadite Slavelord:</strong> Stuff the fat, oozing flesh of a deadite guardian into S&M gear, chop off its fingers and replace them with really long claws, and you've got yourself a deadite slavelord.</p><p><strong>Deadite Tree:</strong> Stick a Kandarian demon in a deadite tree and you get one pissed off demon. Kandarians seriously enjoy possessing things that can scream, shout, dance, and giggle incoherently.</p><p>Trees. Just. Sit. There.</p><p><strong>Deadite Warrior:</strong> ?</p><p><strong>Deadite Zombie:</strong> Any living humanoid that accumulates enough damage to reduce his hit points by one-quarter must succeed on a Fortitude save (DC 15) or become a deadite zombie in 1d10 rounds. He must make another save for each additional quarter of hit points lost to deadite melee attacks.</p><p>If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own.[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=229" target="_blank">D20 Ghostbusters</a>[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.</p><p>“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6.[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=205" target="_blank">d20 Paranoia</a>[spoiler]</p><p><strong>Living Dead:</strong> “Living Dead” is a catch-all term used to describe clones that, although deceased, refuse to shuffle off this mortal coil. Thus, it can be just as easily applied to Pre-Cat rad ghouls as to the unspeakable creatures that infest DND sector’s sewage system.</p><p><strong>Living Dead Spawn:</strong> Any clone killed by a Master of the Living Dead has a 75% chance of becoming a new Living Dead Spawn. This transformation takes D4+1 rounds to complete</p><p><strong>Master of the Living Dead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=202" target="_blank">d20 Shadowrun Core</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost Apparition:</strong> ?</p><p><strong>Ghost Specter:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17823/FourColor-to-Fantasy-Revised?affiliate_id=17596" target="_blank">Four Color to Fantasy Revised</a>[spoiler]</p><p><strong>Dark Decade Vampire:</strong> ?</p><p><strong>The Vampire Prime:</strong> He claims to be the very first vampire.</p><p>There is evidence to state that he has his origins in Asia, and was once a monk of some kind, already immortal through enlightenment before succumbing to the Dark Powers and becoming an undead monster.</p><p></p><p><strong>Undead:</strong> If you are undead and kill a living creature with the energy drain power the slain creature rises instead as the same type of undead as you.</p><p>If you are undead and kill a living creature with the life drain power the slain creature rises instead as the same type of undead as you.</p><p><strong>Ghoul:</strong> If you kill a living creature with the energy drain power, it rises as a ghoul in 1d4 days.</p><p>If you kill a living creature with the life drain power, it rises as a ghoul in 1d4 days.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/116477/Gaslight-Victorian-Fantasy-2nd-Edition-OGL-Edition?affiliate_id=17596" target="_blank">Gaslight Victorian Fantasy 1e</a>[spoiler]</p><p><strong>Vampire:</strong> new vampires are born when an original vampire kills a victim in the usual manner, but the victim’s desire to live is so overpowering that it returns a few nights later.</p><p><strong>Skeleton:</strong> 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><em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed).</p><p><em>Animate Dead</em> spell.</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Divine 3, Arcane 4; Components: V, S, M; Casting Time: 1 action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)</p><p>Regardless of the type of undead, you can’t create more HD of undead than twice your caster level with a single casting of animate dead.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are an Acolyte, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.</p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.</p><p>Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.</p><p>Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/19948/GODSEND-Agenda-D20-Conversion?affiliate_id=17596" target="_blank">Godsend Agenda</a>[spoiler]</p><p><strong>Undead:</strong> Animate Dead power.</p><p></p><p>Animate Dead</p><p>Charisma</p><p>8 Per Rank</p><p>You can animate the dead and make them do your bidding! You can actively control a number of undead up to your Animate Dead levels plus Charisma modifier. The duration of this effect is equal to 1 hour per Animate Dead rank. A control roll must be made every round, or the undead may turn on you! Roll your Charisma versus a DC 12. The undead will obey orders to the letter (think carefully) and fight to the death (or, rather, destruction). This Power can be focused into a single corpse instead of many, and you may add one point to any Attribute, Wounds, Skill or Power for every Animate Dead rank plus Charisma modifier. The statistics for a typical undead are below.</p><p>Undead</p><p>Undead; Init –2 (Dex), Defense 8, (-2 Dex); Spd 10m; VP 0/10; Atk +0 melee (Claws 1D6+1), -2 ranges; SQ never takes stun; SV Fort +0, Ref –2, Will +5; SZ M; Str 10, Dex 7, Con 10, Wis 8, Cha 8.</p><p>Skills: Climb +2, Listen +2, Move Silently +7, Search +4, Spot +7</p><p>[/spoiler]</p><p></p><p>Green's Guide to Ghosts[spoiler]</p><p><strong>Ghosts:</strong> The word “ghost” is actually a catchall term for many different types of supernatural manifestations. Clouding the waters even further, many ghost hunters and theologians have differing opinions on the nature of ghosts. Some believe that they are the souls of those who are somehow trapped here on earth and have yet to “cross over.” Others believe that ghosts are demons that appear to the living to sow confusion and religious doubt. Yet others believe that ghosts are naturally occurring ripples of strong emotions echoing from dimensions that intersect our own.</p><p>One theory—the one I believe to be true—is that these locations or objects absorbed the psychic impressions of a person in the same way a room absorbs strong odors such as cigarette smoke. Those impressions linger long after the person has passed away, but are really nothing more than an echo of a strong emotional imprint.</p><p>The other type of ghost—lost souls—are spirits whose mortal remains have expired but whose immortal souls have not passed on to the “undiscovered country”, the “next life”, “heaven”, or whatever you prefer to call it. Usually, they stay behind because of unfinished business.</p><p>Commonly believed to be the disembodied spirit of a dead person or animal.</p><p>Some assert that they are the lost souls of those who are somehow trapped here on Earth and have yet to “cross over” because they have not realized they are dead or due to an untimely death. Some religious experts believe that ghosts are demons that appear to the living in an effort to confuse and create doubt in an individual’s faith. Yet others believe that ghosts are naturally occurring echoes of strong emotions “recorded” in another dimension that intersects with our own.</p><p><strong>Ghost Lost Soul:</strong> Lost souls are the spirits of those who die but are unable or unwilling to leave our plane of existence—usually because of some unfinished business, but in rare instances because of outside intervention.</p><p>“Lost soul” is an inherited template that can be added to any recently deceased creature with Intelligence of 3 or greater. Lost souls manifest themselves in one of</p><p>four classifications depending on the amount of their spiritual energy (as determined by hit dice, below) at the time of death. Manifestation of the last category, dominating spirit, requires additional circumstances as noted in the description.</p><p>Manifestation (species) Initial HD</p><p>Lesser manifestation 1-2</p><p>Poltergeist 3-4</p><p>ABE 5-6</p><p>Phantom 7+</p><p>Dominating Spirit* 7+</p><p><strong>Ghost Lost Soul Lesser Manifestation:</strong> ?</p><p><strong>Ghost Lost Soul Poltergeist:</strong> ?</p><p><strong>Ghost Lost Soul Atmospheric Balls of Energy:</strong> ?</p><p><strong>Ghost Lost Soul Phantom:</strong> ?</p><p><strong>Ghost Lost Soul Dominating Spirit:</strong> A dominating spirit is the lost soul of someone corrupted by great and infernal powers. In life, the person may have wielded forbidden arcane powers or committed vile, evil acts.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/186070/Love-Witch?affiliate_id=17596" target="_blank">Love Witch</a>[spoiler]</p><p><strong>Skeleton:</strong> Necromancy feat.</p><p><strong>Zombie:</strong> Necromancy feat.</p><p></p><p>Necromancy</p><p>[Atlantean Magic]</p><p>You have mastered the art of bringing life</p><p>to dead matter.</p><p>Prerequisite: Int 13</p><p>Benefit: You may roll a successful Concentration skill check (DC12) to animate a number of skeletons equal to your caster level, or a number of zombies equal to one-half your caster level, or an earth elemental with a number of hit dice equal to your level.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/11883/Modern-Maladies?affiliate_id=17596" target="_blank">Modern Maladies</a>[spoiler]</p><p><strong>Necroambulant Zombie:</strong> Anyone slain by the necroambulism affliction eventually rises again as a zombie.</p><p>“Necroambulant Zombie” is a template that can be added to any corporeal creature other than an undead.</p><p>Necroambulism disease.</p><p></p><p><strong>Ghoul:</strong> Necrotizing fasciitis can also lead to the ‘natural’ formation of undead creatures known as ghouls.</p><p>“Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh.</p><p>If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising.</p><p></p><p>Necroambulism</p><p>Necroambulism refers to the more appropriately named Walking-Dead Disease, since anyone slain by the affliction eventually rises again as a zombie. Early symptoms of necroambulism include a loss of coordination, fatigue, and the slow degradation of physical health. The viral strain that causes necroambulism spreads through direct contact with infected creatures or other objects such as clothing. No known cure exists.</p><p>Incubation Period: 1d8 days</p><p>Initial Damage: Ability Damage (1d2 Dex), Fatigue</p><p>Secondary Damage: Ability Damage (1d2 Con, 1 Dex)</p><p>Recovery: 2 (once/day)</p><p>[/spoiler]</p><p></p><p>Psi Watch[spoiler]</p><p><strong>Gravedigger:</strong> Project Gravedigger began in the late sixties, using the remains of American soldiers killed in Vietnam and Cambodia as ‘test-beds’ for cybernetics experimentation and surgical re-animation trials. Within a few months, government medics were able to successfully “reactivate” a human corpse, replacing damaged and decayed tissue with cybernetic analogues, producing a humanoid fighting machine for a fraction of the cost of producing a combat android and writing a working AI source code.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/51230/The-Imperial-Age-British-India?affiliate_id=17596" target="_blank">Imperial Age British India</a>[spoiler]</p><p><strong>Bhuta:</strong> Bhutas are evil ghosts, the restless soul of someone who died for his crimes or was killed in a way abhorrent to his religion (such as suicide). </p><p><strong>Pishacha:</strong> ?</p><p><strong>Pishacha Human Strong Ordinary 1/Tough Ordinary 1:</strong> ?</p><p><strong>Vetala:</strong> Vetalas are vampiric wraiths created when the body of a Hindu is not given a proper burial (cremation). [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2161/Darwins-World-2-Terrors-of-the-Twisted-Earth?affiliate_id=17596" target="_blank">Terrors of the Twisted Earth 2e</a>[spoiler]</p><p><strong>Screamer:</strong> Screamers are said to be the long-dead corpses of the Ancients, animated by some unknown phenomenon of radiation.</p><p>Screamers were once people, horribly mutated and impregnated with massive doses of radiation. Through some unknown process, screamers arise after death to shamble about in the night, in search of living flesh to consume or ravage with their burning, radiated touch.</p><p><strong>Zombie Plague:</strong> Plague zombies are horrific undead creatures, reanimated with a shadowy semblance of life by the bizarre and unexplainable effects of a virulent super-disease, the cure for which has long been lost.</p><p>The “plague” that causes the animation of plague zombies was originally engineered by the Ancients just prior to the Fall. Though little is known of what the original strain was meant to do on unsuspecting civilian populaces, the effects of radiation apparently mutated the disease so that the scientists who originally developed it were helpless to stop its spontaneous spread. Within weeks, the test population (comprised of urban homeless from the escalating world war) first subjected to the disease had spread the plague to others, and an epidemic of ghastly proportions swept across the country.</p><p>As if their appearance alone were not horror enough, plague zombies bear one final and chilling curse – the disease itself. A creature badly injured by a plague zombie inevitably contracts the plague, slowly turning him into a mindless, flesh-eating plague zombie in a matter of days...</p><p>An opponent struck by a plague zombie bite must succeed at a Fortitude check (DC 20) or contract the plague. The plague remains dormant for 2d6 hours, but after that the victim becomes weak and delirious (and must remain bedridden). After an additional period of 2d6 hours, he becomes a zombie.</p><p>Unlike other diseases, the contagion of the plague zombie cannot be cured by any known drug or device of the Ancients or their survivors. Once infected, there is no cure.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/54275/The-Imperial-Age-Grimoire?affiliate_id=17596" target="_blank">Imperial Age Grimoire</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p>A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p>A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy.</p><p><strong>Zombie Liquefied:</strong> <em>Create Undead</em> spell.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell.</p><p><strong>Vampire:</strong> <em>Create Undead</em> spell.</p><p><strong>Ash Wraith:</strong> <em>Create Undead</em> spell.</p><p><strong>Spirit:</strong> <em>Create Undead</em> spell.</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Divine 3, Arcane 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)</p><p>Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead.</p><p>The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability to command or rebuke undead) do not count toward the limit.</p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.</p><p>Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.</p><p>Material Component: Purchase DC 15 + 1 per 2 HD of the undead.</p><p></p><p>Create Undead</p><p>Necromancy [Evil]</p><p>Skill Check: Knowledge (arcane lore) DC 31, 7 successes; Failure: Two consecutive failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum); Range: Touch; Target: One corpse or skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No</p><p>Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation.</p><p>You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control.</p><p>This incantation must be cast at night.</p><p>Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4.</p><p>Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magick of the spell turns the gem into a worthless shell.</p><p>Experience Point Cost: 100 XP.</p><p>Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50829/The-Imperial-Age-Victorian-Monstrosities?affiliate_id=17596" target="_blank">Imperial Age Victorian Monstrosities</a>[spoiler]</p><p><strong>The Beggarwoman:</strong> An elderly disabled woman begs for a night’s rest at a castle. Although the Marquise accommodates her, the Marquis comes home and makes her move behind a stove. The woman accidentally slips and fatally injures herself. Years later, the spirit of the Beggarwoman returns to haunt the castle. </p><p>One of the most disturbing elements of this story is the excessive nature of the vengeance for the harm caused. While the Marquis was a bit inhospitable, he did allow a stranger to stay in his house. His insistence on her moving caused her to fall, but it was an accident. He did not realise the extent of her injury and he certainly didn’t intend for her to die. In return, the Beggarwoman’s spirit returns several years later.</p><p><strong>The Scorned Woman:</strong> Reginald Hempworth was a young gentleman that fell in love with a country girl while keeping an eye on his investments in the wool industry. Although of a different class and station, Reginald assured the young Clarissa that they would be together. He planned on moving to France or possibly America, where only their money, not their breeding would matter.</p><p>Unfortunately, Reginald was not very good at management and he incurred a large gambling debt. Fortunately, he was offered another woman’s hand in marriage, one with a dowry large enough to pay off Reginald’s debt and get his investments back on their feet. While he loved Clarissa dearly, he could not afford to pass up this opportunity. With a heavy heart, he told Clarissa of his engagement while they were in his carriage.</p><p>Clarissa did not take well to the news. Angry and hysterical, she flung open the carriage door and fled into the rain. Reginald tried to stop her, but to his horror she had flung herself over a cliff. Luckily for Reginald, a passerby saw Clarissa leap over the edge unaided which kept Reginald out of official trouble.</p><p>Reginald married and enjoyed two decades with his wife and their children before the Scorned Woman first appeared. She was the spitting image of Clarissa, although in ghostly form. </p><p><strong> Brunhilda Vampiric Charismatic Ordinary 4:</strong> Brunhilda dies at an early age. Her husband, Lord Walter, never gets over her death, even though he remarried and had two children with his new wife. Walter spends a lot of time at her gravesite and one day encounters a sorcerer (more likely a necromancer) while grieving there. The sorcerer hears his wish for her to return, but although he warns Walter that Brunhilda would not be happy he consents to resurrect her.</p><p><strong> The Black Widow Vampire Dedicated Ordinary 4:</strong> Unfortunately, Viola had another suitor, Arturo, a local man that had just returned from army service. Arturo demanded that Vittorio annul the marriage. When Vittorio refused, Arturo drew his revolver and demanded satisfaction. Viola tried to intervene and Arturo’s revolver fired, killing Viola on the spot. Arturo fled while Vittorio grieved for his dead bride.</p><p>Vittorio was inconsolable and refused to sculpt. His patron, upset that Vittorio was leaving much of his promised work unfinished, employed a sorcerer for assistance. The sorcerer confronted Vittorio and told him that he could raise Viola from the dead and that she would remain beautiful forever. She would also remain very much in love with Vittorio. In disbelief, Vittorio agreed to allow the sorcerer to summon her. To his delightful surprise, Vittorio was reunited with his beloved Viola.</p><p><strong> Demon of the Night Lich Smart Hero 3/Mage 6:</strong> While considered a lich, the Demon of the Night was cursed into its current form rather than achieved it through study. </p><p>The story contains a strange character, Canon Alberic, who lived in the late seventeenth century. He seems to be an astrologist (or hermetic disciple) and he apparently tore up Church books in order to make a scrapbook. The Demon of the Night appeared at this time and Canon Alberic died in his bed under mysterious circumstances. The Demon is interested in keeping the scrapbook and haunts the current owner of the tome (one can surmise that the church guardian took the book from the church, which caused the Demon to come after him).</p><p>The statistics below presume that Canon Alberic has been transformed into the Demon of the Night. He is cursed to watch over his scrapbook and ensure that it never leaves the shadow of the old church for long. </p><p><strong> The Tattered Storyteller Revenant Charismatic Ordinary 8:</strong> ?</p><p><strong>Human Zombie:</strong> A night mail coach accident nine years previous that ended with the death of all passengers. </p><p><strong> Carmilla Vampire Charismatic Hero 6:</strong> She died at a young age, herself the victim of an unidentified vampire. </p><p><strong>Vampire:</strong> While most women she feeds on die within a week, Carmilla is also known to fall in love with some of her prey and keeps them around much longer. They will eventually succumb, however, and turn into a vampire like Carmilla (the novella insinuates that those killed quickly do not raise as vampires, but this is never explicitly stated).</p><p><strong> Sir Nicolas Rathbane Vampire Smart Hero 3/Charismatic Hero 3:</strong> ?</p><p><strong> Dracula Vampire Charismatic Hero 8/Strong Hero 4/Dedicated Hero 4:</strong> The Transylvanian Count was a sorcerer that used black magick to become a vampire. </p><p><strong> Katerina The Baroness Vampire Charismatic Hero 10/Personality 10:</strong> The Baroness’ origins are shrouded in mystery. </p><p><strong>Lord Ruthven Vampire Charismatic Hero 8:</strong> ?</p><p><strong>Varney Vampire Fast Hero 3/Swashbuckler 5/Charismatic Hero 2:</strong> Sir Francis Varney began life as Mr. Mortimer, a Crown supporter that helped members of English royalty escape to Holland during the English Civil War. He was shot and killed by one of Cromwell’s soldiers just after he’d accidentally killed his own son in a fit of rage. As he was dying, he heard a voice that told him he would be cursed for killing his son. Two years later, Mr. Mortimer rose from his grave as a vampire.</p><p><strong>Lich:</strong> A lich is an undead magickal practitioner (such as a Hermetic Disciple or Medium) that has used magick to unnaturally extend its life. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. </p><p>“Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery; see The Lich’s Phylactery, below.</p><p>The Lich's Phylactery</p><p>An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.</p><p>Each lich must make its own phylactery, normally through a powerful, secret Incantation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/20877/THRILLING-TALES-Omnibus-Edition?affiliate_id=17596" target="_blank">Thrilling Tales Omnibus Edition</a>[spoiler]</p><p><strong>Vampire Smart Villain 7 Otto Von Ubel:</strong> Von Übel was a Prussian noble who was wounded during the Napoleonic Wars, as he lay dying on the battlefield, he fell victim to the predations of a vampire. The vampire, whose name Von Übel never learned, was a weak creature, more content with scavenging battlefields than in hunting his own prey -- Von Übel used his dying effort to kill the creature, but not before it had worked its terrible magic. Otto Von Übel rose again as a creature of the night.</p><p><strong>Vampire Strong Ordinary 2:</strong> Von Übel is served by a group of lesser vampires that he has created.[/spoiler]</p><p></p><p>Year of the Zombie[spoiler]</p><p><strong>Classic Zombie:</strong> The Classic Zombie template is applied to any human who dies with an intact brain during the Rising.</p><p><strong>Common Zombie Strong Ordinary 1/Tough Ordinary 1:</strong> ?</p><p><strong>Sprinter Zombie:</strong> The Sprinter Zombie template is applied to any human who dies with an intact brain during the Rising.</p><p><strong>Sprinter Zombie Fast Ordinary 2:</strong> ?</p><p><strong>Child Zombie:</strong> The Child Zombie template is applied to any human with the child template who dies with an intact brain during the Rising.</p><p><strong>Frenzied Zombie:</strong> The Frenzied Zombie template is applied to any human who dies with an intact brain during the Rising.</p><p><strong>Frenzied Zombie Tough Ordinary 4:</strong> ?</p><p><strong>Enhanced Memory Zombie:</strong> These are the ones who have regained some knowledge of their former selves, either because of extensive training, repeated actions, or something that was very important to the person before they Rose again. Most Enhanced Memory Zombies are former military, remembering the basics of weapon use. Some have been policemen or others who died with a vitally important task undone (not something simple, such as getting the cat out of the garage).</p><p><strong>Enhanced Memory Zombie Fast Hero 1/Smart Hero 4:</strong> ?</p><p><strong>Trained Zombie:</strong> Some zombies are “trained,” by the immoral or the insane, to perform certain tasks.</p><p>Training is most often done through repeated moves, with negative reinforcement delivered via electroshock and positive reinforcement being rewarded with a live victim. Though zombies do not appear to feel pain from injuries, electrical shocks delivered to the spine or brain appear to hurt them. Eyelids are commonly cut away, and often an implant is placed into the skull to deliver an electric shock that will temporarily overload the zombie’s motor control center.</p><p>The Trained Zombie template may be applied to any existing zombie.</p><p><strong>Trained Zombie Classic Zombie Strong Hero 1/Tough Hero 1:</strong> ?[/spoiler]</p><p></p><p>Year of the Zombie Marauders</p><p>[spoiler]</p><p><strong>Zombie Mob:</strong> ?</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>13th Age</p><p>[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/118994/13th-Age-Core-Book?affiliate_id=17596" target="_blank">13th Age Core Book</a>[spoiler]</p><p><strong>Undead:</strong> White dragons are a debased and even cowardly lot, cut off from the power of their slain icon. They still hold a grudge against the Lich King but don’t dare do anything about it because he knows how to transform them into undead servants. </p><p>The wizards of Horizon say that the Lich King’s magic brought the formerly loyal subjects of his kingdom back to unlife.</p><p><strong>Ghoul:</strong> Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. </p><p><strong>Newly-Risen Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Decrepit Skeleton:</strong> ?</p><p><strong>Skeletal Hound:</strong> ?</p><p><strong>Skeleton Archer:</strong> ?</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Blackamber Skeletal Legionnaire:</strong> The most dangerous skeleton warriors are those of the Blackamber Legion. Before the first age they swore to serve their master, the Wizard King, forever. Whoops. </p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Spawn of the Master:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Near the end of a past age, a Diabolist released a disease on the world that turned people into contagious zombies </p><p><strong>Zombie Shuffler:</strong> ?</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Big Zombie:</strong> ?</p><p><strong>Giant Zombie:</strong> ?</p><p><strong>Pathetic Zombie Goblin:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/133681/13th-Age-Bestiary?affiliate_id=17596" target="_blank">13th Age Bestiary</a>[spoiler]</p><p><strong>Wraith Bat:</strong> ?