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<blockquote data-quote="Voadam" data-source="post: 7598110" data-attributes="member: 2209"><p><strong>Pathfinder 1e #, A-B</strong></p><p></p><p>Pathfinder 1e #, A-B [spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/217600/8Bit-Adventures--The-Legend-of-Heroes?affiliate_id=17596" target="_blank">8-Bit Adventures - The Legend of Heroes</a>[spoiler]</p><p><strong>Burning Skull:</strong> Burning skulls are floating skulls or severed heads whose bodies have long since abandoned them, either in the moment of death or long after. Reanimated via dark magic, these horrors are usually created as mindless sentinels for dungeons or lairs.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/215783/8Bit-Adventures-Vampire-Slayer-Gear?affiliate_id=17596" target="_blank">8-Bit Adventures: Vampire Slayer Gear</a>[spoiler]</p><p><strong>Axe Knight:</strong> ?</p><p><strong>Knight:</strong> ?</p><p><strong>Medusa Head:</strong> ?</p><p><strong>Red Skeleton:</strong> ?</p><p></p><p><strong>Graveknight:</strong> ?</p><p><strong>Skeletal Champion:</strong> ?</p><p><strong>Beheaded:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Bloody Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/184109/8Bit-Adventures--Welcome-to-the-Fungal-Kingdom?affiliate_id=17596" target="_blank">8-Bit Adventures Welcome to the Fungal Kingdom</a>[spoiler]</p><p><strong>Scaredy Ghost:</strong> ?</p><p><strong>Undead Turtle:</strong> The origins of these creatures is shrouded in mystery, but the common story is that they were created by the Turtle King himself to allow him access to what he assumed had to be vast treasure troves hidden in the haunted mansions of the Fungal Kingdom.</p><p>At first the Turtle King was frustrated at the ease with which the unquiet spirits of the Fungal Kingdom rebuffed his attempts to explore the old and decrepit houses that dotted the landscape, casting out his Turtle Legion and preventing access to what must be the best treasures and resources. To combat this, he delved into some necromancy of his own, creating the nigh-indestructible undead soldiers that serve him today. With his new skeletal servitors at his disposal he quickly explored these haunted sites, learning that they held little of interest.</p><p>It can be created by an animate dead spell, but only if the subject was originally a turtle soldier.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/104573/30-Variant-Dragons-PFRPG?affiliate_id=17596" target="_blank">30 Variant Dragons</a>[spoiler]</p><p><strong>Fast Zombie:</strong> Juju Fever Disease—breath weapon or miasma; save Fort, same DC as the jungle dragon’s breath weapon; onset 1 day; frequency 1/day; effect 1 point of Con damage and 1 point of Wis damage per age category; cure 3 consecutive saves. Anyone who dies from juju fever rises as a fast zombie at the next midnight.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/162059/100-Crunch-Kobolds?affiliate_id=17596" target="_blank">100% Crunch Kobolds</a>[spoiler]</p><p><strong>Kobold Skeleton:</strong> ?</p><p><strong>Kobold Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107963/100-Crunch-Liches?affiliate_id=17596" target="_blank">100% Crunch Liches</a>[spoiler]</p><p><strong>Atrophied Lich:</strong> A lich that remains immobile and insensible for extended periods of time can grow atrophied.</p><p><strong>Forsaken Lich:</strong> The means of attaining lichdom are extremely personal for mortal spellcasters, fraught with misinformation and peril. The smallest miscalculation in the potion of lichdom’s formula or most minute flaw in one’s phylactery can interrupt the process that infuses one’s mortal soul with overwhelming arcane and negative energies. Other times, an inexperienced wizard attempts the transformation, or erroneously consumes a formula produced for another spellcaster, instantly dying from the backlash of potent forces or condemning himself to a terminal but far more terrible end.</p><p>In these sorrowful cases, the process traps the soul of the would‐be lich outside a phylactery that will not accept it and a body that has rejected it. The potent arcane forces tampered with by the lich’s failed creation also find themselves unleashed but uncontrolled, surrounding the newly formed abomination, empowering it but also slowly consuming its essence.</p><p>“Forsaken lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. Rarely, a creature unable to create a phylactery stumbles upon this state through tragic ambition.</p><p><strong>Awakened Demilich:</strong> Under exceptional conditions, a lich’s full consciousness survives its transformation into a demilich, or a lich’s wandering intellect manages to return to its jewelled skull.