</p><p><strong>Dybbuk:</strong> Dybbuks are the souls of the dead who wish to continue living in warm bodies. </p><p><strong>Ice Zombie:</strong> The past victims of frost giants sometimes attain a sort of half-life. Frozen rock-solid by the cold, ice zombies are found in glacier walls near ice giant palaces or stumbling away from bergships as they defrost. </p><p><strong>Ghoul:</strong> Once regular people, there are two causes that are widely held to cause ghoul outbreaks. Being killed by a ghoul causes the victim to rise up as one. Eating the flesh of the dead is the other cause. </p><p>Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. </p><p>Each time a ghoul bites a character, that PC immediately loses a recovery. If they run out of recoveries before their next full heal-up, that character must start making last gasp saves at the start of each battle. If the character fails their fourth last gasp save this way, they turn into a ghoul. </p><p>Ghouls don’t make other ghouls: The only way for someone to turn into a ghoul is cannibalism. They must willingly eat the flesh of a living, intelligent being. It may have to be the raw flesh of someone not yet buried. It may be flesh specially prepared in a half-ritual, half-recipe and served to a cult. Perhaps ghouls are consciously created by choice. It may be a desperate choice between starving on a drifting ship or dying, but it’s still a choice. Once that choice is made, the hunger sets in and doesn’t stop until the ghoul is killed or it becomes a ghast. </p><p>Ghoul bites can’t turn creatures, but ghast bites can: This process is slow. A single bite won’t do it. The only way to survive the process is to make it to a full heal-up. During the full heal-up, any character with medical knowledge or healing hands can take the necessary precautions to deal with the infection. Should a character die before they take a full heal-up, however, the infection takes over. </p><p>The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. </p><p><strong>Ghast:</strong> Ghasts are born from ghouls who, desperate from hunger, attack and eat other ghouls. </p><p>An army or raiding party uses potions to enhance its soldiers. The potions increase stamina and speed. One of the main ingredients is ghoul ichor. Unfortunately, a soldier overdoses and turns himself into a ghast. </p><p>The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. </p><p><strong>Gravemeat:</strong> ?</p><p><strong>Ghoul Fleshripper:</strong> ?</p><p><strong>Ghoul Licklash:</strong> ?</p><p><strong>Ghoul Pusbuster:</strong> ?</p><p><strong>Haunted Skull:</strong> ?</p><p><strong>Watch Skull:</strong> Glittering glass in the eye sockets and runes carved on the brow show that somebody went to a great deal of effort ensure that a ghost would haunt this undead guardian. One wonders if the runes were carved before, after, or during death. </p><p><strong>Slime-Skull:</strong> The slime killed the creature, the creature’s ghost killed the slime, and now the two are trapped together—bound to the skull. </p><p>If the slime-skull kills a creature, it takes that creature’s head as a standard action and attempts to escape (it can squeeze through gaps as small as the skull). The slain creature can’t be resurrected until its skull is recovered because its spirit is now trapped within the skull. If the PCs don’t track down the slime-skull before their next full heal-up (or within a day), the stolen skull will transform into another slime-skull. </p><p><strong>Jest Bones:</strong> Some spirits don’t get to rest easy, curses are never pretty things, and dread necromancers like a good laugh as much as the next person. Some might say they enjoy laughing more than normal people, and at the darkest possible jokes. </p><p><strong>Screaming Skull:</strong> ?</p><p><strong>Flaming Skull:</strong> Beings whose great passions anchor them to their mortal remains can become flaming skulls. </p><p><strong>Black Skull:</strong> Before becoming undead the black skulls were the generals of the Wizard King’s armies and the members of his court. </p><p><strong>Skull of the Beast:</strong> ?</p><p><strong>Undead:</strong> When the spinneret doxy drops an enemy to 0 hit points or lower, she will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts their chest open. On the fourth failure, the doxy takes the heart and the target dies and becomes undead under her control. </p><p>When the lethal lothario drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the lothario takes the heart and the target dies and becomes undead under her control. </p><p>When the binding bride drops an enemy to 0 hit points or lower, she will move next to that creature as a free action and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts its chest open. On the fourth failed save, the bride takes the heart and the target dies and becomes undead under her control. </p><p>When the swarm prince drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the prince takes the heart and the target dies and becomes undead under his control. </p><p><strong>Lich:</strong> When a creature uses magic, particularly arcane magic, to extend their life unnaturally, they often become a lich. Most liches are former wizards who turn themselves into undead creatures to continue their pursuits after a lifelong study of magic. The new lich creates a phylactery—a relic imbued with its essential life force. </p><p>The Fine Art of Phylactery </p><p>The most common phylactery is an item that was important to the lich in life. Many phylacteries are small and fragile. The advantage of such items is their ease of concealment. If it’s a small charm given by the lich’s first true love, it can be hidden inside a trap-laden sarcophagus. If the phylactery is larger, such as a painting, the lich will likely have an art gallery where the phylactery hides in plain sight. Or perhaps the stone statue of the lich’s mother is more than just a memento among a gallery of similar stonework. </p><p>Physical locations are also possible choices for a phylactery. An ancestral castle, a wrecked pirate ship, or a stone tower covered in runes could all serve as the home to a lich’s essence. Often, liches that choose a location are bound within its borders, or the borders of the land within its influence. These locations are stocked with plenty of guardians for protection as well as minions that handle the lich’s business outside the walls. The destruction of the building or structure is the only way to be sure the lich will never return. Killing a lich is hard enough, but also destroying its entire lair is definitely a job for heroes. </p><p>Living creatures might also be used as phylacteries. The lich kills off all of its blood relatives and performs a ritual on the last member of its bloodline, who becomes the phylactery. Or perhaps it chooses a bride or a groom and installs a part of itself inside its chosen victim. This option does have one drawback, however, because it forces the lich to perform the ritual every few decades as the living vessel dies. But it also poses a challenge for those looking to slay the lich beyond finding the phylactery. Is destroying the lich worth the murder of an innocent teenage girl, or a young child? Perhaps the living phylactery is completely unaware of its link to the lich. What if that link was to one of the heroes? </p><p><strong>Lich Count:</strong> Counts and countesses gain their title by acting in the interests of the Lich King. It may be by accident, or it may be a deliberate move to curry favor with the icon. </p><p><strong>Lich Prince:</strong> To become a prince or princess of the Peerage, the lich pledges unflappable loyalty to the Lich King. Part of the pledge includes either disclosing the location of their phylactery to the Lich King or delivering it to the icon personally. </p><p><strong>Wendigo:</strong> Wendigo are disembodied spirits torn away from the Lich King by some form of connection with the High Druid. </p><p>These strange monsters represent a conflict between the powers of the Lich King, High Druid, and Diabolist. Depending on how you interpret the oracles, any one of the three icons could be to blame for the creatures. But it seems likely that none of the icons are served by the wendigo’s existence. Wendigo represent some sort of failure of control or authority or loyalty no matter which icon’s perspective you’re trying to apply. </p><p>Wendigo seem to be the result of a battle between the Lich King and the High Druid for specific souls. The High Druid certainly claims some souls as ancestor spirits and in other odd portions of the natural cycles of the world. The Lich King obviously wants to claim as many of the dead as possible. </p><p>The fact that wendigo start as undead indicates that these are spirits formerly under the Lich King’s control that the High Druid or one of her ancient incarnations tried to retrieve. Perhaps they were loyal to the High Druid in life. Perhaps the wendigo initiated the transformation themselves, seeking to escape from the Lich King via the power of the High Druid.</p><p><strong>Wendigo Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/142229/13-True-Ways?affiliate_id=17596" target="_blank">13 True Ways</a>[spoiler]</p><p><strong>Skeletal Minion:</strong> ?</p><p><strong>Crumbling Skeleton:</strong> ?</p><p><strong>Putrid Zombie:</strong> ?</p><p><strong>Starving Ghoul:</strong> ?</p><p><strong>Masterless Vampire Spawn:</strong> ?</p><p><strong>Blackamber Skeletal Warrior:</strong> ?</p><p><strong>Just-Ripped-Free Skeletal Mook:</strong> <em>The Bones Beneath</em> spell.</p><p><strong>Summoned Ghoul:</strong> <em>Summon Horror</em> 3rd level spell. </p><p><strong>Summoned Wight:</strong> <em>Summon Horror</em> 5th level spell.</p><p><strong>Summoned Barrow Wight:</strong> <em>Summon Horror</em> 7th level spell.</p><p><strong>Summoned Greater Wight:</strong> <em>Summon Horror</em> 9th level spell.</p><p><strong>Summoned Wraith:</strong> <em>Summon Wraith</em> 5th level spell.</p><p><strong>Summoned Greater Wraith:</strong> <em>Summon Wraith</em> 9th level spell.</p><p><strong>Death Blossom:</strong> ?</p><p><strong>Lich Flower:</strong> ?</p><p><strong>Mummy:</strong> Down through the ages, powerful magicians have endeavored to preserve their own lives, escaping both the mystery of death and the horror of undeath. The secrets by which they preserve themselves at the end of their mortal lives are lost, but someone always finds or recreates those secrets. Ideally, these carefully preserved mummies live on in a sort of passive false life of the mind, dreaming endlessly in their sarcophagi but never passing on into death itself. It’s good work if you can get it. The problem is that the Lich King is dead set against letting anyone enjoy such a happy ending. When his servitors discover mummies, they invariably animate them and turn them into proper undead minions. </p><p><strong>Specter:</strong> A specter could be the guardian of a dark gate, the ghost of an ancient icon, a viceroy under the Lich King, the spawn of a unholy ritual, a necromantic mastermind, the ghost of the infernal machine that the PCs just wrecked, a hero’s undead twin, or your own better idea. </p><p>Each specter has a terrible tale behind its creation. </p><p><strong>Dread Specter:</strong> ?</p><p><strong>Zombie:</strong> There are many sorts of living things. Some of them create zombies, which means there are also many sorts of zombified things. </p><p><strong>Zombie Beast:</strong> ?</p><p><strong>Zombie of the Silver Rose:</strong> They are the only “survivors” of a lost cult that once battled the undead. The Lich King somehow brought them down, and these warriors now serve their erstwhile enemy. </p><p><strong>Headless Zombie:</strong> The Forbidden Incantation of Eternal Hunger turns the bodies of mighty warriors into ravening, headless monstrosities. Not only do these poor creatures have the semblance of life, they also suffer the semblance of insatiable hunger. With no mouths, they cannot eat, but they are driven to destroy living creatures in a vain attempt to sate their hunger. What exactly happens to the corpse’s head during the ritual remains obscure, and really, you don’t want to know. </p><p><strong>Undead:</strong> Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. </p><p>Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. </p><p><strong>Lich King:</strong> Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. </p><p>Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. </p><p></p><p>3rd Level Spells </p><p>The Bones Beneath </p><p>Ranged spell Daily </p><p>Target: One nearby mook (and hence, its mob) </p><p>Attack: Intelligence + Level vs. PD </p><p>Hit: 4d12 + Intelligence negative energy damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle. </p><p>Miss: Half damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle. </p><p>5th level spell </p><p>7d12 damage. </p><p>7th level spell </p><p>2d6 x 10 damage. </p><p>9th level spell </p><p>2d10 x 10 damage. </p><p>Special: The stats for the mooks created by each level of the bones beneath appear below. The level or physical nature of the mooks is irrelevant; the magic of the spell turns whatever creatures it’s forced to work with into skeletal mook allies with the stats below. </p><p>The new mooks take their turn immediately after your turn. </p><p>It’s worth mentioning that the mooks created by this spell don’t count as summoned mooks. This isn’t a summoning spell. </p><p></p><p>Summon Horror (3rd level+) </p><p>Ranged spell Daily </p><p>Effect: You summon a ghoul, as per the summoning rules on page 11. The summoned ghoul fights for you until the end of the battle or until it drops to 0 hp, whichever comes first. </p><p>As you cast the spell at higher levels, the creature you summon varies, as shown below. The stats for each creature are shown below. </p><p>5th level spell </p><p>You can now summon a wight. </p><p>7th level spell </p><p>You can now summon a barrow wight. </p><p>9th level spell </p><p>You can now summon a greater wight. </p><p></p><p>Summon Wraith (5th level+) </p><p>Ranged spell Daily </p><p>Effect: You summon a wraith, as per the summoning rules on page 11. This wraith fights for you until the end of the battle or until it drops to 0 hp, whichever comes first. </p><p>As you cast the spell at higher levels, you summon multiple wraiths. Stats for the two versions of the wraith summoned by the spell are listed below. </p><p>7th level spell </p><p>You can now summon two wraiths. </p><p>9th level spell </p><p>You can now summon two greater wraiths. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/142232/The-Book-of-Loot?affiliate_id=17596" target="_blank">Book of Loot</a>[spoiler]</p><p><strong>Undead:</strong> If you die while animated by the armor of animation, it’s a dead cert (ahem) that you’re coming back as some sort of undead. </p><p><strong>Decrepit Skeleton:</strong> Boneservant wondrous item.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/229196/Lions--Tigers--Owlbears-The-13th-Age-Bestiary-2-preview?affiliate_id=17596" target="_blank">Lions & Tigers & Owlbears: The 13th Age Bestiary 2 Preview</a>[spoiler]</p><p><strong>Summoned Ghoul:</strong> ?</p><p><strong>Great Ghoul's Maw:</strong> ?</p><p><strong>Greater Summoned Ghoul:</strong> ?</p><p><strong>Great Ghoul's Shadow:</strong> If the Great Ghoul’s Maw is slain, the GM secretly rolls a normal save (11+) at the end of each session, including this one. If the save succeeds, the Great Ghoul regains a semblance of life: the Great Ghoul’s Shadow.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/234486/13th-Age-Glorantha?affiliate_id=17596" target="_blank">13th Age Glorantha</a>[spoiler]</p><p><strong>Undead:</strong> Like other people, they’re mainly farmers and hunters, but life in the shadow of the Upland Marsh forces them to confront the undead horrors created by Delecti the Necromancer. </p><p>If the PCs earn the trust of the ducks, the ducks favor them with a special blessing. It will strengthen them for the coming apocalypse, when the universe turns upside down and the dead attack the living. </p><p>Most undead are created by ? Chaos, especially by the minions of the gods Thanatar and Vivamort. </p><p>The only oddity in the rune column is that undead have three different rune possibilities. In Glorantha, undead creatures come in many sorts. Regardless of their source, undead creatures earn the undying enmity of Humakt and his devotees. </p><p>Trolls, especially trolls connected to Zorak Zoran, create undead associated with o Darkness. These are reanimated, spiritless corpses, not ghouls or vampires. They are neither Chaotic nor, arguably, truly undead. They’re a bit more like constructs, since the soul of the dead creature is not trapped in the skeletal or zombie body. Troll-created undead appear with the o Darkness rune. </p><p>Finally, the Upland Marsh is haunted by bizarre undead constructs, stitched together and powered by the undying sorcerer Delecti. They are the products of blasphemy, not Chaos. Undead associated with Delecti have the u Unlife/ Undead rune. It’s possible that there might also be Chaotic versions of those undead, but not if they belong to Delecti. </p><p>Undead generally don’t have homelands. They can be found wherever Chaos violates the boundaries between Life and Death. And in Upland Marsh. </p><p><strong>Zombie Minion:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Headless Skeleton:</strong> Acolyte of Than Compel the Dead ability.</p><p><strong>Headless Zombie:</strong> Acolyte of Than Compel the Dead ability.</p><p><strong>Zombie Cultist:</strong> By becoming zombies (heads intact), cultists achieve a sort of immortality and glory, or at least the total cessation of pain.</p><p>Acolyte of Than Compel the Dead ability.</p><p><strong>Undead Head:</strong> Acolyte of Thanatari Create Magic Head ability.</p><p><strong>Battered Headless Skeleton:</strong> Thanatari priests press fallen enemies into unholy service after they’re decapitated. These victims have been in a number of hard battles, and it shows.</p><p><strong>Headless Archer:</strong> Weaker skeletons are given enchanted bows that grant the skeletons skill with it, even without eyes. </p><p><strong>Headless Warrior:</strong> Stronger skeletons are armed for close combat, although sometimes it seems like the enchanted spear is doing the fighting. </p><p><strong>Temple Guardian:</strong> An acolyte continues to protect their temple in this perverted form of “afterlife.”</p><p><strong>Headless Harrier:</strong> Created from the corpses of mighty foes and reanimated in a ghastly ritual, these undead are the scariest headless skeletons that the party has ever seen. So far.</p><p><strong>Headless Ghost:</strong> This powerful spirit is created out of betrayal. The priest who creates the headless ghost does so after decapitating an initiate, so either the initiate was a traitor or they’re the one being betrayed. </p><p><strong>Zombie Initiate:</strong> ?</p><p><strong>Superior Temple Guardian:</strong> Priests live on in this form, retaining little humanity other than bloodthirstiness.</p><p><strong>Headless Destroyer:</strong> ?</p><p><strong>Great Headless Ghost:</strong> A priest or doom master provides the spirit for this cursed guardian, the perpetrator or victim of betrayal. </p><p><strong>Dark Troll Zombie:</strong> Zorak Zoran, the troll war god of Disorder and Death, raises dead trolls as powerful undead warriors. Unlike Chaotic undead, the spirits aren’t trapped in these creatures. The souls have moved on. </p><p><strong>Vivamort:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Dark Troll Zombie Crisscrossed with Runes and Magical Symbols:</strong> ?</p><p><strong>Dancer in the Dark, Vampire:</strong> ?</p><p><strong>Zombie Giant:</strong> ?</p><p><strong>Undead Killer Whale:</strong> ?</p><p><strong>Hybrid Zombie:</strong> These zombies are creations of Delecti. His sorcery creates abominations without invoking Chaos. </p><p><strong>Swine Monster:</strong> ?</p><p><strong>Undead Arm:</strong> ?</p><p></p><p>Acolyte of Than t? Free-form ability—Compel the dead: With the right rituals and the right sacrifices, the acolyte can turn living people into headless skeletons, headless zombies, and zombie cultists. The rituals are elaborate, often including the sacrifice of animals. The chief sacrifice is always the victim that becomes undead. In practice, this means the acolyte of Than is almost always going to be accompanied by undead minions, unless it’s on a covert mission requiring finesse. In a battle in which an acolyte of Than is accompanied by undead, add another zombie or skeleton to the battle whenever Chaos steals the escalation die. The newly arrived undead could be a straggler, reinforcements, or a revivification of a previously dropped combatant. </p><p></p><p>Acolyte of Thanatari yt? Free-form ability—Create magic heads: Given a severed head, the acolyte can turn it into an undead head that grants certain knowledge to a Thanatari who attunes their spirit to it. The best heads are those harvested when creating headless undead. </p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/193880/Gods-and-Icons-13th-Age-Compatible?affiliate_id=17596" target="_blank">Gods and Icons</a>[spoiler]</p><p><strong>Argir the Undead:</strong> The Withered Root worships Argir the Undead. They contend that since Argir died but did not die in the creation of the World Tree, he was the first undead being.</p><p><strong>Undead Dragon:</strong> Baron Von Vorlatch: A blight on the Espairian Empire. His shadow grows ever longer. He has created undead dragons from the ranks of fallen chromatic dragons.</p><p>Ghiama: She still hasn’t forgiven the vampires for making her white head undead. Or using her fallen children as undead steeds for the Baron’s nobles.</p><p><strong>Baron Von Vorlatch:</strong> ?</p><p><strong>Ghiama:</strong> Ghiama: She still hasn’t forgiven the vampires for making her white head undead.[/spoiler] </p><p></p><p></p><p>[/spoiler]</p><p></p><p>Arcana Evolved</p><p>[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/1946/Monte-Cooks-Arcana-Evolved?affiliate_id=17596" target="_blank">Arcana Evolved</a>[spoiler]</p><p><strong>Corporeal Undead:</strong> Corporeal undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy (see animate the dead spells).</p><p>“Corporeal undead” is a template you can add to any nonundead, corporeal creature.</p><p>Rumors coming out of the Bitter Peaks tell of a horrible malady that strikes at living creatures for reasons unknown. Those affected by this magical plague, known as the “rot from within,” suddenly become undead creatures while their body still lives. Their skeletons tear away their own flesh and consume it. The resulting monsters carry the undead template and roam the night, hunting for more living flesh to rend.</p><p>No one knows what causes this plague or how it can be stopped.</p><p><em>Animate the Dead Lesser</em> spell.</p><p><em>Animate the Dead Greater</em> spell.</p><p><em>Animate Undead Legion</em> spell.</p><p><strong>Kallethan:</strong> ?</p><p><strong>Corporeal Undead Human Warmain 3:</strong> ?</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy. Their existence, brought about through the rouse undead spirit spell, is a corruption and an abomination upon the natural order of the world.</p><p>“Incorporeal undead” is a template you can add to any nonundead, corporeal creature.</p><p>Anyone slain by the energy drain ability of an incorporeal undead creature becomes an incorporeal undead creature in 24 hours.</p><p><em>Rouse Ghostly Army</em> spell.</p><p><em>Rouse Undead Spirit</em> spell.</p><p><strong>Incorporeal Undead Verrik Witch 4:</strong> </p><p></p><p><strong>Undead:</strong> When they were finished with these lands, the dramojh loosed necromantic energies into Verdune. This evil magic animated many of the dead there into marauding undead who wandered the ruined cities and towns.</p><p><strong>Ghoul:</strong> Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death.</p><p><strong>Vampire:</strong> Although undead created by animate the dead spells often resemble vampires, true vampires arise only from other vampires spreading the ancient curse/disease.</p><p></p><p>Animate the Dead (Lesser)</p><p>Necromancy [Negative Energy]</p><p>Level: 4 (Simple)</p><p>Casting Time: One minute</p><p>Range: Touch</p><p>Targets: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse.</p><p>Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust.</p><p>The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead and uncontrolled creature attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the corporeal undead template (see Chapter Twelve: Creatures).</p><p>You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.</p><p>This spell requires 500 gp worth of special oils to be sprinkled on the corpse.</p><p>Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.</p><p>Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate the Dead (Greater)</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities:</p><p>• Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin.</p><p>• Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has energy drain, below.)</p><p>• Resistance (Ex): Cold and electricity resistance 20.</p><p>• Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1 (or 15/magic).</p><p>• Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level.</p><p>• Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point.</p><p>Greater undead have a Challenge Rating equal to that of the base creature +3.</p><p>This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse.</p><p>Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate Undead Legion</p><p>Necromancy [Negative Energy]</p><p>Level: 8 (Exotic)</p><p>Casting Time: 24 hours</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: One corpse/level</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead.</p><p>This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created.</p><p>Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls.</p><p>Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5</p><p></p><p>Rouse Ghostly Army</p><p>Necromancy [Negative Energy]</p><p>Level: 10 (Complex)</p><p>Casting Time: One entire night</p><p>Range: Medium (100 feet + 10 feet/level)</p><p>Target: One corpse/level</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create and control one incorporeal undead creature per caster level exactly as described in rouse undead spirit. This spell requires 1,000 gp in special oils per corpse as a material component to be sprinkled over each body.</p><p>Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template in Chapter Twelve), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Magic Item Creation Modifiers:Constant ×3, single-use ×3, spell-completion×1.5</p><p></p><p>Rouse Undead Spirit</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust.</p><p>If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see Chapter Twelve).</p><p>You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused.</p><p>Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse.</p><p>Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability described in Chapter Twelve.</p><p>Magic Item Creation Modifier: Constant ×2[/spoiler]</p><p></p><p></p><p><a href="http://www.drivethrurpg.com/product/761/Monte-Cooks-Arcana-Unearthed?affiliate_id=17596" target="_blank">Arcana Unearthed</a>[spoiler]</p><p><strong>Undead Creature:</strong> Undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy.</p><p>“Undead” is a template you can add to any nonundead, corporeal creature.</p><p>A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial.</p><p><em>Animate the Dead</em> spell.</p><p><em>Animate the Dead Greater</em> spell.</p><p><em>Animate Undead Legion</em> spell.</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy.</p><p>“Incorporeal undead” is a template you can add to any non-undead, corporeal creature.</p><p><em>Rouse Undead Spirit</em> spell.</p><p></p><p>Animate the Dead (Lesser)</p><p>Necromancy [Negative Energy]</p><p>Level: 4 (Simple)</p><p>Casting Time: One minute</p><p>Range: Touch</p><p>Targets: The corpse of one creature with fewer Hit Dice than the caster</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page).</p><p>You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.</p><p>This spell requires 500 gp worth of special oils to be sprinkled on the corpse.</p><p>Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.</p><p>Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate the Dead (Greater)</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than the caster</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities:</p><p>• Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin.</p><p>• Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.)</p><p>• Resistance (Ex): Cold and electricity resistance 20.</p><p>• Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1.</p><p>• Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level.</p><p>• Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point.</p><p>Greater undead have a Challenge Rating equal to that of the base creature +3.</p><p>This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse.</p><p>Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate Undead Legion</p><p>Necromancy [Negative Energy]</p><p>Level: 8 (Exotic)</p><p>Casting Time: One day</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: One corpse/level</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead.</p><p>This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created.</p><p>Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls.</p><p>Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5</p><p></p><p>Rouse Undead Spirit</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust.</p><p>If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar).</p><p>You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused.</p><p>Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse.</p><p>Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar).</p><p>Magic Item Creation Modifier: Constant ×2[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/527/Monte-Cooks-Arcana-Unearthed-Grimoire?affiliate_id=17596" target="_blank">Arcana Unearthed Grimoire</a>[spoiler]</p><p><strong>Undead Creature:</strong> Undead are animated corpses. The spirit of the original creature inhabits the corpse once</p><p>again, powered by negative energy.</p><p>A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial.</p><p>“Undead” is a template you can add to any nonundead, corporeal creature.</p><p><em>Animate the Dead Lesser</em> spell.</p><p><em>Animate the Dead Greater</em> spell.</p><p><em>Animate Undead Legion</em> spell.</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of</p><p>negative energy.</p><p>“Incorporeal undead” is a template you can add to any non-undead, corporeal creature.</p><p><em>Rouse Undead Spirit</em> spell.</p><p></p><p>Animate the Dead (Lesser)</p><p>Necromancy [Negative Energy]</p><p>Level: 4 (Simple)</p><p>Casting Time: One minute</p><p>Range: Touch</p><p>Targets: The corpse of one creature with fewer Hit Dice than the caster</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page).</p><p>You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.</p><p>This spell requires 500 gp worth of special oils to be sprinkled on the corpse.</p><p>Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.</p><p>Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate the Dead (Greater)</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than the caster</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities:</p><p>• Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin.</p><p>• Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.)</p><p>• Resistance (Ex): Cold and electricity resistance 20.</p><p>• Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1.</p><p>• Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level.</p><p>• Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point.</p><p>Greater undead have a Challenge Rating equal to that of the base creature +3.</p><p>This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse.</p><p>Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate Undead Legion</p><p>Necromancy [Negative Energy]</p><p>Level: 8 (Exotic)</p><p>Casting Time: One day</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: One corpse/level</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead.</p><p>This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created.</p><p>Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls.</p><p>Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5</p><p></p><p>Rouse Undead Spirit</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust.</p><p>If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar).</p><p>You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused.</p><p>Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse.</p><p>Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar).</p><p>Magic Item Creation Modifier: Constant ×2[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/681/Legacy-of-the-Dragons-Bestiary?affiliate_id=17596" target="_blank">Legacy of the Dragons</a>[spoiler]</p><p><strong>Night Beast:</strong> Beings of pure, liquid shadow, night beasts are said to be intelligent shards of the raw stuff of the Dark.</p><p>A night beast is called into the world by a power-mad undead creature or an ambitious living creature that seeks to expand its might. By conducting a blasphemous ritual known as the Song of Infinite Dark, an undead creature unleashes its inner soul and binds it with the raw substance of the Dark. With the ritual complete, the creature transforms into a night beast.</p><p><strong>Spirit of Sorrow:</strong> Very rarely, when a giant dies an ignoble death, or when a giant does a disservice to that which it has sworn to serve as steward and dies before righting its wrong, its despair is so great that the afterlife rejects its spirit. That giant is cursed to roam the world of the living as a spirit of sorrow.</p><p><strong>Totem Spectre:</strong> Totem spectres are hateful, murderous reflections of the animals they once represented.</p><p>“Totem spectre” is a template that one can add to any animal, although it is usually applied only to typical totem animals.</p><p><strong>Totem Bear Spectre:</strong> </p><p><strong>Denassa the Midnight Vesper Undead Verrik Akashic 8/Verrik 3:</strong> Born a verrik of moderate station but unique intellect, Denassa grew to adulthood within the confines of an akashic guild that many believed to be only rumor—an order that commanded the utmost zealotry to protect a powerful coven of witches. This coven pushed the strains of morality to pursue perfection in its guardian-assassins, who were raised from birth to die for them in the greatest test of fealty. In fact, they hand-selected the most loyal and accomplished of the guild, grooming them to die and be raised again in undeath as members of the Haunt.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/677/The-Diamond-Throne?affiliate_id=17596" target="_blank">The Diamond Throne</a>[spoiler]</p><p><strong>Undead:</strong> When the dramojh were finished with these lands, they loosed necromantic energies into Verdune. This evil magic animated many of the dead there into marauding undead who wandered the ruined cities and towns.</p><p><strong>Undead Creature:</strong> Rot From Within disease</p><p>Rumors coming out of the Bitter Peaks tell of a horrible malady that strikes at living creatures for reasons unknown. Those affected by this magical plague, known as the “rot from within,” suddenly become undead creatures while their body still lives. Their skeleton tears away their own flesh and consumes it. </p><p><strong>Kallethan:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death.</p><p><strong>Vampire:</strong> Although undead created by animate the dead spells often resemble vampires, true vampires arise only from other vampires spreading the ancient curse/disease.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/853/Mystic-Secrets-The-Lore-of-Word-and-Rune?affiliate_id=17596" target="_blank">Mystic Secrets</a>[spoiler]</p><p><strong>Corporeal Undead:</strong> A herald of annihilation with 20 HD or more gains the corporeal undead template.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2000/Ruins-of-Intrigue?affiliate_id=17596" target="_blank">Ruins of Intrigue</a>[spoiler]</p><p><strong>Xarthran Undead Mojh Magister 12:</strong> ?</p><p><strong>The Ghost Human Incorporeal Undead Warmain 5:</strong> ?</p><p><strong>Grothnak Blooddrinker Littorian Vampire unfettered 7:</strong> The Master of Black Rock Tower, a ruined castle in the Barrens, placed the curse of vampirism upon Grothnak,</p><p><strong>The Master Human Vampire Akashic 25:</strong> Obsessed from a young age with learning the fundamental workings of the world, he embraced vampirism as a sure path to immortality and won his independence by destroying the monster that created him.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/2314/Transcendence-An-Arcana-Evolved-Players-Companion?affiliate_id=17596" target="_blank">Transcendence</a>[spoiler]</p><p><strong>Undead Creature:</strong> Third style ability of the negative casting style of an evolved caster.</p><p>At the third style ability of the negative casting style of an evolved caster, the death mage has fully surrendered her body and soul to the Dark. She gains the corporeal undead template from Arcana Evolved.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/61614/Monsters-of-Verdune?affiliate_id=17596" target="_blank">Monsters of Verdune</a>[spoiler]</p><p><strong>Kavilljor Ur-Rathi Knight of the First Wrath Dame Drustiya Hayarn Human Champion 11:</strong> ?</p><p><strong>Konj-Sumpor Brimstone Steed Twilight:</strong> ?</p><p><strong>Kavilljor Ur-Rathi:</strong> Kavilljor Ur-rathi” is a template that can be added to any giant, humanoid, or monstrous humanoid that meets the following prerequisites.</p><p>Ride 13 ranks, Handle Animal 5 ranks, Knowledge (religion) 5 ranks, Knowledge (nobility and royalty) (5 ranks), Mounted Combat, Weapon Focus (any melee weapon), proficient with all martial weapons and heavy armor</p><p>Special: Knighted by The Kallethan/Kallethan or a Kavilljor Ur-rathi.</p><p><strong>Konj-Sumpor Brimstone Steed:</strong> Konj-sumpor are the smoky remnants of intelligent steeds that, for one reason or another, are bound to a kavilljor ur-rathi.</p><p>“Konj-sumpor” is an acquired template that can be added to any mount.[/spoiler]</p><p></p><p></p><p>[/spoiler]</p><p></p><p>Chimera[spoiler]</p><p>Chimera Roleplaying Game Core Rules</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Ghast:</strong> Like ghouls, ghasts possess a paralysing touch (treat as 2nd-level Divine power, hold person), and their filthy claws can inflict disease (STR 18 or Dmg 2d6/day). Those who die of such illness rise as a ghast within 24 hours and are under the control of the ghast who created them.</p><p><em>Create Undead</em> power wield rank 4.</p><p><strong>Ghoul:</strong> The filth and offal of their claws are injected into victims, who risk contracting fever (STR 17 or Dmg 1d6/day). Those who die of fever rise as a ghoul within 24 hours, though they are not under the control of the ghoul that created them.</p><p><em>Create Undead</em> power wield rank 1.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated via the create undead power.</p><p><em>Create Undead</em> power wield rank 9.</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of dead, mindless automatons created with the animate dead power.</p><p><em>Animate Dead</em> power.</p><p><strong>Wight:</strong> Characters slain by a wight become wights themselves in 1d4 rounds; such unfortunates are under the control of the wight who created them and remain enslaved until its death.</p><p><em>Create Undead</em> power wield rank 7.</p><p><strong>Wraith:</strong> The touch of a wraith drains 1 point of STR from its victim, who dies if his STR drops below –6. Those slain in this manner rise as a wraith within 24 hours, under the control of the wraith that created them.</p><p><em>Create Undead</em> power wield rank 11.</p><p><strong>Zombie:</strong> Zombies are undead, mindless automatons created with the animate dead power.</p><p><em>Animate Dead</em> power.</p><p></p><p>Animate Dead (Necromantic)</p><p>Range: Touch Save: None</p><p>Duration: Instantaneous</p><p>Effect: Creates undead skeletons and zombies</p><p>This power turns the bones or bodies of dead creatures into undead that follow your spoken commands. You are limited to animating skeletons and zombies with this power, and the total hit dice animated cannot exceed twice your Wield rank. Undead that you animate are under your control indefinitely, but you can never control more than 4HD per Wield rank at any one time. If you animate more undead than you can control, only new skeletons and zombies obey your commands; excess undead previously animated become uncontrolled. Undead you animate are limited to simple commands: follow, guard a specific area, attack, etc. Slain skeletons and zombies cannot be re-animated.</p><p></p><p>Create Undead (Necromantic)</p><p>Range: 5”+1”/Wr</p><p>Save: None</p><p>Duration: Instantaneous</p><p>Effect: Create undead creatures</p><p>This power allows you to create undead beings. One undead is created per corpse touched, and the type is based on your Wield rank:</p><p>Table 5.7: Create Undead</p><p>Wield rank Undead Created</p><p>1–3 Ghoul</p><p>4–6 Ghast</p><p>7–8 Wight</p><p>9–10 Mummy</p><p>11+ Wraith</p><p>You may create less powerful undead than your Wield rank allows. Created undead are not automatically under your control, but can be be influenced with the 2nd-level Divine power command undead.[/spoiler]</p><p></p><p>Conan</p><p>[spoiler]</p><p>Conan RPG 2e[spoiler]</p><p><strong>Risen Dead:</strong> <em>Raise Corpse</em> spell.</p><p><strong>Risen Wolf:</strong> Occasionally necromancers desperate for material will animate corpses of things other than human. The most common creatures brought to a shambling semblance of life are large dogs or wolves, or occasionally jaguars or panthers if the terrain is right.</p><p><strong>Risen Grey Ape:</strong> Very rarely a necromancer will find the corpse of a great grey ape or other large creature and animate that, creating a mighty – if odorous – ally.</p><p><strong>Vampire:</strong> Vampires are created when scholars elect to undergo certain transformations hinted at in the fabled Book of Skelos by courting darkness in the shadowy places beneath the Earth and seeking death willingly so as to find eternal life.</p><p>‘Vampire’ is an acquired template that can be added to any humanoid creature.</p><p></p><p>Raise Corpse</p><p>(Basic Necromancy)</p><p>Power Point Cost: 1/corpse</p><p>Components: V, S</p><p>Casting Time: One standard action</p><p>Range: Close (25 ft. + 5 ft. per two levels)</p><p>Target: Up to one corpse/level</p><p>Duration: Concentration + 1d6 rounds</p><p>Saving Throw: See below</p><p>Prerequisite: Magic attack bonus +2.</p><p>This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, remain in an area and attack any creature (or just a specific type of creature) that enters the place or perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again.</p><p>The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand.</p><p>A zombie can be created only from the mostly intact corpse of a humanoid or animal and its statistics depend more upon the corpse it was created from than any abilities it had in life. See page 387 for details on the risen dead.[/spoiler]</p><p></p><p>Bestiary of the Hyborian Age[spoiler]</p><p><strong>Undead:</strong> Undead are creatures which are neither alive nor dead. Generally, a living creature which has died but is still animate – usually through sorcery of the blackest sort – is considered undead.</p><p><strong>Ghost Haunting:</strong> Some sentient beings that are killed in times of duress or great emotional pain will cling to the last fragments of life they have in order to become a spiritual anchor to the earthly plane.</p><p>‘Haunting Ghost’ is an acquired template that can be added to any humanoid creature if the Games Master feels the situation could create a ghost.</p><p><strong>Ghost Spontaneous:</strong> A spontaneous ghost is formed when a human or other intelligent creature dies with a task unfinished, with the knowledge that a loved one is about to die, or another extremely emotional and traumatic desire in their hearts. At the moment of his death, the being may attempt a Will saving throw (DC 25, with various circumstance modifiers depending on the level of the creature’s commitment to the task or loved one) to return as a ghost.</p><p><strong>Ghost Whale:</strong> ?</p><p><strong>Mummy:</strong> Traditional mummies, also known as the taneheh, are reanimated embalmed corpses wrapped in specially prepared funerary materials brought back to protect the tombs of their superiors. They are granted undeath through the leaves of the dark ta-neheh plant, which are turned into a powerful elixir that must be poured into the mouth of the mummy monthly. If the mummy cannot get these leaves before the month is out, it will revert back to its inanimate state until the ritual can be fully performed again.</p><p>The ritual must be performed under the light of the full moon, and requires a Perform (ritual) check. The ta-neheh elixir requires 200 silver pieces’ worth of the plant and must be completed before the moon leaves the sky. This produces enough elixir to last 1d6 months and sustain a mummy of (the check result minus 10) Hit Dice. The ritualist does not know if his ritual has succeeded or not (Games Master makes the roll) until it comes time to animate the mummy; if the Perform check created elixir insufficient to sustain the mummy, the ta-neheh becomes uncontrolled and will relentlessly seek out more of the plant, killing any and all who stand in its way.</p><p><strong>Mummy Living Ka Noble 5:</strong> ?</p><p><strong>Mummy Living Ka:</strong> The ka is the part of the spirit where personality is housed and given form, sometimes leaving the dying body of a person in order to find a more suitable host of flesh. Any separated ka can find the mummified remains of a vessel and possess it if the proper rituals and conduits are performed. This requires Knowledge (arcana) and Knowledge (religion) skill checks at DC 25 to perform successfully with all the required funerary trappings necessary.</p><p>‘Living ka mummy’ is an acquired template that can be added to any humanoid or animal creature.</p><p><strong>Risen Dead:</strong> Sorcerers and demons have been calling the recently dead to walk again and fight on their behalf for centuries, leaving teeming masses of the risen dead in temples, caverns and grave sites all over Hyboria.</p><p><strong>Starved One:</strong> The starved ones are an ancient type of demonic spirit that can be summoned forth into a husk made from a mostly whole corpse by removing the corpse’s spirit and trapping it in its liver. The summoner can then control the actions of the starved one to a great degree. To do this, a sorcerer must have a fresh corpse at hand while casting the summon demon spell and make a successful DC 15 Heal check as part of the ritual. If the check fails the starved one is created but is fully in control of its own actions. If the check succeeds, anyone holding the creature’s removed liver can issue it verbal commands that it must obey.</p><p><strong>Vampire Scholar 7:</strong> ?</p><p><strong>Vampire:</strong> Vampires are created when the foolish elect to undergo certain transformations hinted at in the fabled Book of Skelos, courting darkness in the shadowy places beneath the Earth, seeking death willingly in order to find eternal life.</p><p>‘Vampire’ is an acquired template that can be added to any humanoid creature.[/spoiler]</p><p></p><p>Adventures in the Hyborian Age[spoiler]</p><p><strong>Head Tree:</strong> A Head Tree is created when a person falls asleep under a particularly ancient tree and never wakes up, the poor traveller’s soul is trapped inside the tree’s branches and can not escape, giving the tree a cruel sentience and an unnatural mockery of life.</p><p></p><p><strong>Risen Dead:</strong> A curse was placed upon the Khajah’s remains when he was buried, stating any who disturbed the sleep of Khajah Al’Amar would be consumed by death and then forced to serve him. Prince Asram and his followers fell to an ancient spell which released a black cloud of death, which killed them, and transforming them into Risen Dead.[/spoiler]</p><p></p><p>Betrayer of Asgard[spoiler]</p><p><strong>Lesser Walking Dead:</strong> The undead servants of Logri the Binder were raised up with powerful, unholy necromancy.</p><p><em>Make Greater Undead</em> spell.</p><p><strong>Walking Dead:</strong> The undead servants of Logri the Binder were raised up with powerful, unholy necromancy.</p><p>The walking dead carry death with them – anyone slain by one of these walking dead becomes a zombie themselves. Fortunately for Asgard, only the older undead created in the swamp have this power.</p><p><em>Make Greater Undead</em> spell.</p><p><strong>Greater Walking Dead:</strong> The undead servants of Logri the Binder were raised up with powerful, unholy necromancy.</p><p><em>Make Greater Undead</em> spell.</p><p><strong>Undead Rorik Hodderson:</strong> The zombies will try to drag his body into the mud, so he can come back as a powerful undead monster later in this adventure.</p><p><strong>Ghost Bear:</strong> These are the trapped spirits of bears, bound by Mimir’s magic.</p><p><strong>Ghost Nymph:</strong> This watery apparition is the ghost of a drowned woman.</p><p><strong>Skull-Faces of the Air:</strong> The Skull-Faces are made by binding an evil spirit to a framework of bone and cloth.</p><p><em>Make Greater Undead</em> spell.</p><p><strong>Ashen Ghosts:</strong> They are ghosts who have formed bodies from the ashes of those sacrificed by Logri.</p><p><strong>Tentacled Thing:</strong> ?</p><p><strong>Undead Manticore:</strong> ?</p><p><strong>Undead Dog:</strong> ?</p><p></p><p>Make Greater Undead</p><p>Necromancy</p><p>PP Cost: Varies</p><p>Components: V, S, M, F</p><p>Casting Time: Varies</p><p>Range: Touch</p><p>Effect: Creates an undead monster</p><p>Duration: Concentration +1d6 rounds or permanent</p><p>Saving Throw: None</p><p>Prerequisites: Raise Corpse, Knowledge (arcana) 6 ranks, Heal 6 ranks, Magic Attack Bonus +3</p><p>This spell is a more powerful and complex form of the raise corpse spell. It can be used to create ordinary zombies or more powerful undead creatures. Each form of undead requires its own particular magical incantations and spell components and each recipe must be researched or discovered individually.</p><p>If the sorcerer spends the listed experience cost, the undead creature is animated permanently, lasting as long as the sorcerer’s magic endures. Otherwise, the creature lasts for as long as the sorcerer concentrates +1d6 rounds. The casting time for the spell varies depending on the type of creature being created.</p><p>The table below is not an exhaustive list of the monsters that can be created with this spell but it covers all the undead monsters conjured up by Logri.</p><p>Undead Notes Power Point Cost Experience Point Cost Component Cost Creation Time</p><p>Lesser Walking Dead Creates a 1HD Zombie 1 per 5 corpses 10 XP per corpse 0 1 standard action </p><p>Walking Dead Creates a 3HD Zombie 1 per corpse 50 XP per corpse 0 1 standard action</p><p>Greater Walking Dead Creates a Zombie with HD equal to its HD in life 3 per corpse 100 XP per corpse 50 silver 1 standard action</p><p>Skull-Face Conjures a Skull-Face 4 50 XP 100 silver 10 minutes[/spoiler]</p><p></p><p>Catacombs of Hyboria[spoiler]</p><p><strong>Risen Dead:</strong> A central hub at the bottom of the cavern has a strange stone or crystal that emanates a force that reanimates dead creatures and sends them outward to devour the flesh of the living.</p><p><strong>Ras Pre-Atlantean Scholar 17/Noble 6:</strong> Bartering life eternal for endless servitude to the dark god Apophis, Ras had been transformed into an eternal being; a creature of darkness and undeath that cannot permanently be destroyed by mortal means.</p><p><strong>Apophal Mummy:</strong> Atlanteans and the blossoming Stygians all fell to his supernatural powers, all rising to become his Apophal legion. Through the immortal actions of Ras, Apophis was creating an undead army in the world of men.</p><p>Apophal mummies are the ritually reanimated and embalmed corpses that serve the will of Ras, the eternal mummy of Apophis. They are gifted with undeath by the unearthly darkness that permeates Ras or his minions, their life force replaced with Apophal darkness. Ras also removes the heart of his mummifi ed servants, placing them in special canoptic jars that make them completely and unquestioningly loyal to him alone.</p><p><strong>Soonai Hynang The Ghost of Tai Paun Li:</strong> The reason why so many miners were drowned or trampled to death decades ago in the mines of Tai Paun Li, Soonai was thrust into the realm of the undead to forever haunt the dark and watery graves of the employees and servants that he condemned.</p><p><strong>Oni-Miho Demon Miner:</strong> The Oni-Miho of Tai Paun Li are hellish bound spirits created from those among the miners who were drowned that exchanged their eternal rest for vengeance upon the living.[/spoiler]</p><p></p><p>Conan RPG Pocket Edition[spoiler]</p><p><strong>Zombie:</strong> <em>Raise Corpse</em> spell.</p><p>Raise Corpse</p><p>(Basic Necromancy)</p><p>PP Cost: 1 point/corpse</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft. per scholar level)</p><p>Effect: Up to one corpse/scholar level</p><p>Duration: Concentration + 1d6 rounds</p><p>Saving Throw: See below</p><p>Prerequisites: Scholar level 4</p><p>This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, or can remain in an area and attack any creature (or just a specific type of creature) entering the place, or can perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again.</p><p>The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand.</p><p>A zombie can be created only from the mostly intact corpse of a humanoid or animal. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.[/spoiler]</p><p></p><p>Secrets of Skelos[spoiler]</p><p><strong>Risen Dead:</strong> <em>Legions of the Dead</em> spell.</p><p><strong>Vampire:</strong> <em>Vampire Transformation</em> spell.</p><p><strong>Sorcerous Mummy:</strong> ‘Sorcerous Mummy’ is an acquired template that can be applied to any humanoid creature.</p><p>Often, the price of a demonic pact with one of the lords of Hell is the sorcerer’s own corrupt soul. Those wishing to stave off this hideous doom sometimes give up their very humanity by transforming themselves into undead horrors. The prospective Master of Death’s body must be ritually mummified (see page 96), and then the sorcerer’s soul must be placed in this preserved vessel. A sorcerer’s soul can be drawn back using the heart of Ahriman, or by the blessing of the demon who possesses the soul. Other rituals are said to have similar effects.</p><p>If the Master of Death is successful in his necromantic endeavours, then he has managed to lock his soul into a prison of eternally rotting flesh. He is a walking mummy, a withered horror that provokes revulsion and fear in all who look upon him.</p><p><strong>Mummy of Ahriman:</strong> ‘Mummies of Ahriman’ are especially powerful sorcerous mummies, created using the Heart of Ahriman.</p><p><strong>Xaltotun Mummy of Ahriman Acheronian Scholar 20:</strong> He knows he has been restored to life by the magic of Orastes and the heart of Ahriman; but he does not seem to have realised yet that he is no longer even faintly human.</p><p></p><p>Legions of the Dead</p><p>Power Point Cost: 2 per 5 Corpses</p><p>Components: V, S, F</p><p>Casting Time: 1 full round</p><p>Range: Close (25 ft. + 5 ft. per level)</p><p>Targets: Up to five corpses/level</p><p>Duration: Concentration + 1d6 Hours</p><p>Saving Throw: None</p><p>Prerequisites: Magic attack bonus +4, raise corpse. This spell works as a more powerful version of raise corpse, allowing a veritable army of the undead to rise and work for the sorcerer. The undead follow the sorcerer’s verbal commands until the spell expires, when the undead become lifeless corpses again.</p><p>Focus: The focus for this spell is a ceremonial tool of command worth at least 200 silver pieces – a crown, a whip of golden thread, a bejewelled sceptre or some other item.</p><p></p><p>Vampire Transformation</p><p>Power Point Cost: 20</p><p>Components: V, S, M, XP</p><p>Casting Time: 1 day</p><p>Range: Personal</p><p>Target: Self</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Prerequisites: Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, magic attack bonus +7, witch’s vigour, demonic pact.</p><p>Perform (ritual) check: DC 30.</p><p>This spell transforms the sorcerer into a vampire (see Conan the Roleplaying Game, page 389) if he makes a successful Perform (ritual) check at DC 30. If the check fails, so does the spell; the sacrifice is wasted. If the check succeeds he must immediately make a Corruption save (DC 30) or gain 1 point of Corruption. A sorcerer transformed into a vampire by this spell must drink human blood at least once per week, or become fatigued (-2 to Strength and Dexterity, may not run) and unable to be healed by any means (including the use of his fast healing special quality) until he drinks human blood once more.</p><p>Material Components: One human, who is sacrificed by being tortured to death during the casting of the spell. The sorcerer drinks the human’s blood. Also, various incenses, oils, and candles to a total value of 6,000 silver pieces are consumed when casting the spell.</p><p>Experience Point Cost: 75,000 XP. For the purpose of vampire transformation a sorcerer can sacrifice enough XP to lose levels. The transition to undead status will strip him of a lot of the power he is used to.[/spoiler]</p><p></p><p>Stygia Serpent of the South[spoiler]</p><p><strong>Yinepu:</strong> Yinepu is the son of Nephthys and Usir. The product of a barren goddess and the epitome of fertility he was still-born, but Set, angry as he was, gave Yinepu ‘life’ as an undead thing, giving Yinepu power over mummies and those who live again after death.</p><p><strong>Risen Dead:</strong> Ta Neheh Leaf Elixir.</p><p><strong>Mummy:</strong> Ta Neheh Leaf Elixir.</p><p></p><p><strong>Ghost:</strong> The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here.</p><p><strong>Ka-Possessed Mummy:</strong> The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here.</p><p>‘Ka-Possessed Mummy’ is a template added to any dead humanoid or animal creature.</p><p><strong>Ta-Neheh Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten and the forbidden leaves of the ta-neheh plant.</p><p>Ta-neheh mummies are created by administering a certain number of boiled ta-neheh leaves each night of the full moon to a newly created mummy, usually by the mummy’s cult.</p><p><strong>Princess Akivasha The Queen of Eternal Life Undead Stygian Noble 8/Scholar 12:</strong> Using dark rites, she ‘wooed Darkness like a lover’ and his gift was eternal life.</p><p></p><p>Ta Neheh Leaf Elixir.</p><p>The elixir can also be administered to the dead. Three leaves can keep the heart of a dead man beating. If given to a corpse, it moves its hit points to –9 until the next full moon. To maintain a dead man indefinitely at –9 hit points, the three leaves must be boiled each night of the full moon and administered to the corpse. The corpse can neither move nor speak. If the corpse is intact, it can be healed regularly. Otherwise, the corpse is simply maintained as an undead monster. If a person brews nine leaves each night of the full moon, the undead corpse is given full unlife with full hit points and a full movement rate, but the risen dead or mummy will be under the command of the sorcerer. More than nine ta neheh leaves will make the risen dead or mummy into an uncontrollable monster.</p><p>Cost: 2,000 sp. Requirements: Craft (alchemy) 4 ranks (DC 15 to create), plus a supply of the rare ta neheh leaves. [/spoiler]</p><p></p><p>Tales of the Black Kingdoms[spoiler]</p><p><strong>Risen Dead:</strong> Any victim slain by the Manifestation of Eshu will arise in exactly one hour as a member of the risen dead.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7582621, member: 2209"] [b]Other d20 Systems – d20 Modern and 13th Age to Conan[/b] Other d20 Systems – d20 Modern and 13th Age to Conan[spoiler] d20 Modern[spoiler] [URL=http://www.drivethrurpg.com/product/28720/d20-Modern-Core-Rulebook-d20M?affiliate_id=17596]D20 Modern[/URL][spoiler] [b]Undead:[/b] An undead is a once-living creature animated by spiritual or supernatural forces. Sample incantations include ones that allow one to control the weather, create powerful undead creatures, animate golems, subjugate powerful fiends, and cure supposedly incurable diseases. (d20 Dark Matter) The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. (13 Occult Templates) If you are undead and kill a living creature with the energy drain power the slain creature rises instead as the same type of undead as you. (Four Color to Fantasy Revised) If you are undead and kill a living creature with the life drain power the slain creature rises instead as the same type of undead as you. (Four Color to Fantasy Revised) [b]Mummy:[/b] Mummies are preserved corpses animated through rituals best forgotten. These undead creatures are preserved through ancient rituals. Some claim that the kinori taught humans the art of mummification more than 5,000 years ago. (d20 Dark Matter) [i]Create Undead[/i] spell. (Imperial Age Grimoire) [b]Mummy Dedicated Hero 3:[/b] ? [b]Skeleton:[/b] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. “Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). 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. (Gaslight Victorian Fantasy 1e) A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. (Imperial Age Grimoire) [i]Animate Dead[/i] spell. [i]Animate Dead[/i] spell. (Gaslight Victorian Fantasy 1e) [i]Animate Dead[/i] spell. (Imperial Age Grimoire) Awaken the Dead power. (Blood and Brains: The Zombie Hunters Guide) [b]Human Skeleton:[/b] ? [b]Ogre Skeleton:[/b] ? [b]Vampire:[/b] “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid. A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire. New vampires are born when an original vampire kills a victim in the usual manner, but the victim’s desire to live is so overpowering that it returns a few nights later. (Gaslight Victorian Fantasy 1e) [i]Create Undead[/i] spell. (Imperial Age Grimoire) [b]Vampire Human Fast Hero 2/Charismatic Hero 3:[/b] [b]Zombie:[/b] Zombies are corpses animated by some sinister power or magic. “Zombie” is a template that can be added to any corporeal creature other than an undead. A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. (Blood and Brains: The Zombie Hunters Guide) Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. (Blood and Brains: The Zombie Hunters Guide) If the subject dies of zombie fever, it rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide) An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. (Blood and Brains: The Zombie Hunters Guide) “Zombie” is a template that can be added to any corporeal creature other than an undead. (Blood and Brains: The Zombie Hunters Guide) Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies. An ancient curse causes all those on a particular spot of ground to turn into zombies. (Blood and Brains: The Zombie Hunters Guide) For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. (Blood and Brains: The Zombie Hunters Guide) Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens. The zombie comes back because he’s really in love with somebody still alive. (Blood and Brains: The Zombie Hunters Guide) A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. (Blood and Brains: The Zombie Hunters Guide) An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. (Blood and Brains: The Zombie Hunters Guide) A strange parasite reanimates corpses as vehicles to find and infect more hosts. (Blood and Brains: The Zombie Hunters Guide) Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. (Blood and Brains: The Zombie Hunters Guide) Through mental willpower alone, the dead are dragged back into life. (Blood and Brains: The Zombie Hunters Guide) The zombie in question gets really mad and comes back to avenge its killer(s). (Blood and Brains: The Zombie Hunters Guide) Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. (Blood and Brains: The Zombie Hunters Guide) Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. (Blood and Brains: The Zombie Hunters Guide) Too much TV and videogames turns kids into zombies. No really. (Blood and Brains: The Zombie Hunters Guide) A malicious bokor reanimates the dead for his own purposes. (Blood and Brains: The Zombie Hunters Guide) Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide) Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide) Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. (Blood and Brains: The Zombie Hunters Guide) Awaken the Dead power. (Blood and Brains: The Zombie Hunters Guide) Zombie Fever disease. (Blood and Brains: The Zombie Hunters Guide) A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). (Gaslight Victorian Fantasy 1e) A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. (Imperial Age Grimoire) [i]Animate Dead[/i] spell. [i]Animate Dead[/i] spell. (Gaslight Victorian Fantasy 1e) [i]Animate Dead[/i] spell. (Imperial Age Grimoire) [b]Human Zombie:[/b] ? [b]Huge Crocodile Zombie:[/b] ? Animate Dead Necromancy [Evil] Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are an Acolyte, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.[/spoiler] [URL=http://www.wizards.com/default.asp?x=d20/article/msrd]d20 Modern SRD[/URL][spoiler] [b]Undead:[/b] An undead is a once-living creature animated by spiritual or supernatural forces. [b]Mummy:[/b] ? [b]Mummy Dedicated Hero 3:[/b] ? [b]Skeleton:[/b] “Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure. 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. [i]Animate Dead[/i] spell. [b]Human Skeleton:[/b] ? [b]Ogre Skeleton:[/b] ? [b]Vampire:[/b] “Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid. A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire. [b]Vampire Human Fast Hero 2/Charismatic Hero 3:[/b] ? [b]Zombie:[/b] “Zombie” is a template that can be added to any corporeal creature other than an undead. A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. [i]Animate Dead[/i] spell. [b]Human Zombie:[/b] ? [b]Huge Crocodile Zombie:[/b] ? Animate Dead Necromancy [Evil] Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead. The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability to command or rebuke undead) do not count toward the limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: Purchase DC 15 + 1 per 2 HD of the undead.[/spoiler] [URL=http://www.wizards.com/default.asp?x=d20/article/msrd]Urban Arcana SRD[/URL][spoiler] [b]Ash Wraith:[/b] Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds. [i]Create Undead[/i] spell. (Imperial Age Grimoire) [b]Spirit:[/b] ? These beings are the essences of once-living creatures cursed to remain on Earth for any of a variety of reasons. (d20 Dark Matter) [i]Create Undead[/i] spell. (Imperial Age Grimoire) [b]Animating Spirit Poltergeist:[/b] ? [b]Frightful Spirit Apparition:[/b] ? [b]Groaning Spirit Banshee:[/b] ? [b]Possessing Spirit Haunt:[/b] ? [b]Weakening Spirit Fetch:[/b] ? [b]Skeletal Rat Swarm:[/b] ? [b]Zombie Liquefied:[/b] “Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead. [i]Create Undead[/i] spell. (Imperial Age Grimoire) [b]Human Liquefied Zombie:[/b] ? [b]Otyugh Liquefied Zombie:[/b] ?[/spoiler] [URL=http://www.wizards.com/default.asp?x=d20/article/msrd]Menace Manual SRD[/URL][spoiler] [b]Bodak:[/b] ? [b]Bodak Advanced:[/b] ? [b]Charred One:[/b] ? [b]Charred One Advanced:[/b] ? [b]Doom Hag:[/b] ? [b]Ghoul:[/b] “Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh. If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising. Victims of a horrible strain of virus, ghouls are human beings transformed into disease-ravaged corpses. (d20 Dark Matter) If you kill a living creature with the energy drain power, it rises as a ghoul in 1d4 days. (Four Color to Fantasy Revised) If you kill a living creature with the life drain power, it rises as a ghoul in 1d4 days. (Four Color to Fantasy Revised) Necrotizing fasciitis can also lead to the ‘natural’ formation of undead creatures known as ghouls. (Modern Maladies) “Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh. (Modern Maladies) If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising. (Modern Maladies) [b]Ghoul Human Strong Ordinary 1/Tough Ordinary 1:[/b] ? [b]Revenant:[/b] “Revenant” is an acquired template that can be added to any corporeal living creature that has both an Intelligence score and a Charisma score greater than 6. Like a spirit, a revenant is a once-living person returned from the grave. Unlike the spirit, the revenant exists for only one reason—to seek vengeance upon those still alive. (d20 Dark Matter) The culprit is a revenant, sentenced to death 7 years earlier after his public defender (now a very dead judge) intentionally allowed him to be framed in exchange for political favors that led to his election. (d20 Dark Matter) [b]Revenant Police Officer Human Strong Ordinary 1/Dedicated Ordinary 1:[/b] ? [b]Skin Feaster:[/b] ? [b]Skin Feaster Advanced:[/b] ? [b]Whisperer in the Dark:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/161906/d20-Dark-Matter-d20M?affiliate_id=17596]d20 Dark Matter[/URL][spoiler] [b]Undead:[/b] Sample incantations include ones that allow one to control the weather, create powerful undead creatures, animate golems, subjugate powerful fiends, and cure supposedly incurable diseases. [b]Ghoul:[/b] Victims of a horrible strain of virus, ghouls are human beings transformed into disease-ravaged corpses. [b]Mummy:[/b] These undead creatures are preserved through ancient rituals. Some claim that the kinori taught humans the art of mummification more than 5,000 years ago. [b]Revenant:[/b] Like a spirit, a revenant is a once-living person returned from the grave. Unlike the spirit, the revenant exists for only one reason—to seek vengeance upon those still alive. The culprit is a revenant, sentenced to death 7 years earlier after his public defender (now a very dead judge) intentionally allowed him to be framed in exchange for political favors that led to his election. [b]Spirit:[/b] These beings are the essences of once-living creatures cursed to remain on Earth for any of a variety of reasons.[/spoiler] [URL=https://www.drivethrurpg.com/product/665/Gamma-World-Game-Masters-Guide-GW-6e?affiliate_id=17596]Gamma World Game Master's Guide (GW6e)[/URL][spoiler] [b]Vampire:[/b] But the worst power of the vampire is that it makes others like itself, usually from among dear friends and family, who must likewise be destroyed by the ones who love them. [b]Emperor's Tower:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/662/Machines-and-Mutants-GW-6e?affiliate_id=17596]Machines and Mutants (GW 6e)[/URL][spoiler] [b]Necrophage:[/b] Immortality, eternal life and the conquering of death: There are no greater aims for science, and the genetic researchers of the pre-War era devoted fortunes to finding a “cure” for death. The necrophage virus is not that cure. It is a terrible, hideous mistake, the end result of a very wrong turn in someone’s research. And it has the potential to turn Earth into a charnel house. The necrophage virus does not reawaken a body to full life. It stirs the body into a bizarre half-life, and the brain into an insane frenzy of hunger and rage. Creatures killed by the necrophage’s bite will become necrophages themselves, and the cycle of infection and reanimation will continue until no life exists for the undead beasts to prey upon. Unfortunately, the virus remains in the tissues of the corpses and twice-dead necrophages, and can remain quiescent in living tissue for some time (such as the bodies of carrion-eaters). An outbreak of the necrophage virus can happen at any time, and an unlucky community might become a zombie-ridden slaughterhouse overnight — and a mausoleum of rotting meat a week later. The saliva of the necrophage carries the necrophage virus; while the virus cannot turn a still-living creature into a necrophage, it can cause extensive cellular damage. Anyone bitten by a necrophage must make a Fortitude save (DC = 10 + 1/2 the necrophage’s Hit Dice) or take 1d6 points of temporary Constitution damage; a second Fortitude save must be made 1 minute later to avoid another 1d6 points of temporary Constitution damage. Creatures killed by this bite will rise as necrophages 2d6 hours later.[/spoiler] [URL=http://paizo.com/products/btpy7fxc?Modern-Collection-2-PDF]13 Occult Templates[/URL][spoiler] [b]Bloated Undead:[/b] Their bodies swollen with disease, rot, and the fell influence of necromantic magic, the bloated are undead, walking time bombs. “Bloated” is a template that may be added to any undead creature that has a corporeal form. Undead creatures that do not have fleshy bodies, such as skeletons, may not receive this template. [b]Bloated Skinfeaster:[/b] ? [b]Cloaked Undead:[/b] Some necromancers are capable of preserving their subject’s body, granting the undead creature they create a seemingly normal outward appearance. “Cloaked” is a template that may be added to any Medium-size undead creature with a physical body. [b]Cloaked Ghoul Human Strong Ordinary 1/Tough Ordinary 1:[/b] ? [b]Relentless Dead:[/b] The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. The relentless undead are the embodiment of this principle. Whether through the influence of dark magic or some other process, their bodies continue to fight on after they have been hacked to pieces. “Relentless” is a template that can be added to any corporeal undead. A spellcaster who uses magic to produce undead may grant them the relentless template by increasing the purchase DC of his spell’s material components by 10 per undead. [b]Relentless Human Zombie:[/b] ? [b]Spirit Doom Hag:[/b] ? [b]Undying Creature:[/b] The alchemical undeath discovered by the Illuminati is perhaps the premier example of this. Imbibing a potent elixir of rare ingredients and receiving a dose of high-voltage electricity, death can be abated for extended periods of time, provided that additional doses are received on a regular basis. “Undying” is an acquired template that can be added to any humanoid creature, provided it can employ the required alchemical process described above. [b]Undying Mothfolk Dedicated Hero 3/Acolyte 3:[/b] ? [b]Undead:[/b] The undead are powered by the unending, baleful influence of necromantic magic. A severed limb may kill a man due to shock and blood loss. A zombie or skeleton merely shrugs off such a blow and continues fighting until it is hacked to pieces. The undead are, in essence, spirits or bundles of magical energy that use a physical body as a vessel or container. Despite massive damage to an undead creature’s physical body, it can continue to pursue its goals so long as its body is relatively intact and the malign influence that powers it is undisturbed. [/spoiler] [URL=https://www.drivethrurpg.com/product/19984/After-Sunset-Vampires?affiliate_id=17596]After Sunset: Vampires[/URL][spoiler] [b]Vampire:[/b] Characters that are transformed into vampires during the campaign rise from the dead three days after their death, transformed body and soul by the experience.[/spoiler] [URL=http://www.drivethrurpg.com/product/627/All-Flesh-Must-be-Eaten-Revised?affiliate_id=17596]All Flesh Must be Eaten Revised[/URL][spoiler] [b]Zombie:[/b] There were many early successes for our group. We determined the source of the infected cadaver outbreak was not the result of the wrath of a vengeful God, witchcraft, voodoo or something equally ludicrous. The source of the outbreak was radiation -- radiation carried on the back of a comet like rats carried plague-riddled vermin on their backs centuries ago. A Zombie or Jumbie (the name given to them in the Virgin Islands) is described by the Island experts as “a soulless human corpse, still dead, but taken from the grave and endowed by sorcery with a mechanical semblance of life.” These creatures are brought to life by sorcerers called “Houngans” who bring the dead back to work as their eternal slaves. Legend and folklore have long held that sometimes, when a person dies with unfinished business, he may rise from the dead to finish it, or to seek revenge for some evil doing. Voodoo priests that turn the dead, and sometimes the living, into Zombies. The creatures are created to work in the harsh conditions of outer space. Angry prisoners inhale formaldehyde to get high, die and return. Entomologists create a machine that only affects the underdeveloped nervous systems of insects. This machine causes the insects to attack and devour themselves leaving our farms and gardens insect free without harmful poisons. Perfect, except for one thing we didn’t count on. The nervous systems of the dead have decomposed to the level of insects. They are affected by the machine and begin eating human flesh. The germ warfare scientists in the military develop a means to create an army of the dead. These soldiers cannot be killed except by a shot to the head. The problem is that they also spread the germ through biting and scratching. Once the living are infected, they too become zombies. A dangerous germ warfare chemical. I don't know what the zombies house for saliva but within thirty-six hours of being bit most people turn into zombies themselves. The life forms controlling the corpses were arthropod-like in composition. I still can’t believe it, AIDS would have been enough but when I think of what PHADE will do to me . . . my body rotting from the inside out, my skin peeling like old wallpaper, and when my heart finally gives in to the virus, the real fun starts. Somehow PHADE will jump start my nervous system and make me into something not quite alive and not quite dead. The zombie has to actually kill its victims in order for them to come back as a member of the club. Anyone killed by a zombie rises again within a few hours. The zombie need only bite a living being and the chain reaction begins. The process usually takes a day or so to finally set in, during which time it might be possible to reverse the effects if a skilled research doctor treats the victim. Otherwise, the bitten goes straight from living to undead without ever really passing out and dying. Sometimes its not the zombie that reanimates the corpse but rather something in the very soil or air. In order to rise again, a body has to be buried under the ground or stored in some container, or coated with some chemical. Zombies created this way have a natural instinct to bury their victims, or otherwise prepare the body, and thus enlarge the undead community every step of the way. Rising from the shallow grave, or awakening after embalment usually takes between six and twelve hours, but sometimes occurs much more quickly. Thirty years ago, the government decided these caves were the perfect place to store containers of spent uranium and other nuclear waste. They bought the land, buried tons of radioactive sludge deep in the cave system and, once they thought it full, sealed the whole thing off. They didn’t plan on the containers leaking and getting into the local soil and water table. And no one could have imagined the effect this radiation would have on the local population, particularly the local dead population. Some said the radiation became a tool of the spirits or demonic forces, particularly those who remembered that the native Americans who once lived in the region held the caves as sacred. Others maintained that it was the radiation itself, somehow jump-starting the dead nervous system, creating brain-dead beasts who could only act on the most basic instinct: find food. Whatever the cause, it didn’t discriminate about who it raised from the dead. Every deceased creature, animal or human, within fifty miles of those caves became one of the walking dead. The PHADE virus is more than just another sexually transmitted disease. It is in fact a recipe for zombification. Zombies have always been with us in one form or another. Many cultures, including modern voodoo practitioners, have theories about the process of animating the dead through magical potions, elixirs, and rituals. In the modern information age, the details of such practices are more accessible to the common man, or in this case, the common high school student. Distraught and disbelieving, Philip sought to conquer death, and after months of cruising the internet and frequenting voodoo chat rooms, he learned all he needed to know to raise lovely Jenna from the grave. Quite mad by this time, Philip raised the decaying girl and consummated his love with her. When he woke up the next morning, the handsome young man came to his senses and decided that the Jenna corpse wasn’t nearly as desirable as the living thing. He disposed of the hapless zombie and got on with his life. By then, it was too late. He had contracted PHADE, a zombie STD that Jenna’s body created when her AIDS-infected corpse rose from the dead. Those who died at the zombies' hands rose hours or days later to join the undead hordes. Millions of years ago and hundreds of light years from our own world, an ancient civilization toyed with forces better left undisturbed. Their own dead rose up against them as the result of a series of diabolic necromantic experiments. The only way they could save themselves was to literally blow a chunk of their world off into space, ridding the planet of any trace of the zombie taint. Ever since then the zombie planetoid has traveled through space, unbeknownst to anyone, on a direct collision course with Earth. American scientists detected the incoming chunk of rock, although they had no clue as to its true origins or deadly purpose. Fearing the end of life on Earth, the nuclear powers of the world combined their arsenals, modified their missiles, and sent millions of megatons flying into space. Already eroded by millions of other impacts in its long history, the zombie planet burst apart under the nuclear onslaught. The Earth thought itself safe. Then the irradiated pieces of the planet came hurtling down to Earth, burning up and dissolving into the atmosphere. As a result of prevailing winds and the widespread dispersal pattern of the dust, hardly a corner of the planet escaped exposure. As the dust settled to the ground it began immediately to seep into the soil, water, and even the air. The result was all too horrible and predictable -- the ancient powers awoke the dead from their eternal rest. Anyone who dies anywhere on the planet that has been exposed to the planetoid dust (meaning anywhere but sealed rooms) rises from the dead within ten minutes to an hour of their passing on. Those who actually die from a zombie attack turn into one of the undead almost immediately. Those who somehow survive an attack continue on as normal (although other diseases might infect them). OrganoCore’s fertilizers and pesticides met with all my demands for an environmentally safe product. I used the stuff for two years and my crop yields increased by forty percent. I was happy as a clam. Then two weeks ago, I started using the new and improved formula and that’s when it happened. I had a dog, a big ole’ German shepherd named Shep. When he got hit by a car three weeks ago, I buried him out by the lettuce fields. One night, I hear a scratching at the front door, just like Shep used to do when he wanted in. I open the door and there he is -- his rotting corpse stinking to high heaven. I thought it was some sick joke but then the corpse moved. It lunged at me, biting for my leg. I screamed and kicked him away but the damned thing kept coming. I finally made it to the kitchen and, well, I defended myself with a butcher’s knife. It wasn’t pretty, and worst of all, the damn dog bled everywhere. The blood wasn’t what bothered me, though. What bothered me was that he bled green. Funded in part by various environmental groups, the company embarked on a groundbreaking research project which ultimately yielded them some amazing results. Combining a number of tribal and ancient folk remedies with newly found ingredients imported from the jungles of the Carribean and Indonesia, the researchers managed to create some astounding products. Their new fertilizers and pesticides worked just as well or better than the artificial varieties and they were entirely harmless to the environment. Once the OrganoCore products hit the market, they were a smash success, and farms across the country and around the world began using them. When OrganoCore recently announced its new line of improved products, it was estimated that fully three quarters of America’s farm acreage planned on using them. That’s exactly what happened. OrganoCore became a Fortune 500 company, but the results were more disastrous than anyone could imagine. The new products, again using formulas derived from ancient Caribbean and Indonesian rituals, were more effective than the original formula and seemed just as safe. Indeed, by themselves they were safe, but when combined with the older formula, they awakened a previously untapped potential within the soil. Some say they awakened the vengeful soul of mother Earth herself and now she has chosen to strike down the animals that have oppressed her for so long. Others say that the chemicals spurred some speedy and powerful mutation in plant life, effectively jumping it ahead millions of evolutionary years. Whatever the true cause, the result was obvious: the dead were coming back to life all across the country, wherever corpses and OrganoCore products mixed. The alchemical mixture gave the world’s plants a new life and new purpose. Growing with incredible speed, the vegetation sent tendrils into the bodies of the dead humans and animals buried beneath the ground. These plant tendrils replaced the veins and nervous system of the dead bodies but kept the bones and muscles strong. Thus, vegetatively animated, the dead began to rise and do the deadly work of their plant overlords. The zombies buried their dead victims in the foul soil that had spawned them, creating more plant-infested cadavers. The drones in their natural state look like foot-long centipedes with four pairs of two-foot tentacles running down the sides of their bodies. By themselves, the creatures seem harmless enough -- certainly not capable of bringing death and destruction down upon countless different worlds. In fact, the Race cannot conquer anything without a little help; namely, the recently dead bodies of the Others. The drones can insert themselves into any dead body and fully reanimate it. As the Allies prepared for D-Day, Hitler’s top-secret Occult Corps got ready to repulse the invasion. The researchers had, in a matter of speaking, conquered death. Although the secret to immortally still eluded them, they had achieved the next best thing: the living dead. Based on ancient formulae and magic rituals, the Nazis developed a serum that would raise their soldiers from the dead once they had fallen in battle. What no one suspected was that Chinese scientists had managed to make their own variations on the nuclear payload. It was a highly radioactive, low destructive yield device that would kill millions but leave the buildings intact. The specially designed Chinese radiation bombs had their desired effect, killing millions of Americans and European civilians but leaving the cities mostly intact for those few survivors who could take advantage of them. Now, thirty years later, the world is beginning to see that the bombs had another, rather interesting effect: they mutated the living and the unborn in strange and unpredictable ways. Some were born with missing or extra limbs and other malformations, but a few came into this world with radiation literally flowing through their veins. Some have theorized that this was an evolutionary solution to the new hostile world environment. The result: a race of humans that can survive radiation just fine, live, grow old, and die in it. The problem is, once they die, they don’t stay dead. The dead rise again, stronger, meaner, and more deadly than they ever were in life. An ancient Sanskrit manuscript had outlined for him a ritual that he had not previously dared to attempt. Now, in anger and desperation, he turned to it and made the necessary preparations. Mordecai chose the city of Paris as the site of his ritual. On a moonless night, he gathered his coven in the city cemetery, along with thirteen sacrificial virgins The neighbors huddled in their beds in terror as lighting flashed, thunder roared, and the smell of brimstone filled the air. The blood of innocents spilled to the ground and awakened the bodies of those who lay at rest. At the command of the Italian magician, the dead clawed their way from their graves, hungering for the flesh of the living. When these zombies kill a person, the victim’s soul is immediately judged and sent on to the appropriate afterlife. The body then rises up and joins the ranks of the undead. We learned that when someone dies, you decapitate them and then burn the body or else you’re gonna have one flesh-eating corpse on your hands before too long. So the gods went to war in earnest and left humanity in the lurch. This might not have been a problem except that the gods left in place their rather arcane system of judging and assigning new bodies to old souls. Now that process has broken down and no one is doing anything to fix it, at least for the moment. As a result, the unthinkable is happening: souls are being reborn into bodies that are already dead. [b]Vampire:[/b] if a vampire bites you and doesn’t rip you apart, you become a vampire. Man created these Vam-pyres. They were mistakenly risen by science. [b]Base Zombie:[/b] ? [b]Sample Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/28884/Journal-of-American-Paranormal-Research-issue-3?affiliate_id=17596]American Paranormal Research 3[/URL][spoiler] [b]Fungi Zombie:[/b] Fungi Zombies are normal people that have been infected with fungal spores. [/spoiler] [URL=http://www.drivethrurpg.com/product/18157/Blood-and-Brains-The-Zombie-Hunters-Guide?affiliate_id=17596]Blood and Brains: The Zombie Hunters Guide[/URL][spoiler] [b]Zombie Bloodsucking:[/b] Created by the bloodsucking wind. A humanoid or monstrous humanoid slain by a bloodsucking wind’s energy drain rises as a bloodsucking zombie 1d4 days after burial. [b]Zombie Blue:[/b] Usually, it’s a weird military gas that makes blue zombies. Mad Scientist Mad Science ability DC 31 1-6 Days [b]Zombie Brainless:[/b] Brainless zombies act at the behest of the hsing-sing that created them, and thus only attack enemies of their master. [b]Zombie Creep:[/b] Creeps immediately head for the brain of any victim and attempt to inhabit it so they can breed. They are also capable of animating corpses in this fashion. A creep infests its victims in one of two ways: it either attacks and burrows into a target, or is spit into a victim’s mouth by a creep zombie. Regardless of the infestation method, once inside, it begins to burrow. A burrowing creep deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies and becomes a creep zombie. Other creeps create creep zombies, which accounts for more kissing than takes place at most make-out sessions in parents’ basements. Death Kiss Contagion: A zombie that that makes a successful grapple check can attempt to spit a worm into its victim’s mouth. The victim can evade this attempt with a successful Reflex save (DC 15) or have a worm spit into the victim’s mouth. It can spit once per round so long as the grapple is maintained. The zombie has 2d4 worms in it. See the “creep” entry for an example of this contagion. Explode Contagion: The zombie can cause itself to explode, usually in a populated area. This attack spews worms at every living being within 30 feet. A living target caught within this radius must make a Reflex save (DC 10) to avoid having a particularly well-aimed worm enter an orifice. See the “creep” entry for an example of this contagion. [b]Zombie Cryonoid:[/b] These zombies are the result of cryogenics gone wrong. When lightning strikes, the zombies are animated. The circumstances required to create cryonoid zombies are rare—the subject must be dead, cryogenically preserved, and then electrocuted with the strength of a lightning bolt. [b]Zombie Demonic:[/b] Zombie Fever Contagion [b]Zombie Fog:[/b] Fog zombies are the victims of a curse. They return to wreak havoc on the ancestors of those who wronged them. [i]Create Greater Zombie[/i] spell, caster level 12th to 14th. [b]Zombie Formaldehyde:[/b] Formaldehyde zombies are the result of patients who died in clinical facilities and were reanimated through a twisted embalming process. Mad Scientist Mad Science ability DC 32 1-6 Days [b]Zombie Kyoshi Spawn:[/b] An afflicted humanoid that dies of kyoshi fever rises as a kyoshi spawn at the next midnight. Any living being that is killed by a kyoshi becomes a kyoshi spawn. [b]Zombie Lord:[/b] The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. [i]Create Greater Zombie[/i] spell, caster level 18th or higher. [b]Zombie Nazi:[/b] Mad scientists—mad Nazi scientists, to be precise—created Nazi zombies to be the ultimate soldiers, capable of surviving in any environment (especially U-boats). Unfortunately, they are also all quite psychotic, as only the most violent psychopaths were selected for the experiment. Nazi zombies were (and are) created using “Gamma Gas.” Mad Scientist Mad Science ability DC 36 1-6 Days[b]Zombie Okokiyat:[/b] Okokiyat zombies are created through voodoo magic by sculpting an effigy (an ouanga) out of wax or some other substance. The ouanga is then placed in a coffin or some other place of confinement, where the bokor uses it to control the okokiyat zombie. [i]Create Okokiyat Zombie[/i] spell. Bokor's Create Zombi power. [b]Zombie Radiation:[/b] Radiation zombies are a modern phenomenon that is spawned by large doses of radiation. This radiation can spring from government experiments, a meteor, a nuclear meltdown, or eating too many Twinkies. [b]Zombie Revenant:[/b] Revenant zombies reanimated themselves through sheer force of will. They have but one goal: the death of their murderers. [i]Create Greater Zombie[/i] spell, caster level 15th to 17th. [b]Zombie Templar:[/b] The Templars that returned from the Crusades turned out to be as every bit as heretical as the Inquisition accused them of being. They forsook the cross for the ankh and sacrificed victims to a malignant deity. The local villagers eventually retaliated by stringing them up. Crows plucked out their eyes, leaving them blind even in death. [i]Create Greater Zombie[/i] spell, caster level 11th or lower. [b]Zombie Toxic:[/b] Toxic zombies are fond of tossing opponents into the same toxic goo that created them. [b]Zombie Ultrasonic:[/b] Ultrasonic zombies are raised from the dead through… well, ultrasonics Any victim killed by a Trillian’s gas ray can be animated by the Trillian at will as an ultrasonic zombie. Mad Scientist Mad Science ability DC 29 1-10 Hours [b]Zombie Video:[/b] Video zombies manifest from televisions that play far too many crappy horror movies. [b]Zombie:[/b] A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse. Recently discovered nuclear technology became the new excuse for zombies. Zombies were not contagious, but they were powered by strange and unique power sources: atomic energy, mad scientists, and aliens. If the subject dies of zombie fever, it rises as a zombie at the next midnight. An afflicted humanoid that dies of rat-monkey fever rises as a zombie in 1d6 rounds. “Zombie” is a template that can be added to any corporeal creature other than an undead. Aliens decide that rather than put themselves at risk, they’ll just use the human leftovers (read: corpses) and take over the Earth that way instead. A few rays of extraplanar energy later and VOILA! Instant zombies. An ancient curse causes all those on a particular spot of ground to turn into zombies. For one reason or another, demonic forces decide to escape hell and prance around on earth in the form of bodies nobody’s using… the dead. Lightning hits at just the right time, inexplicably reanimating the zombie. Nobody knows why this happens. The zombie comes back because he’s really in love with somebody still alive. A meteor crashes into the Earth, irradiating the surrounding corpses with strange energy that causes them to rise up as zombies. An insane necromancer (is there any other kind?) decides to use the undead as cheap labor and begins reanimating people he didn’t like in life to do his bidding. A strange parasite reanimates corpses as vehicles to find and infect more hosts. Some kind of plague converts living humans into zombies—it might be spread by food, in the water, or even in the air itself. Through mental willpower alone, the dead are dragged back into life. The zombie in question gets really mad and comes back to avenge its killer(s). Whether it’s experiments gone awry or the creation of a super soldier-program, the zombies are created through man-made science. Nazis are fond of creating undead super-soldiers. Toxic chemicals dumped into a river overflow into the nearest graveyard, animating the dead. Too much TV and videogames turns kids into zombies. No really. A malicious bokor reanimates the dead for his own purposes. Zombie Fever Contagion: Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Constitution-based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. Blood Contagion: A Successful hit on the zombie with a slashing or piercing weapon requires all creatures within a 10-foot radius to succeed at Reflex save (DC 13) or be sprayed with the zombie’s infectious blood. Disease Blood, Fortitude DC 12, incubation period 1 round, damage 1d3 Con and 1d3 Dex. The save DC is Constitution based. An afflicted humanoid that dies of zombie fever rises as a zombie at the next midnight. Radiation Contagion: zombie gives off radiation in a 30-foot radius. Anyone within range must make a Fortitude save (DC 18), incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based. An afflicted humanoid that dies of radiation rises as a zombie at the next midnight. Awaken the Dead power. Zombie Fever disease. [b]Ghost:[/b] Awaken the Dead power. [b]Skeleton:[/b] Awaken the Dead power. [b]Human Zombie:[/b] ? [b]Huge Crocodile Zombie:[/b] ? AWAKEN THE DEAD Psychokinesis (Con) Level: Psychokinetic 5 Display: Visual Manifestation Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One dead creature Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 7 This power allows the manifester to animate the dead. The manifester can animate one HD of an undead corpse per manifester level. If the targeted being has no body, it reanimates as a ghost. If it has only bones, it reanimates as a skeleton. If it has flesh, it reanimates as a zombie. If an undead being was killed but its corpse is still intact, this power reanimates the undead being and restores it to full strength. Created undead are not automatically under the control of their animator. If the manifester is capable of commanding undead, the manifester may attempt to command the undead creature as it forms. Using this power requires a Madness Check on the part of the manifester. CREATE GREATER ZOMBIE Necromancy [Evil] Level: Arcane 5, Divine 5 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 Much more potent than animate dead, this evil spell allows you to create more powerful sorts of zombies. The type (or types) of undead you can create is based on your caster level, as shown on the table below. Caster Level Zombie Created 11th or lower Templar Zombie 12th–14th Fog Zombie 15th–17th Revenant Zombie 18th or higher Zombie Lord CREATE OKOKIYAT Necromancy [Evil] Level: Divine 2 Components: V, S, M Casting Time: Attack 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 okokiyat zombies that follow the caster’s spoken commands. The okokiyat zombies can follow the caster, or can remain in a specified area and attack any creature (or just a specific type of creature) entering the place. The okokiyat zombies remain animated until they are destroyed. (A destroyed okokiyat zombie can’t be animated again.) A single casting of create okokiyat can’t create more HD of okokiyat zombies than twice the caster’s level. The okokiyat zombies created by this spell remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of okokiyat zombies per caster level. If the caster exceeds this number, all the newly created okokiyat zombies fall under his or her control, and any excess okokiyat zombies from previous castings become uncontrolled (the caster chooses which okokiyat zombies are released). Okokiyat zombies the character commands through other means (if the character has the ability to command or rebuke undead) do not count toward the limit. Casting this spell requires a Madness Check on the part of the caster. Material Component: Purchase DC 15 + 1 per 2 HD of the undead. This item manifests itself as an ouanga—if it is destroyed, the zombie is destroyed. ZOMBIE FEVER Necromancy [Evil] Level: Arcane 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject contracts zombie fever, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use zombie fever’s normal save DC for the initial saving throw). An afflicted humanoid must make subsequent Fortitude saves (DC 12) to resist further damage (secondary damage 1d3 Con and 1d3 Dex) per the normal disease rules. If the subject dies of zombie fever, it rises as a zombie at the next midnight. It is not under the control of the caster (unless controlled with a spell or other ability), but it hungers for the brains of the living. [/spoiler] [URL=http://www.drivethrurpg.com/product/24980/The-Book-of-Unremitting-Horror-d20-version?affiliate_id=17596]Book of Unremitting Horror[/URL][spoiler] [b]Blood Corpse:[/b] When a person dies in the grip of an addiction or need so strong that it overwhelms their thoughts and blots out their personality, the craving can sometimes hold the diseased spirit bound to the body. The first recorded blood corpses were dead Roman aristocrats, who perished weeping because they would never see the games, or watch slaves butcher an actor in a degenerate performance of The Bacchae. Blood corpses in the Middle Ages were often starving peasants, who died whining for a moldy crust of bread, or flagellant monks addicted to prayer and the pursuit of God. In later years, they arose when men and women addicted to drink or vice died in bedlam, their minds rotted by their insatiable desires. The blood corpses of the modern era (and there are many more than there used to be) are most likely to be the result of death through drug overdose, when an addict just could not cram enough sweet satisfaction into his veins. A blood corpse can result from any fatally compulsive behavior. There is even one straggle-haired horror, stalking the streets after dark and preying on happy women. Her bulimia killed her, and she now binges on hot blood instead of on chocolate bars. [b]Blossomer:[/b] For this, the demon needs a host, usually a high-ranking male member of the cult who is willing to die for the cause. The ritual only succeeds if the volunteer stays alive until he expires from blood loss; he must thus prepare himself thoroughly, whether by meditation, contemplation and privation, or with self-debasing excesses – drugs, drink, certain sex acts, and violence (traditions vary). Then, when his cult decides that it is time, he gives his life to his patron. The group places him on an altar and begins to eat his body, from the waist down, using only their teeth and fingernails. If the volunteer can survive the pain and shock to stay conscious and willing, his patron sends a demonic agent into the sacrifice’s body at the moment he is exsanguinated. The cult continues its feast until they have gobbled up everything below the ribcage, at which point, the corpse comes to life as a blossomer. [b]Strap Throat:[/b] Mary Beth, who spent her last years locked in a room, sympathizes with the lonely, the awkward and the isolated, and hates bullies so much that she came back from the grave to kill her own father. [/spoiler] [URL=http://www.drivethrurpg.com/product/12439/Dawning-Star-Helios-Rising?affiliate_id=17596]Dawning Star: Helios Rising[/URL][spoiler] [b]Information Ghost:[/b] Information ghosts are created when individuals with some connection to Red Truth have their minds destroyed by uncontrolled exposure to Red Truth. This can only happen under unusual circumstances, such as extended visits to Green Reach facility or other places where Red Truth bleeds over into our reality. It is almost impossible for yaom or psionicists to become information ghosts through their normal interactions with Red Truth. In areas where Red Truth is accessed repeatedly the barrier between it and this dimension sometimes weakens, allowing Red Truth to spill into our world and cause damage to those whose minds are unprepared. An information ghost is made up of the whole of the information stored within the brain of a psionicist who suffered terminal exposure to Red Truth. The victim's consciousness leaves their body as pure information which continues to exist in Red Truth, but cannot leave Red Truth or areas where it has invaded our reality without great difficulty. Information ghost is an inherited template that can be gained by any character who is a yaom, a dosai, or a psionicist and whose Wisdom is reduced to 0 through uncontrolled exposure to Red Truth. This can happen in areas where Red Truth bleeds over into our dimension, such as Green Reach. Under extremely trying conditions yaom looking into Red Truth can become information ghosts. This normally only occurs to yaom if their Wisdom is reduced to 0, they have no power points left, and are disabled or suffering from a fear condition. In such a situation the yaom must make a Will save (DC 15) to avoid becoming an information ghost. Some powerful yaom can will their minds into the form of an information ghost using advanced psionic abilities, but this power is extremely rare and only the most powerful yaom masters can do so. [b]Dosai Information Ghost Charismatic Hero 3/Smart Hero 2/Telepath 2 Green Reach Researcher Turned Information Ghost:[/b] ? [b]Kurlis Inromation Ghost Esoan Smart 3/Field Scientist 10/Telepath 2:[/b] When the final malfunction of the brainshock cannon occurred Kurlis was in the process of trying to physically restrain the vaasi-infected scientist who sabotaged the brainshock cannon and was attempting to fire it. Kurlis failed, and thus Green Reach was doomed. [b]Sheargus Information Ghost Dosai Charismatic Hero 5/Telepath 10:[/b] A dosai researcher at Green Reach, Sheargus ignored the warnings of his fellow researchers and probed the far reaches of Red Truth. What he found there no one is sure, but in the days before the vaasi fleet enter the Helios system Sheargus had a psychotic break during which killed several other researchers. Sheargus was incarcerated and awaiting psychological evaluation when the brainshock cannon malfunctioned. A powerful psionicist, Sheargus survived the transformation into an information ghost.[/spoiler] [URL=http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=195]d20 Evil Dead[/URL][spoiler] [b]Deadite:[/b] ? [b]Deadite Guardian:[/b] ? [b]Deadite Harpy:[/b] ? [b]Kandarian:[/b] "Kandarian" is a template that can be added to any object or creature. [b]Deadite Legless:[/b] ? [b]Deadite Nether-Beast Familiar:[/b] ? [b]Deadite Pig:[/b] ? [b]Deadite Possessed Limb:[/b] If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own. As in, your body part does its best to kill you even while still attached. So your hand has become possessed. Or maybe it's your whole arm. Or maybe it's your leg. And we hope to God it's not…well, down there. But in any case, it's obvious the only logical thing to do is chop it off. Right? That's how it starts. [b]Deadite Queen:[/b] ? [b]Deadite Skeleton:[/b] ? [b]Deadite Skullbat:[/b] ? [b]Deadite Slavelord:[/b] Stuff the fat, oozing flesh of a deadite guardian into S&M gear, chop off its fingers and replace them with really long claws, and you've got yourself a deadite slavelord. [b]Deadite Tree:[/b] Stick a Kandarian demon in a deadite tree and you get one pissed off demon. Kandarians seriously enjoy possessing things that can scream, shout, dance, and giggle incoherently. Trees. Just. Sit. There. [b]Deadite Warrior:[/b] ? [b]Deadite Zombie:[/b] Any living humanoid that accumulates enough damage to reduce his hit points by one-quarter must succeed on a Fortitude save (DC 15) or become a deadite zombie in 1d10 rounds. He must make another save for each additional quarter of hit points lost to deadite melee attacks. If someone possessed by a Kandarian demon gets a good bite or claw off on you, chances are you might become possessed. If you're lucky, that doesn't happen. If you're unlucky, you turn into a deadite zombie. If you're really unlucky, you only become partially possessed and the location that was damaged takes on a mind of its own.[/spoiler] [URL=http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=229]D20 Ghostbusters[/URL][spoiler] [b]Ghost:[/b] Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves. “Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature must have a Charisma score of at least 6.[/spoiler] [URL=http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=205]d20 Paranoia[/URL][spoiler] [b]Living Dead:[/b] “Living Dead” is a catch-all term used to describe clones that, although deceased, refuse to shuffle off this mortal coil. Thus, it can be just as easily applied to Pre-Cat rad ghouls as to the unspeakable creatures that infest DND sector’s sewage system. [b]Living Dead Spawn:[/b] Any clone killed by a Master of the Living Dead has a 75% chance of becoming a new Living Dead Spawn. This transformation takes D4+1 rounds to complete [b]Master of the Living Dead:[/b] ?[/spoiler] [URL=http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=202]d20 Shadowrun Core[/URL][spoiler] [b]Ghost:[/b] ? [b]Ghost Apparition:[/b] ? [b]Ghost Specter:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/17823/FourColor-to-Fantasy-Revised?affiliate_id=17596]Four Color to Fantasy Revised[/URL][spoiler] [b]Dark Decade Vampire:[/b] ? [b]The Vampire Prime:[/b] He claims to be the very first vampire. There is evidence to state that he has his origins in Asia, and was once a monk of some kind, already immortal through enlightenment before succumbing to the Dark Powers and becoming an undead monster. [b]Undead:[/b] If you are undead and kill a living creature with the energy drain power the slain creature rises instead as the same type of undead as you. If you are undead and kill a living creature with the life drain power the slain creature rises instead as the same type of undead as you. [b]Ghoul:[/b] If you kill a living creature with the energy drain power, it rises as a ghoul in 1d4 days. If you kill a living creature with the life drain power, it rises as a ghoul in 1d4 days.[/spoiler] [URL=http://www.drivethrurpg.com/product/116477/Gaslight-Victorian-Fantasy-2nd-Edition-OGL-Edition?affiliate_id=17596]Gaslight Victorian Fantasy 1e[/URL][spoiler] [b]Vampire:[/b] new vampires are born when an original vampire kills a victim in the usual manner, but the victim’s desire to live is so overpowering that it returns a few nights later. [b]Skeleton:[/b] 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. [i]Animate Dead[/i] spell. [b]Zombie:[/b] A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). [i]Animate Dead[/i] spell. Animate Dead Necromancy [Evil] Level: Divine 3, Arcane 4; Components: V, S, M; Casting Time: 1 action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are an Acolyte, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: You must place a black onyx gem (purchase DC 15 + 1 per 2 HD of the undead) into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.[/spoiler] [URL=http://www.drivethrurpg.com/product/19948/GODSEND-Agenda-D20-Conversion?affiliate_id=17596]Godsend Agenda[/URL][spoiler] [b]Undead:[/b] Animate Dead power. Animate Dead Charisma 8 Per Rank You can animate the dead and make them do your bidding! You can actively control a number of undead up to your Animate Dead levels plus Charisma modifier. The duration of this effect is equal to 1 hour per Animate Dead rank. A control roll must be made every round, or the undead may turn on you! Roll your Charisma versus a DC 12. The undead will obey orders to the letter (think carefully) and fight to the death (or, rather, destruction). This Power can be focused into a single corpse instead of many, and you may add one point to any Attribute, Wounds, Skill or Power for every Animate Dead rank plus Charisma modifier. The statistics for a typical undead are below. Undead Undead; Init –2 (Dex), Defense 8, (-2 Dex); Spd 10m; VP 0/10; Atk +0 melee (Claws 1D6+1), -2 ranges; SQ never takes stun; SV Fort +0, Ref –2, Will +5; SZ M; Str 10, Dex 7, Con 10, Wis 8, Cha 8. Skills: Climb +2, Listen +2, Move Silently +7, Search +4, Spot +7 [/spoiler] Green's Guide to Ghosts[spoiler] [b]Ghosts:[/b] The word “ghost” is actually a catchall term for many different types of supernatural manifestations. Clouding the waters even further, many ghost hunters and theologians have differing opinions on the nature of ghosts. Some believe that they are the souls of those who are somehow trapped here on earth and have yet to “cross over.” Others believe that ghosts are demons that appear to the living to sow confusion and religious doubt. Yet others believe that ghosts are naturally occurring ripples of strong emotions echoing from dimensions that intersect our own. One theory—the one I believe to be true—is that these locations or objects absorbed the psychic impressions of a person in the same way a room absorbs strong odors such as cigarette smoke. Those impressions linger long after the person has passed away, but are really nothing more than an echo of a strong emotional imprint. The other type of ghost—lost souls—are spirits whose mortal remains have expired but whose immortal souls have not passed on to the “undiscovered country”, the “next life”, “heaven”, or whatever you prefer to call it. Usually, they stay behind because of unfinished business. Commonly believed to be the disembodied spirit of a dead person or animal. Some assert that they are the lost souls of those who are somehow trapped here on Earth and have yet to “cross over” because they have not realized they are dead or due to an untimely death. Some religious experts believe that ghosts are demons that appear to the living in an effort to confuse and create doubt in an individual’s faith. Yet others believe that ghosts are naturally occurring echoes of strong emotions “recorded” in another dimension that intersects with our own. [b]Ghost Lost Soul:[/b] Lost souls are the spirits of those who die but are unable or unwilling to leave our plane of existence—usually because of some unfinished business, but in rare instances because of outside intervention. “Lost soul” is an inherited template that can be added to any recently deceased creature with Intelligence of 3 or greater. Lost souls manifest themselves in one of four classifications depending on the amount of their spiritual energy (as determined by hit dice, below) at the time of death. Manifestation of the last category, dominating spirit, requires additional circumstances as noted in the description. Manifestation (species) Initial HD Lesser manifestation 1-2 Poltergeist 3-4 ABE 5-6 Phantom 7+ Dominating Spirit* 7+ [b]Ghost Lost Soul Lesser Manifestation:[/b] ? [b]Ghost Lost Soul Poltergeist:[/b] ? [b]Ghost Lost Soul Atmospheric Balls of Energy:[/b] ? [b]Ghost Lost Soul Phantom:[/b] ? [b]Ghost Lost Soul Dominating Spirit:[/b] A dominating spirit is the lost soul of someone corrupted by great and infernal powers. In life, the person may have wielded forbidden arcane powers or committed vile, evil acts.[/spoiler] [URL=https://www.drivethrurpg.com/product/186070/Love-Witch?affiliate_id=17596]Love Witch[/URL][spoiler] [b]Skeleton:[/b] Necromancy feat. [b]Zombie:[/b] Necromancy feat. Necromancy [Atlantean Magic] You have mastered the art of bringing life to dead matter. Prerequisite: Int 13 Benefit: You may roll a successful Concentration skill check (DC12) to animate a number of skeletons equal to your caster level, or a number of zombies equal to one-half your caster level, or an earth elemental with a number of hit dice equal to your level.[/spoiler] [URL=http://www.drivethrurpg.com/product/11883/Modern-Maladies?affiliate_id=17596]Modern Maladies[/URL][spoiler] [b]Necroambulant Zombie:[/b] Anyone slain by the necroambulism affliction eventually rises again as a zombie. “Necroambulant Zombie” is a template that can be added to any corporeal creature other than an undead. Necroambulism disease. [b]Ghoul:[/b] Necrotizing fasciitis can also lead to the ‘natural’ formation of undead creatures known as ghouls. “Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh. If a ghoul’s prey contracts advanced necrotizing faciitis from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising. Necroambulism Necroambulism refers to the more appropriately named Walking-Dead Disease, since anyone slain by the affliction eventually rises again as a zombie. Early symptoms of necroambulism include a loss of coordination, fatigue, and the slow degradation of physical health. The viral strain that causes necroambulism spreads through direct contact with infected creatures or other objects such as clothing. No known cure exists. Incubation Period: 1d8 days Initial Damage: Ability Damage (1d2 Dex), Fatigue Secondary Damage: Ability Damage (1d2 Con, 1 Dex) Recovery: 2 (once/day) [/spoiler] Psi Watch[spoiler] [b]Gravedigger:[/b] Project Gravedigger began in the late sixties, using the remains of American soldiers killed in Vietnam and Cambodia as ‘test-beds’ for cybernetics experimentation and surgical re-animation trials. Within a few months, government medics were able to successfully “reactivate” a human corpse, replacing damaged and decayed tissue with cybernetic analogues, producing a humanoid fighting machine for a fraction of the cost of producing a combat android and writing a working AI source code. [/spoiler] [URL=http://www.drivethrurpg.com/product/51230/The-Imperial-Age-British-India?affiliate_id=17596]Imperial Age British India[/URL][spoiler] [b]Bhuta:[/b] Bhutas are evil ghosts, the restless soul of someone who died for his crimes or was killed in a way abhorrent to his religion (such as suicide). [b]Pishacha:[/b] ? [b]Pishacha Human Strong Ordinary 1/Tough Ordinary 1:[/b] ? [b]Vetala:[/b] Vetalas are vampiric wraiths created when the body of a Hindu is not given a proper burial (cremation). [/spoiler] [URL=http://www.drivethrurpg.com/product/2161/Darwins-World-2-Terrors-of-the-Twisted-Earth?affiliate_id=17596]Terrors of the Twisted Earth 2e[/URL][spoiler] [b]Screamer:[/b] Screamers are said to be the long-dead corpses of the Ancients, animated by some unknown phenomenon of radiation. Screamers were once people, horribly mutated and impregnated with massive doses of radiation. Through some unknown process, screamers arise after death to shamble about in the night, in search of living flesh to consume or ravage with their burning, radiated touch. [b]Zombie Plague:[/b] Plague zombies are horrific undead creatures, reanimated with a shadowy semblance of life by the bizarre and unexplainable effects of a virulent super-disease, the cure for which has long been lost. The “plague” that causes the animation of plague zombies was originally engineered by the Ancients just prior to the Fall. Though little is known of what the original strain was meant to do on unsuspecting civilian populaces, the effects of radiation apparently mutated the disease so that the scientists who originally developed it were helpless to stop its spontaneous spread. Within weeks, the test population (comprised of urban homeless from the escalating world war) first subjected to the disease had spread the plague to others, and an epidemic of ghastly proportions swept across the country. As if their appearance alone were not horror enough, plague zombies bear one final and chilling curse – the disease itself. A creature badly injured by a plague zombie inevitably contracts the plague, slowly turning him into a mindless, flesh-eating plague zombie in a matter of days... An opponent struck by a plague zombie bite must succeed at a Fortitude check (DC 20) or contract the plague. The plague remains dormant for 2d6 hours, but after that the victim becomes weak and delirious (and must remain bedridden). After an additional period of 2d6 hours, he becomes a zombie. Unlike other diseases, the contagion of the plague zombie cannot be cured by any known drug or device of the Ancients or their survivors. Once infected, there is no cure. [/spoiler] [URL=http://www.drivethrurpg.com/product/54275/The-Imperial-Age-Grimoire?affiliate_id=17596]Imperial Age Grimoire[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. [b]Zombie:[/b] [i]Animate Dead[/i] spell. A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. [b]Zombie Liquefied:[/b] [i]Create Undead[/i] spell. [b]Mummy:[/b] [i]Create Undead[/i] spell. [b]Vampire:[/b] [i]Create Undead[/i] spell. [b]Ash Wraith:[/b] [i]Create Undead[/i] spell. [b]Spirit:[/b] [i]Create Undead[/i] spell. Animate Dead Necromancy [Evil] Level: Divine 3, Arcane 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead. The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability to command or rebuke undead) do not count toward the limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: Purchase DC 15 + 1 per 2 HD of the undead. Create Undead Necromancy [Evil] Skill Check: Knowledge (arcane lore) DC 31, 7 successes; Failure: Two consecutive failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum); Range: Touch; Target: One corpse or skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No Much more potent than the animate dead spell, this evil incantation allows you to create a powerful undead creature from the creature’s dead remains. The incantation raises a corpse as a liquefied zombie, mummy, or vampire. It turns a skeleton into an ash wraith or spirit, and the bones turn to dust upon completion of the incantation. You can create an undead creature up to 20 Hit Dice, and you may control up to 20 Hit Dice of undead at a time. If you create new undead in excess of this amount, older undead slip from your control. This incantation must be cast at night. Options: The type of undead you’re creating has a great influence on the Knowledge (arcane lore) check DC. Apply the following modifiers: animating spirit –10, frightful spirit –8, groaning spirit –6, Small or smaller liquefied zombie –4, Medium liquefied zombie –2, weakening spirit +0, mummy +0, Large liquefied zombie +0, possessing spirit +2, Huge liquefied zombie +2, ash wraith +4, Gargantuan liquefied zombie +8, Colossal liquefied zombie +10. If you’re creating a vampire, increase the DC of the Knowledge (arcane lore) check by the vampire’s Hit Dice + 4. Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell requires a creature’s corpse or complete skeletal remains. You must place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton. The magick of the spell turns the gem into a worthless shell. Experience Point Cost: 100 XP. Failure: Betrayal and attack. The undead creature rises and attacks the caster immediately, fighting until slain. [/spoiler] [URL=http://www.drivethrurpg.com/product/50829/The-Imperial-Age-Victorian-Monstrosities?affiliate_id=17596]Imperial Age Victorian Monstrosities[/URL][spoiler] [b]The Beggarwoman:[/b] An elderly disabled woman begs for a night’s rest at a castle. Although the Marquise accommodates her, the Marquis comes home and makes her move behind a stove. The woman accidentally slips and fatally injures herself. Years later, the spirit of the Beggarwoman returns to haunt the castle. One of the most disturbing elements of this story is the excessive nature of the vengeance for the harm caused. While the Marquis was a bit inhospitable, he did allow a stranger to stay in his house. His insistence on her moving caused her to fall, but it was an accident. He did not realise the extent of her injury and he certainly didn’t intend for her to die. In return, the Beggarwoman’s spirit returns several years later. [b]The Scorned Woman:[/b] Reginald Hempworth was a young gentleman that fell in love with a country girl while keeping an eye on his investments in the wool industry. Although of a different class and station, Reginald assured the young Clarissa that they would be together. He planned on moving to France or possibly America, where only their money, not their breeding would matter. Unfortunately, Reginald was not very good at management and he incurred a large gambling debt. Fortunately, he was offered another woman’s hand in marriage, one with a dowry large enough to pay off Reginald’s debt and get his investments back on their feet. While he loved Clarissa dearly, he could not afford to pass up this opportunity. With a heavy heart, he told Clarissa of his engagement while they were in his carriage. Clarissa did not take well to the news. Angry and hysterical, she flung open the carriage door and fled into the rain. Reginald tried to stop her, but to his horror she had flung herself over a cliff. Luckily for Reginald, a passerby saw Clarissa leap over the edge unaided which kept Reginald out of official trouble. Reginald married and enjoyed two decades with his wife and their children before the Scorned Woman first appeared. She was the spitting image of Clarissa, although in ghostly form. [b] Brunhilda Vampiric Charismatic Ordinary 4:[/b] Brunhilda dies at an early age. Her husband, Lord Walter, never gets over her death, even though he remarried and had two children with his new wife. Walter spends a lot of time at her gravesite and one day encounters a sorcerer (more likely a necromancer) while grieving there. The sorcerer hears his wish for her to return, but although he warns Walter that Brunhilda would not be happy he consents to resurrect her. [b] The Black Widow Vampire Dedicated Ordinary 4:[/b] Unfortunately, Viola had another suitor, Arturo, a local man that had just returned from army service. Arturo demanded that Vittorio annul the marriage. When Vittorio refused, Arturo drew his revolver and demanded satisfaction. Viola tried to intervene and Arturo’s revolver fired, killing Viola on the spot. Arturo fled while Vittorio grieved for his dead bride. Vittorio was inconsolable and refused to sculpt. His patron, upset that Vittorio was leaving much of his promised work unfinished, employed a sorcerer for assistance. The sorcerer confronted Vittorio and told him that he could raise Viola from the dead and that she would remain beautiful forever. She would also remain very much in love with Vittorio. In disbelief, Vittorio agreed to allow the sorcerer to summon her. To his delightful surprise, Vittorio was reunited with his beloved Viola. [b] Demon of the Night Lich Smart Hero 3/Mage 6:[/b] While considered a lich, the Demon of the Night was cursed into its current form rather than achieved it through study. The story contains a strange character, Canon Alberic, who lived in the late seventeenth century. He seems to be an astrologist (or hermetic disciple) and he apparently tore up Church books in order to make a scrapbook. The Demon of the Night appeared at this time and Canon Alberic died in his bed under mysterious circumstances. The Demon is interested in keeping the scrapbook and haunts the current owner of the tome (one can surmise that the church guardian took the book from the church, which caused the Demon to come after him). The statistics below presume that Canon Alberic has been transformed into the Demon of the Night. He is cursed to watch over his scrapbook and ensure that it never leaves the shadow of the old church for long. [b] The Tattered Storyteller Revenant Charismatic Ordinary 8:[/b] ? [b]Human Zombie:[/b] A night mail coach accident nine years previous that ended with the death of all passengers. [b] Carmilla Vampire Charismatic Hero 6:[/b] She died at a young age, herself the victim of an unidentified vampire. [b]Vampire:[/b] While most women she feeds on die within a week, Carmilla is also known to fall in love with some of her prey and keeps them around much longer. They will eventually succumb, however, and turn into a vampire like Carmilla (the novella insinuates that those killed quickly do not raise as vampires, but this is never explicitly stated). [b] Sir Nicolas Rathbane Vampire Smart Hero 3/Charismatic Hero 3:[/b] ? [b] Dracula Vampire Charismatic Hero 8/Strong Hero 4/Dedicated Hero 4:[/b] The Transylvanian Count was a sorcerer that used black magick to become a vampire. [b] Katerina The Baroness Vampire Charismatic Hero 10/Personality 10:[/b] The Baroness’ origins are shrouded in mystery. [b]Lord Ruthven Vampire Charismatic Hero 8:[/b] ? [b]Varney Vampire Fast Hero 3/Swashbuckler 5/Charismatic Hero 2:[/b] Sir Francis Varney began life as Mr. Mortimer, a Crown supporter that helped members of English royalty escape to Holland during the English Civil War. He was shot and killed by one of Cromwell’s soldiers just after he’d accidentally killed his own son in a fit of rage. As he was dying, he heard a voice that told him he would be cursed for killing his son. Two years later, Mr. Mortimer rose from his grave as a vampire. [b]Lich:[/b] A lich is an undead magickal practitioner (such as a Hermetic Disciple or Medium) that has used magick to unnaturally extend its life. The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. “Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery; see The Lich’s Phylactery, below. The Lich's Phylactery An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. Each lich must make its own phylactery, normally through a powerful, secret Incantation. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.[/spoiler] [URL=http://www.drivethrurpg.com/product/20877/THRILLING-TALES-Omnibus-Edition?affiliate_id=17596]Thrilling Tales Omnibus Edition[/URL][spoiler] [b]Vampire Smart Villain 7 Otto Von Ubel:[/b] Von Übel was a Prussian noble who was wounded during the Napoleonic Wars, as he lay dying on the battlefield, he fell victim to the predations of a vampire. The vampire, whose name Von Übel never learned, was a weak creature, more content with scavenging battlefields than in hunting his own prey -- Von Übel used his dying effort to kill the creature, but not before it had worked its terrible magic. Otto Von Übel rose again as a creature of the night. [b]Vampire Strong Ordinary 2:[/b] Von Übel is served by a group of lesser vampires that he has created.[/spoiler] Year of the Zombie[spoiler] [b]Classic Zombie:[/b] The Classic Zombie template is applied to any human who dies with an intact brain during the Rising. [b]Common Zombie Strong Ordinary 1/Tough Ordinary 1:[/b] ? [b]Sprinter Zombie:[/b] The Sprinter Zombie template is applied to any human who dies with an intact brain during the Rising. [b]Sprinter Zombie Fast Ordinary 2:[/b] ? [b]Child Zombie:[/b] The Child Zombie template is applied to any human with the child template who dies with an intact brain during the Rising. [b]Frenzied Zombie:[/b] The Frenzied Zombie template is applied to any human who dies with an intact brain during the Rising. [b]Frenzied Zombie Tough Ordinary 4:[/b] ? [b]Enhanced Memory Zombie:[/b] These are the ones who have regained some knowledge of their former selves, either because of extensive training, repeated actions, or something that was very important to the person before they Rose again. Most Enhanced Memory Zombies are former military, remembering the basics of weapon use. Some have been policemen or others who died with a vitally important task undone (not something simple, such as getting the cat out of the garage). [b]Enhanced Memory Zombie Fast Hero 1/Smart Hero 4:[/b] ? [b]Trained Zombie:[/b] Some zombies are “trained,” by the immoral or the insane, to perform certain tasks. Training is most often done through repeated moves, with negative reinforcement delivered via electroshock and positive reinforcement being rewarded with a live victim. Though zombies do not appear to feel pain from injuries, electrical shocks delivered to the spine or brain appear to hurt them. Eyelids are commonly cut away, and often an implant is placed into the skull to deliver an electric shock that will temporarily overload the zombie’s motor control center. The Trained Zombie template may be applied to any existing zombie. [b]Trained Zombie Classic Zombie Strong Hero 1/Tough Hero 1:[/b] ?[/spoiler] Year of the Zombie Marauders [spoiler] [b]Zombie Mob:[/b] ? [/spoiler] [/spoiler] 13th Age [spoiler] [URL=http://www.drivethrurpg.com/product/118994/13th-Age-Core-Book?affiliate_id=17596]13th Age Core Book[/URL][spoiler] [b]Undead:[/b] White dragons are a debased and even cowardly lot, cut off from the power of their slain icon. They still hold a grudge against the Lich King but don’t dare do anything about it because he knows how to transform them into undead servants. The wizards of Horizon say that the Lich King’s magic brought the formerly loyal subjects of his kingdom back to unlife. [b]Ghoul:[/b] Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. [b]Newly-Risen Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Decrepit Skeleton:[/b] ? [b]Skeletal Hound:[/b] ? [b]Skeleton Archer:[/b] ? [b]Skeleton Warrior:[/b] ? [b]Blackamber Skeletal Legionnaire:[/b] The most dangerous skeleton warriors are those of the Blackamber Legion. Before the first age they swore to serve their master, the Wizard King, forever. Whoops. [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Spawn of the Master:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] Near the end of a past age, a Diabolist released a disease on the world that turned people into contagious zombies [b]Zombie Shuffler:[/b] ? [b]Human Zombie:[/b] ? [b]Big Zombie:[/b] ? [b]Giant Zombie:[/b] ? [b]Pathetic Zombie Goblin:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/133681/13th-Age-Bestiary?affiliate_id=17596]13th Age Bestiary[/URL][spoiler] [b]Wraith Bat:[/b] ? [b]Dybbuk:[/b] Dybbuks are the souls of the dead who wish to continue living in warm bodies. [b]Ice Zombie:[/b] The past victims of frost giants sometimes attain a sort of half-life. Frozen rock-solid by the cold, ice zombies are found in glacier walls near ice giant palaces or stumbling away from bergships as they defrost. [b]Ghoul:[/b] Once regular people, there are two causes that are widely held to cause ghoul outbreaks. Being killed by a ghoul causes the victim to rise up as one. Eating the flesh of the dead is the other cause. Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. Each time a ghoul bites a character, that PC immediately loses a recovery. If they run out of recoveries before their next full heal-up, that character must start making last gasp saves at the start of each battle. If the character fails their fourth last gasp save this way, they turn into a ghoul. Ghouls don’t make other ghouls: The only way for someone to turn into a ghoul is cannibalism. They must willingly eat the flesh of a living, intelligent being. It may have to be the raw flesh of someone not yet buried. It may be flesh specially prepared in a half-ritual, half-recipe and served to a cult. Perhaps ghouls are consciously created by choice. It may be a desperate choice between starving on a drifting ship or dying, but it’s still a choice. Once that choice is made, the hunger sets in and doesn’t stop until the ghoul is killed or it becomes a ghast. Ghoul bites can’t turn creatures, but ghast bites can: This process is slow. A single bite won’t do it. The only way to survive the process is to make it to a full heal-up. During the full heal-up, any character with medical knowledge or healing hands can take the necessary precautions to deal with the infection. Should a character die before they take a full heal-up, however, the infection takes over. The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. [b]Ghast:[/b] Ghasts are born from ghouls who, desperate from hunger, attack and eat other ghouls. An army or raiding party uses potions to enhance its soldiers. The potions increase stamina and speed. One of the main ingredients is ghoul ichor. Unfortunately, a soldier overdoses and turns himself into a ghast. The members of a noble family are ending up as ghouls and ghasts. Someone has an artifact that curses the living with the form of the hungry dead. [b]Gravemeat:[/b] ? [b]Ghoul Fleshripper:[/b] ? [b]Ghoul Licklash:[/b] ? [b]Ghoul Pusbuster:[/b] ? [b]Haunted Skull:[/b] ? [b]Watch Skull:[/b] Glittering glass in the eye sockets and runes carved on the brow show that somebody went to a great deal of effort ensure that a ghost would haunt this undead guardian. One wonders if the runes were carved before, after, or during death. [b]Slime-Skull:[/b] The slime killed the creature, the creature’s ghost killed the slime, and now the two are trapped together—bound to the skull. If the slime-skull kills a creature, it takes that creature’s head as a standard action and attempts to escape (it can squeeze through gaps as small as the skull). The slain creature can’t be resurrected until its skull is recovered because its spirit is now trapped within the skull. If the PCs don’t track down the slime-skull before their next full heal-up (or within a day), the stolen skull will transform into another slime-skull. [b]Jest Bones:[/b] Some spirits don’t get to rest easy, curses are never pretty things, and dread necromancers like a good laugh as much as the next person. Some might say they enjoy laughing more than normal people, and at the darkest possible jokes. [b]Screaming Skull:[/b] ? [b]Flaming Skull:[/b] Beings whose great passions anchor them to their mortal remains can become flaming skulls. [b]Black Skull:[/b] Before becoming undead the black skulls were the generals of the Wizard King’s armies and the members of his court. [b]Skull of the Beast:[/b] ? [b]Undead:[/b] When the spinneret doxy drops an enemy to 0 hit points or lower, she will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts their chest open. On the fourth failure, the doxy takes the heart and the target dies and becomes undead under her control. When the lethal lothario drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the lothario takes the heart and the target dies and becomes undead under her control. When the binding bride drops an enemy to 0 hit points or lower, she will move next to that creature as a free action and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts its chest open. On the fourth failed save, the bride takes the heart and the target dies and becomes undead under her control. When the swarm prince drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the prince takes the heart and the target dies and becomes undead under his control. [b]Lich:[/b] When a creature uses magic, particularly arcane magic, to extend their life unnaturally, they often become a lich. Most liches are former wizards who turn themselves into undead creatures to continue their pursuits after a lifelong study of magic. The new lich creates a phylactery—a relic imbued with its essential life force. The Fine Art of Phylactery The most common phylactery is an item that was important to the lich in life. Many phylacteries are small and fragile. The advantage of such items is their ease of concealment. If it’s a small charm given by the lich’s first true love, it can be hidden inside a trap-laden sarcophagus. If the phylactery is larger, such as a painting, the lich will likely have an art gallery where the phylactery hides in plain sight. Or perhaps the stone statue of the lich’s mother is more than just a memento among a gallery of similar stonework. Physical locations are also possible choices for a phylactery. An ancestral castle, a wrecked pirate ship, or a stone tower covered in runes could all serve as the home to a lich’s essence. Often, liches that choose a location are bound within its borders, or the borders of the land within its influence. These locations are stocked with plenty of guardians for protection as well as minions that handle the lich’s business outside the walls. The destruction of the building or structure is the only way to be sure the lich will never return. Killing a lich is hard enough, but also destroying its entire lair is definitely a job for heroes. Living creatures might also be used as phylacteries. The lich kills off all of its blood relatives and performs a ritual on the last member of its bloodline, who becomes the phylactery. Or perhaps it chooses a bride or a groom and installs a part of itself inside its chosen victim. This option does have one drawback, however, because it forces the lich to perform the ritual every few decades as the living vessel dies. But it also poses a challenge for those looking to slay the lich beyond finding the phylactery. Is destroying the lich worth the murder of an innocent teenage girl, or a young child? Perhaps the living phylactery is completely unaware of its link to the lich. What if that link was to one of the heroes? [b]Lich Count:[/b] Counts and countesses gain their title by acting in the interests of the Lich King. It may be by accident, or it may be a deliberate move to curry favor with the icon. [b]Lich Prince:[/b] To become a prince or princess of the Peerage, the lich pledges unflappable loyalty to the Lich King. Part of the pledge includes either disclosing the location of their phylactery to the Lich King or delivering it to the icon personally. [b]Wendigo:[/b] Wendigo are disembodied spirits torn away from the Lich King by some form of connection with the High Druid. These strange monsters represent a conflict between the powers of the Lich King, High Druid, and Diabolist. Depending on how you interpret the oracles, any one of the three icons could be to blame for the creatures. But it seems likely that none of the icons are served by the wendigo’s existence. Wendigo represent some sort of failure of control or authority or loyalty no matter which icon’s perspective you’re trying to apply. Wendigo seem to be the result of a battle between the Lich King and the High Druid for specific souls. The High Druid certainly claims some souls as ancestor spirits and in other odd portions of the natural cycles of the world. The Lich King obviously wants to claim as many of the dead as possible. The fact that wendigo start as undead indicates that these are spirits formerly under the Lich King’s control that the High Druid or one of her ancient incarnations tried to retrieve. Perhaps they were loyal to the High Druid in life. Perhaps the wendigo initiated the transformation themselves, seeking to escape from the Lich King via the power of the High Druid. [b]Wendigo Spirit:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/142229/13-True-Ways?affiliate_id=17596]13 True Ways[/URL][spoiler] [b]Skeletal Minion:[/b] ? [b]Crumbling Skeleton:[/b] ? [b]Putrid Zombie:[/b] ? [b]Starving Ghoul:[/b] ? [b]Masterless Vampire Spawn:[/b] ? [b]Blackamber Skeletal Warrior:[/b] ? [b]Just-Ripped-Free Skeletal Mook:[/b] [i]The Bones Beneath[/i] spell. [b]Summoned Ghoul:[/b] [i]Summon Horror[/i] 3rd level spell. [b]Summoned Wight:[/b] [i]Summon Horror[/i] 5th level spell. [b]Summoned Barrow Wight:[/b] [i]Summon Horror[/i] 7th level spell. [b]Summoned Greater Wight:[/b] [i]Summon Horror[/i] 9th level spell. [b]Summoned Wraith:[/b] [i]Summon Wraith[/i] 5th level spell. [b]Summoned Greater Wraith:[/b] [i]Summon Wraith[/i] 9th level spell. [b]Death Blossom:[/b] ? [b]Lich Flower:[/b] ? [b]Mummy:[/b] Down through the ages, powerful magicians have endeavored to preserve their own lives, escaping both the mystery of death and the horror of undeath. The secrets by which they preserve themselves at the end of their mortal lives are lost, but someone always finds or recreates those secrets. Ideally, these carefully preserved mummies live on in a sort of passive false life of the mind, dreaming endlessly in their sarcophagi but never passing on into death itself. It’s good work if you can get it. The problem is that the Lich King is dead set against letting anyone enjoy such a happy ending. When his servitors discover mummies, they invariably animate them and turn them into proper undead minions. [b]Specter:[/b] A specter could be the guardian of a dark gate, the ghost of an ancient icon, a viceroy under the Lich King, the spawn of a unholy ritual, a necromantic mastermind, the ghost of the infernal machine that the PCs just wrecked, a hero’s undead twin, or your own better idea. Each specter has a terrible tale behind its creation. [b]Dread Specter:[/b] ? [b]Zombie:[/b] There are many sorts of living things. Some of them create zombies, which means there are also many sorts of zombified things. [b]Zombie Beast:[/b] ? [b]Zombie of the Silver Rose:[/b] They are the only “survivors” of a lost cult that once battled the undead. The Lich King somehow brought them down, and these warriors now serve their erstwhile enemy. [b]Headless Zombie:[/b] The Forbidden Incantation of Eternal Hunger turns the bodies of mighty warriors into ravening, headless monstrosities. Not only do these poor creatures have the semblance of life, they also suffer the semblance of insatiable hunger. With no mouths, they cannot eat, but they are driven to destroy living creatures in a vain attempt to sate their hunger. What exactly happens to the corpse’s head during the ritual remains obscure, and really, you don’t want to know. [b]Undead:[/b] Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. [b]Lich King:[/b] Before he was the Lich King, the living Wizard King made a pact with the devil lords. In exchange for his immortal soul, they revealed to him the most occulted arcane secrets and aided his ascension to the high seats of power. Because he also offered up the souls of his minion legion, the devils granted him more earthly reward than they had ever arranged for any mortal. It cost them dearly, sapping their otherworldly energies for generations. Only when they’d ebbed to their weakest state, and could do nothing about it, did they tumble to his scheme. He betrayed them by making a new pact with another dark force, stepping beyond the bounds between life and death. He died, yet remained in the world in undead form. He ensured the same for his army, too. His soul, and theirs, remained anchored in bodies that no longer lived, but those bodies still provided the spark of animation necessary to maintain their undead forms. 3rd Level Spells The Bones Beneath Ranged spell Daily Target: One nearby mook (and hence, its mob) Attack: Intelligence + Level vs. PD Hit: 4d12 + Intelligence negative energy damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle. Miss: Half damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle. 5th level spell 7d12 damage. 7th level spell 2d6 x 10 damage. 9th level spell 2d10 x 10 damage. Special: The stats for the mooks created by each level of the bones beneath appear below. The level or physical nature of the mooks is irrelevant; the magic of the spell turns whatever creatures it’s forced to work with into skeletal mook allies with the stats below. The new mooks take their turn immediately after your turn. It’s worth mentioning that the mooks created by this spell don’t count as summoned mooks. This isn’t a summoning spell. Summon Horror (3rd level+) Ranged spell Daily Effect: You summon a ghoul, as per the summoning rules on page 11. The summoned ghoul fights for you until the end of the battle or until it drops to 0 hp, whichever comes first. As you cast the spell at higher levels, the creature you summon varies, as shown below. The stats for each creature are shown below. 5th level spell You can now summon a wight. 7th level spell You can now summon a barrow wight. 9th level spell You can now summon a greater wight. Summon Wraith (5th level+) Ranged spell Daily Effect: You summon a wraith, as per the summoning rules on page 11. This wraith fights for you until the end of the battle or until it drops to 0 hp, whichever comes first. As you cast the spell at higher levels, you summon multiple wraiths. Stats for the two versions of the wraith summoned by the spell are listed below. 7th level spell You can now summon two wraiths. 9th level spell You can now summon two greater wraiths. [/spoiler] [URL=http://www.drivethrurpg.com/product/142232/The-Book-of-Loot?affiliate_id=17596]Book of Loot[/URL][spoiler] [b]Undead:[/b] If you die while animated by the armor of animation, it’s a dead cert (ahem) that you’re coming back as some sort of undead. [b]Decrepit Skeleton:[/b] Boneservant wondrous item.[/spoiler] [URL=http://www.drivethrurpg.com/product/229196/Lions--Tigers--Owlbears-The-13th-Age-Bestiary-2-preview?affiliate_id=17596]Lions & Tigers & Owlbears: The 13th Age Bestiary 2 Preview[/URL][spoiler] [b]Summoned Ghoul:[/b] ? [b]Great Ghoul's Maw:[/b] ? [b]Greater Summoned Ghoul:[/b] ? [b]Great Ghoul's Shadow:[/b] If the Great Ghoul’s Maw is slain, the GM secretly rolls a normal save (11+) at the end of each session, including this one. If the save succeeds, the Great Ghoul regains a semblance of life: the Great Ghoul’s Shadow.[/spoiler] [URL=https://www.drivethrurpg.com/product/234486/13th-Age-Glorantha?affiliate_id=17596]13th Age Glorantha[/URL][spoiler] [b]Undead:[/b] Like other people, they’re mainly farmers and hunters, but life in the shadow of the Upland Marsh forces them to confront the undead horrors created by Delecti the Necromancer. If the PCs earn the trust of the ducks, the ducks favor them with a special blessing. It will strengthen them for the coming apocalypse, when the universe turns upside down and the dead attack the living. Most undead are created by ? Chaos, especially by the minions of the gods Thanatar and Vivamort. The only oddity in the rune column is that undead have three different rune possibilities. In Glorantha, undead creatures come in many sorts. Regardless of their source, undead creatures earn the undying enmity of Humakt and his devotees. Trolls, especially trolls connected to Zorak Zoran, create undead associated with o Darkness. These are reanimated, spiritless corpses, not ghouls or vampires. They are neither Chaotic nor, arguably, truly undead. They’re a bit more like constructs, since the soul of the dead creature is not trapped in the skeletal or zombie body. Troll-created undead appear with the o Darkness rune. Finally, the Upland Marsh is haunted by bizarre undead constructs, stitched together and powered by the undying sorcerer Delecti. They are the products of blasphemy, not Chaos. Undead associated with Delecti have the u Unlife/ Undead rune. It’s possible that there might also be Chaotic versions of those undead, but not if they belong to Delecti. Undead generally don’t have homelands. They can be found wherever Chaos violates the boundaries between Life and Death. And in Upland Marsh. [b]Zombie Minion:[/b] ? [b]Troll Skeleton:[/b] ? [b]Vampire:[/b] ? [b]Headless Skeleton:[/b] Acolyte of Than Compel the Dead ability. [b]Headless Zombie:[/b] Acolyte of Than Compel the Dead ability. [b]Zombie Cultist:[/b] By becoming zombies (heads intact), cultists achieve a sort of immortality and glory, or at least the total cessation of pain. Acolyte of Than Compel the Dead ability. [b]Undead Head:[/b] Acolyte of Thanatari Create Magic Head ability. [b]Battered Headless Skeleton:[/b] Thanatari priests press fallen enemies into unholy service after they’re decapitated. These victims have been in a number of hard battles, and it shows. [b]Headless Archer:[/b] Weaker skeletons are given enchanted bows that grant the skeletons skill with it, even without eyes. [b]Headless Warrior:[/b] Stronger skeletons are armed for close combat, although sometimes it seems like the enchanted spear is doing the fighting. [b]Temple Guardian:[/b] An acolyte continues to protect their temple in this perverted form of “afterlife.” [b]Headless Harrier:[/b] Created from the corpses of mighty foes and reanimated in a ghastly ritual, these undead are the scariest headless skeletons that the party has ever seen. So far. [b]Headless Ghost:[/b] This powerful spirit is created out of betrayal. The priest who creates the headless ghost does so after decapitating an initiate, so either the initiate was a traitor or they’re the one being betrayed. [b]Zombie Initiate:[/b] ? [b]Superior Temple Guardian:[/b] Priests live on in this form, retaining little humanity other than bloodthirstiness. [b]Headless Destroyer:[/b] ? [b]Great Headless Ghost:[/b] A priest or doom master provides the spirit for this cursed guardian, the perpetrator or victim of betrayal. [b]Dark Troll Zombie:[/b] Zorak Zoran, the troll war god of Disorder and Death, raises dead trolls as powerful undead warriors. Unlike Chaotic undead, the spirits aren’t trapped in these creatures. The souls have moved on. [b]Vivamort:[/b] ? [b]Vampire Spawn:[/b] ? [b]Ghost:[/b] ? [b]Dark Troll Zombie Crisscrossed with Runes and Magical Symbols:[/b] ? [b]Dancer in the Dark, Vampire:[/b] ? [b]Zombie Giant:[/b] ? [b]Undead Killer Whale:[/b] ? [b]Hybrid Zombie:[/b] These zombies are creations of Delecti. His sorcery creates abominations without invoking Chaos. [b]Swine Monster:[/b] ? [b]Undead Arm:[/b] ? Acolyte of Than t? Free-form ability—Compel the dead: With the right rituals and the right sacrifices, the acolyte can turn living people into headless skeletons, headless zombies, and zombie cultists. The rituals are elaborate, often including the sacrifice of animals. The chief sacrifice is always the victim that becomes undead. In practice, this means the acolyte of Than is almost always going to be accompanied by undead minions, unless it’s on a covert mission requiring finesse. In a battle in which an acolyte of Than is accompanied by undead, add another zombie or skeleton to the battle whenever Chaos steals the escalation die. The newly arrived undead could be a straggler, reinforcements, or a revivification of a previously dropped combatant. Acolyte of Thanatari yt? Free-form ability—Create magic heads: Given a severed head, the acolyte can turn it into an undead head that grants certain knowledge to a Thanatari who attunes their spirit to it. The best heads are those harvested when creating headless undead. [/spoiler] [URL=http://www.drivethrurpg.com/product/193880/Gods-and-Icons-13th-Age-Compatible?affiliate_id=17596]Gods and Icons[/URL][spoiler] [b]Argir the Undead:[/b] The Withered Root worships Argir the Undead. They contend that since Argir died but did not die in the creation of the World Tree, he was the first undead being. [b]Undead Dragon:[/b] Baron Von Vorlatch: A blight on the Espairian Empire. His shadow grows ever longer. He has created undead dragons from the ranks of fallen chromatic dragons. Ghiama: She still hasn’t forgiven the vampires for making her white head undead. Or using her fallen children as undead steeds for the Baron’s nobles. [b]Baron Von Vorlatch:[/b] ? [b]Ghiama:[/b] Ghiama: She still hasn’t forgiven the vampires for making her white head undead.[/spoiler] [/spoiler] Arcana Evolved [spoiler] [URL=http://www.drivethrurpg.com/product/1946/Monte-Cooks-Arcana-Evolved?affiliate_id=17596]Arcana Evolved[/URL][spoiler] [b]Corporeal Undead:[/b] Corporeal undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy (see animate the dead spells). “Corporeal undead” is a template you can add to any nonundead, corporeal creature. Rumors coming out of the Bitter Peaks tell of a horrible malady that strikes at living creatures for reasons unknown. Those affected by this magical plague, known as the “rot from within,” suddenly become undead creatures while their body still lives. Their skeletons tear away their own flesh and consume it. The resulting monsters carry the undead template and roam the night, hunting for more living flesh to rend. No one knows what causes this plague or how it can be stopped. [i]Animate the Dead Lesser[/i] spell. [i]Animate the Dead Greater[/i] spell. [i]Animate Undead Legion[/i] spell. [b]Kallethan:[/b] ? [b]Corporeal Undead Human Warmain 3:[/b] ? [b]Incorporeal Undead:[/b] Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy. Their existence, brought about through the rouse undead spirit spell, is a corruption and an abomination upon the natural order of the world. “Incorporeal undead” is a template you can add to any nonundead, corporeal creature. Anyone slain by the energy drain ability of an incorporeal undead creature becomes an incorporeal undead creature in 24 hours. [i]Rouse Ghostly Army[/i] spell. [i]Rouse Undead Spirit[/i] spell. [b]Incorporeal Undead Verrik Witch 4:[/b] [b]Undead:[/b] When they were finished with these lands, the dramojh loosed necromantic energies into Verdune. This evil magic animated many of the dead there into marauding undead who wandered the ruined cities and towns. [b]Ghoul:[/b] Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death. [b]Vampire:[/b] Although undead created by animate the dead spells often resemble vampires, true vampires arise only from other vampires spreading the ancient curse/disease. Animate the Dead (Lesser) Necromancy [Negative Energy] Level: 4 (Simple) Casting Time: One minute Range: Touch Targets: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead and uncontrolled creature attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the corporeal undead template (see Chapter Twelve: Creatures). You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated. This spell requires 500 gp worth of special oils to be sprinkled on the corpse. Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both. Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round. Magic Item Creation Modifier: Constant ×1.5 Animate the Dead (Greater) Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities: • Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin. • Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has energy drain, below.) • Resistance (Ex): Cold and electricity resistance 20. • Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1 (or 15/magic). • Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level. • Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point. Greater undead have a Challenge Rating equal to that of the base creature +3. This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse. Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability. Magic Item Creation Modifier: Constant ×1.5 Animate Undead Legion Necromancy [Negative Energy] Level: 8 (Exotic) Casting Time: 24 hours Range: Close (25 feet + 5 feet/two levels) Target: One corpse/level Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead. This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created. Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5 Rouse Ghostly Army Necromancy [Negative Energy] Level: 10 (Complex) Casting Time: One entire night Range: Medium (100 feet + 10 feet/level) Target: One corpse/level Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create and control one incorporeal undead creature per caster level exactly as described in rouse undead spirit. This spell requires 1,000 gp in special oils per corpse as a material component to be sprinkled over each body. Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template in Chapter Twelve), and can take only one action per round, either a move-equivalent or a standard action, but not both. Magic Item Creation Modifiers:Constant ×3, single-use ×3, spell-completion×1.5 Rouse Undead Spirit Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous Saving Throw: None Spell Resistance: No You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust. If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see Chapter Twelve). You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused. Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse. Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability described in Chapter Twelve. Magic Item Creation Modifier: Constant ×2[/spoiler] [URL=http://www.drivethrurpg.com/product/761/Monte-Cooks-Arcana-Unearthed?affiliate_id=17596]Arcana Unearthed[/URL][spoiler] [b]Undead Creature:[/b] Undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy. “Undead” is a template you can add to any nonundead, corporeal creature. A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. [i]Animate the Dead[/i] spell. [i]Animate the Dead Greater[/i] spell. [i]Animate Undead Legion[/i] spell. [b]Incorporeal Undead:[/b] Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy. “Incorporeal undead” is a template you can add to any non-undead, corporeal creature. [i]Rouse Undead Spirit[/i] spell. Animate the Dead (Lesser) Necromancy [Negative Energy] Level: 4 (Simple) Casting Time: One minute Range: Touch Targets: The corpse of one creature with fewer Hit Dice than the caster Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page). You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated. This spell requires 500 gp worth of special oils to be sprinkled on the corpse. Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both. Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round. Magic Item Creation Modifier: Constant ×1.5 Animate the Dead (Greater) Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than the caster Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities: • Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin. • Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.) • Resistance (Ex): Cold and electricity resistance 20. • Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1. • Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level. • Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point. Greater undead have a Challenge Rating equal to that of the base creature +3. This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse. Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability. Magic Item Creation Modifier: Constant ×1.5 Animate Undead Legion Necromancy [Negative Energy] Level: 8 (Exotic) Casting Time: One day Range: Close (25 feet + 5 feet/two levels) Target: One corpse/level Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead. This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created. Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5 Rouse Undead Spirit Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous Saving Throw: None Spell Resistance: No You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust. If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar). You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused. Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse. Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar). Magic Item Creation Modifier: Constant ×2[/spoiler] [URL=http://www.drivethrurpg.com/product/527/Monte-Cooks-Arcana-Unearthed-Grimoire?affiliate_id=17596]Arcana Unearthed Grimoire[/URL][spoiler] [b]Undead Creature:[/b] Undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy. A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. “Undead” is a template you can add to any nonundead, corporeal creature. [i]Animate the Dead Lesser[/i] spell. [i]Animate the Dead Greater[/i] spell. [i]Animate Undead Legion[/i] spell. [b]Incorporeal Undead:[/b] Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy. “Incorporeal undead” is a template you can add to any non-undead, corporeal creature. [i]Rouse Undead Spirit[/i] spell. Animate the Dead (Lesser) Necromancy [Negative Energy] Level: 4 (Simple) Casting Time: One minute Range: Touch Targets: The corpse of one creature with fewer Hit Dice than the caster Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page). You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated. This spell requires 500 gp worth of special oils to be sprinkled on the corpse. Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both. Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round. Magic Item Creation Modifier: Constant ×1.5 Animate the Dead (Greater) Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than the caster Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities: • Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin. • Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.) • Resistance (Ex): Cold and electricity resistance 20. • Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1. • Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level. • Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point. Greater undead have a Challenge Rating equal to that of the base creature +3. This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse. Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability. Magic Item Creation Modifier: Constant ×1.5 Animate Undead Legion Necromancy [Negative Energy] Level: 8 (Exotic) Casting Time: One day Range: Close (25 feet + 5 feet/two levels) Target: One corpse/level Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead. This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created. Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5 Rouse Undead Spirit Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous Saving Throw: None Spell Resistance: No You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust. If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar). You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused. Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse. Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar). Magic Item Creation Modifier: Constant ×2[/spoiler] [URL=http://www.drivethrurpg.com/product/681/Legacy-of-the-Dragons-Bestiary?affiliate_id=17596]Legacy of the Dragons[/URL][spoiler] [b]Night Beast:[/b] Beings of pure, liquid shadow, night beasts are said to be intelligent shards of the raw stuff of the Dark. A night beast is called into the world by a power-mad undead creature or an ambitious living creature that seeks to expand its might. By conducting a blasphemous ritual known as the Song of Infinite Dark, an undead creature unleashes its inner soul and binds it with the raw substance of the Dark. With the ritual complete, the creature transforms into a night beast. [b]Spirit of Sorrow:[/b] Very rarely, when a giant dies an ignoble death, or when a giant does a disservice to that which it has sworn to serve as steward and dies before righting its wrong, its despair is so great that the afterlife rejects its spirit. That giant is cursed to roam the world of the living as a spirit of sorrow. [b]Totem Spectre:[/b] Totem spectres are hateful, murderous reflections of the animals they once represented. “Totem spectre” is a template that one can add to any animal, although it is usually applied only to typical totem animals. [b]Totem Bear Spectre:[/b] [b]Denassa the Midnight Vesper Undead Verrik Akashic 8/Verrik 3:[/b] Born a verrik of moderate station but unique intellect, Denassa grew to adulthood within the confines of an akashic guild that many believed to be only rumor—an order that commanded the utmost zealotry to protect a powerful coven of witches. This coven pushed the strains of morality to pursue perfection in its guardian-assassins, who were raised from birth to die for them in the greatest test of fealty. In fact, they hand-selected the most loyal and accomplished of the guild, grooming them to die and be raised again in undeath as members of the Haunt.[/spoiler] [URL=http://www.drivethrurpg.com/product/677/The-Diamond-Throne?affiliate_id=17596]The Diamond Throne[/URL][spoiler] [b]Undead:[/b] When the dramojh were finished with these lands, they loosed necromantic energies into Verdune. This evil magic animated many of the dead there into marauding undead who wandered the ruined cities and towns. [b]Undead Creature:[/b] Rot From Within disease Rumors coming out of the Bitter Peaks tell of a horrible malady that strikes at living creatures for reasons unknown. Those affected by this magical plague, known as the “rot from within,” suddenly become undead creatures while their body still lives. Their skeleton tears away their own flesh and consumes it. [b]Kallethan:[/b] ? [b]Ghoul:[/b] Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death. [b]Vampire:[/b] Although undead created by animate the dead spells often resemble vampires, true vampires arise only from other vampires spreading the ancient curse/disease.[/spoiler] [URL=http://www.drivethrurpg.com/product/853/Mystic-Secrets-The-Lore-of-Word-and-Rune?affiliate_id=17596]Mystic Secrets[/URL][spoiler] [b]Corporeal Undead:[/b] A herald of annihilation with 20 HD or more gains the corporeal undead template.[/spoiler] [URL=http://www.drivethrurpg.com/product/2000/Ruins-of-Intrigue?affiliate_id=17596]Ruins of Intrigue[/URL][spoiler] [b]Xarthran Undead Mojh Magister 12:[/b] ? [b]The Ghost Human Incorporeal Undead Warmain 5:[/b] ? [b]Grothnak Blooddrinker Littorian Vampire unfettered 7:[/b] The Master of Black Rock Tower, a ruined castle in the Barrens, placed the curse of vampirism upon Grothnak, [b]The Master Human Vampire Akashic 25:[/b] Obsessed from a young age with learning the fundamental workings of the world, he embraced vampirism as a sure path to immortality and won his independence by destroying the monster that created him.[/spoiler] [URL=http://www.drivethrurpg.com/product/2314/Transcendence-An-Arcana-Evolved-Players-Companion?affiliate_id=17596]Transcendence[/URL][spoiler] [b]Undead Creature:[/b] Third style ability of the negative casting style of an evolved caster. At the third style ability of the negative casting style of an evolved caster, the death mage has fully surrendered her body and soul to the Dark. She gains the corporeal undead template from Arcana Evolved.[/spoiler] [URL=http://www.drivethrurpg.com/product/61614/Monsters-of-Verdune?affiliate_id=17596]Monsters of Verdune[/URL][spoiler] [b]Kavilljor Ur-Rathi Knight of the First Wrath Dame Drustiya Hayarn Human Champion 11:[/b] ? [b]Konj-Sumpor Brimstone Steed Twilight:[/b] ? [b]Kavilljor Ur-Rathi:[/b] Kavilljor Ur-rathi” is a template that can be added to any giant, humanoid, or monstrous humanoid that meets the following prerequisites. Ride 13 ranks, Handle Animal 5 ranks, Knowledge (religion) 5 ranks, Knowledge (nobility and royalty) (5 ranks), Mounted Combat, Weapon Focus (any melee weapon), proficient with all martial weapons and heavy armor Special: Knighted by The Kallethan/Kallethan or a Kavilljor Ur-rathi. [b]Konj-Sumpor Brimstone Steed:[/b] Konj-sumpor are the smoky remnants of intelligent steeds that, for one reason or another, are bound to a kavilljor ur-rathi. “Konj-sumpor” is an acquired template that can be added to any mount.[/spoiler] [/spoiler] Chimera[spoiler] Chimera Roleplaying Game Core Rules [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Ghast:[/b] Like ghouls, ghasts possess a paralysing touch (treat as 2nd-level Divine power, hold person), and their filthy claws can inflict disease (STR 18 or Dmg 2d6/day). Those who die of such illness rise as a ghast within 24 hours and are under the control of the ghast who created them. [i]Create Undead[/i] power wield rank 4. [b]Ghoul:[/b] The filth and offal of their claws are injected into victims, who risk contracting fever (STR 17 or Dmg 1d6/day). Those who die of fever rise as a ghoul within 24 hours, though they are not under the control of the ghoul that created them. [i]Create Undead[/i] power wield rank 1. [b]Mummy:[/b] Mummies are preserved corpses animated via the create undead power. [i]Create Undead[/i] power wield rank 9. [b]Skeleton:[/b] Skeletons are the animated bones of dead, mindless automatons created with the animate dead power. [i]Animate Dead[/i] power. [b]Wight:[/b] Characters slain by a wight become wights themselves in 1d4 rounds; such unfortunates are under the control of the wight who created them and remain enslaved until its death. [i]Create Undead[/i] power wield rank 7. [b]Wraith:[/b] The touch of a wraith drains 1 point of STR from its victim, who dies if his STR drops below –6. Those slain in this manner rise as a wraith within 24 hours, under the control of the wraith that created them. [i]Create Undead[/i] power wield rank 11. [b]Zombie:[/b] Zombies are undead, mindless automatons created with the animate dead power. [i]Animate Dead[/i] power. Animate Dead (Necromantic) Range: Touch Save: None Duration: Instantaneous Effect: Creates undead skeletons and zombies This power turns the bones or bodies of dead creatures into undead that follow your spoken commands. You are limited to animating skeletons and zombies with this power, and the total hit dice animated cannot exceed twice your Wield rank. Undead that you animate are under your control indefinitely, but you can never control more than 4HD per Wield rank at any one time. If you animate more undead than you can control, only new skeletons and zombies obey your commands; excess undead previously animated become uncontrolled. Undead you animate are limited to simple commands: follow, guard a specific area, attack, etc. Slain skeletons and zombies cannot be re-animated. Create Undead (Necromantic) Range: 5”+1”/Wr Save: None Duration: Instantaneous Effect: Create undead creatures This power allows you to create undead beings. One undead is created per corpse touched, and the type is based on your Wield rank: Table 5.7: Create Undead Wield rank Undead Created 1–3 Ghoul 4–6 Ghast 7–8 Wight 9–10 Mummy 11+ Wraith You may create less powerful undead than your Wield rank allows. Created undead are not automatically under your control, but can be be influenced with the 2nd-level Divine power command undead.[/spoiler] Conan [spoiler] Conan RPG 2e[spoiler] [b]Risen Dead:[/b] [i]Raise Corpse[/i] spell. [b]Risen Wolf:[/b] Occasionally necromancers desperate for material will animate corpses of things other than human. The most common creatures brought to a shambling semblance of life are large dogs or wolves, or occasionally jaguars or panthers if the terrain is right. [b]Risen Grey Ape:[/b] Very rarely a necromancer will find the corpse of a great grey ape or other large creature and animate that, creating a mighty – if odorous – ally. [b]Vampire:[/b] Vampires are created when scholars elect to undergo certain transformations hinted at in the fabled Book of Skelos by courting darkness in the shadowy places beneath the Earth and seeking death willingly so as to find eternal life. ‘Vampire’ is an acquired template that can be added to any humanoid creature. Raise Corpse (Basic Necromancy) Power Point Cost: 1/corpse Components: V, S Casting Time: One standard action Range: Close (25 ft. + 5 ft. per two levels) Target: Up to one corpse/level Duration: Concentration + 1d6 rounds Saving Throw: See below Prerequisite: Magic attack bonus +2. This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, remain in an area and attack any creature (or just a specific type of creature) that enters the place or perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again. The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand. A zombie can be created only from the mostly intact corpse of a humanoid or animal and its statistics depend more upon the corpse it was created from than any abilities it had in life. See page 387 for details on the risen dead.[/spoiler] Bestiary of the Hyborian Age[spoiler] [b]Undead:[/b] Undead are creatures which are neither alive nor dead. Generally, a living creature which has died but is still animate – usually through sorcery of the blackest sort – is considered undead. [b]Ghost Haunting:[/b] Some sentient beings that are killed in times of duress or great emotional pain will cling to the last fragments of life they have in order to become a spiritual anchor to the earthly plane. ‘Haunting Ghost’ is an acquired template that can be added to any humanoid creature if the Games Master feels the situation could create a ghost. [b]Ghost Spontaneous:[/b] A spontaneous ghost is formed when a human or other intelligent creature dies with a task unfinished, with the knowledge that a loved one is about to die, or another extremely emotional and traumatic desire in their hearts. At the moment of his death, the being may attempt a Will saving throw (DC 25, with various circumstance modifiers depending on the level of the creature’s commitment to the task or loved one) to return as a ghost. [b]Ghost Whale:[/b] ? [b]Mummy:[/b] Traditional mummies, also known as the taneheh, are reanimated embalmed corpses wrapped in specially prepared funerary materials brought back to protect the tombs of their superiors. They are granted undeath through the leaves of the dark ta-neheh plant, which are turned into a powerful elixir that must be poured into the mouth of the mummy monthly. If the mummy cannot get these leaves before the month is out, it will revert back to its inanimate state until the ritual can be fully performed again. The ritual must be performed under the light of the full moon, and requires a Perform (ritual) check. The ta-neheh elixir requires 200 silver pieces’ worth of the plant and must be completed before the moon leaves the sky. This produces enough elixir to last 1d6 months and sustain a mummy of (the check result minus 10) Hit Dice. The ritualist does not know if his ritual has succeeded or not (Games Master makes the roll) until it comes time to animate the mummy; if the Perform check created elixir insufficient to sustain the mummy, the ta-neheh becomes uncontrolled and will relentlessly seek out more of the plant, killing any and all who stand in its way. [b]Mummy Living Ka Noble 5:[/b] ? [b]Mummy Living Ka:[/b] The ka is the part of the spirit where personality is housed and given form, sometimes leaving the dying body of a person in order to find a more suitable host of flesh. Any separated ka can find the mummified remains of a vessel and possess it if the proper rituals and conduits are performed. This requires Knowledge (arcana) and Knowledge (religion) skill checks at DC 25 to perform successfully with all the required funerary trappings necessary. ‘Living ka mummy’ is an acquired template that can be added to any humanoid or animal creature. [b]Risen Dead:[/b] Sorcerers and demons have been calling the recently dead to walk again and fight on their behalf for centuries, leaving teeming masses of the risen dead in temples, caverns and grave sites all over Hyboria. [b]Starved One:[/b] The starved ones are an ancient type of demonic spirit that can be summoned forth into a husk made from a mostly whole corpse by removing the corpse’s spirit and trapping it in its liver. The summoner can then control the actions of the starved one to a great degree. To do this, a sorcerer must have a fresh corpse at hand while casting the summon demon spell and make a successful DC 15 Heal check as part of the ritual. If the check fails the starved one is created but is fully in control of its own actions. If the check succeeds, anyone holding the creature’s removed liver can issue it verbal commands that it must obey. [b]Vampire Scholar 7:[/b] ? [b]Vampire:[/b] Vampires are created when the foolish elect to undergo certain transformations hinted at in the fabled Book of Skelos, courting darkness in the shadowy places beneath the Earth, seeking death willingly in order to find eternal life. ‘Vampire’ is an acquired template that can be added to any humanoid creature.[/spoiler] Adventures in the Hyborian Age[spoiler] [b]Head Tree:[/b] A Head Tree is created when a person falls asleep under a particularly ancient tree and never wakes up, the poor traveller’s soul is trapped inside the tree’s branches and can not escape, giving the tree a cruel sentience and an unnatural mockery of life. [b]Risen Dead:[/b] A curse was placed upon the Khajah’s remains when he was buried, stating any who disturbed the sleep of Khajah Al’Amar would be consumed by death and then forced to serve him. Prince Asram and his followers fell to an ancient spell which released a black cloud of death, which killed them, and transforming them into Risen Dead.[/spoiler] Betrayer of Asgard[spoiler] [b]Lesser Walking Dead:[/b] The undead servants of Logri the Binder were raised up with powerful, unholy necromancy. [i]Make Greater Undead[/i] spell. [b]Walking Dead:[/b] The undead servants of Logri the Binder were raised up with powerful, unholy necromancy. The walking dead carry death with them – anyone slain by one of these walking dead becomes a zombie themselves. Fortunately for Asgard, only the older undead created in the swamp have this power. [i]Make Greater Undead[/i] spell. [b]Greater Walking Dead:[/b] The undead servants of Logri the Binder were raised up with powerful, unholy necromancy. [i]Make Greater Undead[/i] spell. [b]Undead Rorik Hodderson:[/b] The zombies will try to drag his body into the mud, so he can come back as a powerful undead monster later in this adventure. [b]Ghost Bear:[/b] These are the trapped spirits of bears, bound by Mimir’s magic. [b]Ghost Nymph:[/b] This watery apparition is the ghost of a drowned woman. [b]Skull-Faces of the Air:[/b] The Skull-Faces are made by binding an evil spirit to a framework of bone and cloth. [i]Make Greater Undead[/i] spell. [b]Ashen Ghosts:[/b] They are ghosts who have formed bodies from the ashes of those sacrificed by Logri. [b]Tentacled Thing:[/b] ? [b]Undead Manticore:[/b] ? [b]Undead Dog:[/b] ? Make Greater Undead Necromancy PP Cost: Varies Components: V, S, M, F Casting Time: Varies Range: Touch Effect: Creates an undead monster Duration: Concentration +1d6 rounds or permanent Saving Throw: None Prerequisites: Raise Corpse, Knowledge (arcana) 6 ranks, Heal 6 ranks, Magic Attack Bonus +3 This spell is a more powerful and complex form of the raise corpse spell. It can be used to create ordinary zombies or more powerful undead creatures. Each form of undead requires its own particular magical incantations and spell components and each recipe must be researched or discovered individually. If the sorcerer spends the listed experience cost, the undead creature is animated permanently, lasting as long as the sorcerer’s magic endures. Otherwise, the creature lasts for as long as the sorcerer concentrates +1d6 rounds. The casting time for the spell varies depending on the type of creature being created. The table below is not an exhaustive list of the monsters that can be created with this spell but it covers all the undead monsters conjured up by Logri. Undead Notes Power Point Cost Experience Point Cost Component Cost Creation Time Lesser Walking Dead Creates a 1HD Zombie 1 per 5 corpses 10 XP per corpse 0 1 standard action Walking Dead Creates a 3HD Zombie 1 per corpse 50 XP per corpse 0 1 standard action Greater Walking Dead Creates a Zombie with HD equal to its HD in life 3 per corpse 100 XP per corpse 50 silver 1 standard action Skull-Face Conjures a Skull-Face 4 50 XP 100 silver 10 minutes[/spoiler] Catacombs of Hyboria[spoiler] [b]Risen Dead:[/b] A central hub at the bottom of the cavern has a strange stone or crystal that emanates a force that reanimates dead creatures and sends them outward to devour the flesh of the living. [b]Ras Pre-Atlantean Scholar 17/Noble 6:[/b] Bartering life eternal for endless servitude to the dark god Apophis, Ras had been transformed into an eternal being; a creature of darkness and undeath that cannot permanently be destroyed by mortal means. [b]Apophal Mummy:[/b] Atlanteans and the blossoming Stygians all fell to his supernatural powers, all rising to become his Apophal legion. Through the immortal actions of Ras, Apophis was creating an undead army in the world of men. Apophal mummies are the ritually reanimated and embalmed corpses that serve the will of Ras, the eternal mummy of Apophis. They are gifted with undeath by the unearthly darkness that permeates Ras or his minions, their life force replaced with Apophal darkness. Ras also removes the heart of his mummifi ed servants, placing them in special canoptic jars that make them completely and unquestioningly loyal to him alone. [b]Soonai Hynang The Ghost of Tai Paun Li:[/b] The reason why so many miners were drowned or trampled to death decades ago in the mines of Tai Paun Li, Soonai was thrust into the realm of the undead to forever haunt the dark and watery graves of the employees and servants that he condemned. [b]Oni-Miho Demon Miner:[/b] The Oni-Miho of Tai Paun Li are hellish bound spirits created from those among the miners who were drowned that exchanged their eternal rest for vengeance upon the living.[/spoiler] Conan RPG Pocket Edition[spoiler] [b]Zombie:[/b] [i]Raise Corpse[/i] spell. Raise Corpse (Basic Necromancy) PP Cost: 1 point/corpse Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. per scholar level) Effect: Up to one corpse/scholar level Duration: Concentration + 1d6 rounds Saving Throw: See below Prerequisites: Scholar level 4 This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer’s spoken commands. The zombies can follow the sorcerer, or can remain in an area and attack any creature (or just a specific type of creature) entering the place, or can perform simple actions according to the sorcerer’s commands. The zombies remain animated until they are destroyed. A destroyed zombie may not be animated again. The zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling in lifeless heaps wherever they stand. A zombie can be created only from the mostly intact corpse of a humanoid or animal. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.[/spoiler] Secrets of Skelos[spoiler] [b]Risen Dead:[/b] [i]Legions of the Dead[/i] spell. [b]Vampire:[/b] [i]Vampire Transformation[/i] spell. [b]Sorcerous Mummy:[/b] ‘Sorcerous Mummy’ is an acquired template that can be applied to any humanoid creature. Often, the price of a demonic pact with one of the lords of Hell is the sorcerer’s own corrupt soul. Those wishing to stave off this hideous doom sometimes give up their very humanity by transforming themselves into undead horrors. The prospective Master of Death’s body must be ritually mummified (see page 96), and then the sorcerer’s soul must be placed in this preserved vessel. A sorcerer’s soul can be drawn back using the heart of Ahriman, or by the blessing of the demon who possesses the soul. Other rituals are said to have similar effects. If the Master of Death is successful in his necromantic endeavours, then he has managed to lock his soul into a prison of eternally rotting flesh. He is a walking mummy, a withered horror that provokes revulsion and fear in all who look upon him. [b]Mummy of Ahriman:[/b] ‘Mummies of Ahriman’ are especially powerful sorcerous mummies, created using the Heart of Ahriman. [b]Xaltotun Mummy of Ahriman Acheronian Scholar 20:[/b] He knows he has been restored to life by the magic of Orastes and the heart of Ahriman; but he does not seem to have realised yet that he is no longer even faintly human. Legions of the Dead Power Point Cost: 2 per 5 Corpses Components: V, S, F Casting Time: 1 full round Range: Close (25 ft. + 5 ft. per level) Targets: Up to five corpses/level Duration: Concentration + 1d6 Hours Saving Throw: None Prerequisites: Magic attack bonus +4, raise corpse. This spell works as a more powerful version of raise corpse, allowing a veritable army of the undead to rise and work for the sorcerer. The undead follow the sorcerer’s verbal commands until the spell expires, when the undead become lifeless corpses again. Focus: The focus for this spell is a ceremonial tool of command worth at least 200 silver pieces – a crown, a whip of golden thread, a bejewelled sceptre or some other item. Vampire Transformation Power Point Cost: 20 Components: V, S, M, XP Casting Time: 1 day Range: Personal Target: Self Duration: Instantaneous Saving Throw: None Prerequisites: Ritual Sacrifice, Tortured Sacrifice, Permanent Sorcery, magic attack bonus +7, witch’s vigour, demonic pact. Perform (ritual) check: DC 30. This spell transforms the sorcerer into a vampire (see Conan the Roleplaying Game, page 389) if he makes a successful Perform (ritual) check at DC 30. If the check fails, so does the spell; the sacrifice is wasted. If the check succeeds he must immediately make a Corruption save (DC 30) or gain 1 point of Corruption. A sorcerer transformed into a vampire by this spell must drink human blood at least once per week, or become fatigued (-2 to Strength and Dexterity, may not run) and unable to be healed by any means (including the use of his fast healing special quality) until he drinks human blood once more. Material Components: One human, who is sacrificed by being tortured to death during the casting of the spell. The sorcerer drinks the human’s blood. Also, various incenses, oils, and candles to a total value of 6,000 silver pieces are consumed when casting the spell. Experience Point Cost: 75,000 XP. For the purpose of vampire transformation a sorcerer can sacrifice enough XP to lose levels. The transition to undead status will strip him of a lot of the power he is used to.[/spoiler] Stygia Serpent of the South[spoiler] [b]Yinepu:[/b] Yinepu is the son of Nephthys and Usir. The product of a barren goddess and the epitome of fertility he was still-born, but Set, angry as he was, gave Yinepu ‘life’ as an undead thing, giving Yinepu power over mummies and those who live again after death. [b]Risen Dead:[/b] Ta Neheh Leaf Elixir. [b]Mummy:[/b] Ta Neheh Leaf Elixir. [b]Ghost:[/b] The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here. [b]Ka-Possessed Mummy:[/b] The Ka is a person’s Charisma, often talked about as an invisible double of a person. Certain dark spells have resurrected the Ka as an undead spirit bound to obey the sorcerer. The living Ka can function as a disembodied spirit or it can possess its mummy. A Ka functioning as a spirit is like a ghost as described in Conan the Roleplaying Game. A living Ka that has possessed a mummy functions as a Ka-possessed mummy as described here. ‘Ka-Possessed Mummy’ is a template added to any dead humanoid or animal creature. [b]Ta-Neheh Mummy:[/b] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten and the forbidden leaves of the ta-neheh plant. Ta-neheh mummies are created by administering a certain number of boiled ta-neheh leaves each night of the full moon to a newly created mummy, usually by the mummy’s cult. [b]Princess Akivasha The Queen of Eternal Life Undead Stygian Noble 8/Scholar 12:[/b] Using dark rites, she ‘wooed Darkness like a lover’ and his gift was eternal life. Ta Neheh Leaf Elixir. The elixir can also be administered to the dead. Three leaves can keep the heart of a dead man beating. If given to a corpse, it moves its hit points to –9 until the next full moon. To maintain a dead man indefinitely at –9 hit points, the three leaves must be boiled each night of the full moon and administered to the corpse. The corpse can neither move nor speak. If the corpse is intact, it can be healed regularly. Otherwise, the corpse is simply maintained as an undead monster. If a person brews nine leaves each night of the full moon, the undead corpse is given full unlife with full hit points and a full movement rate, but the risen dead or mummy will be under the command of the sorcerer. More than nine ta neheh leaves will make the risen dead or mummy into an uncontrollable monster. Cost: 2,000 sp. Requirements: Craft (alchemy) 4 ranks (DC 15 to create), plus a supply of the rare ta neheh leaves. [/spoiler] Tales of the Black Kingdoms[spoiler] [b]Risen Dead:[/b] Any victim slain by the Manifestation of Eshu will arise in exactly one hour as a member of the risen dead.[/spoiler] [/spoiler] [/spoiler] [/QUOTE]
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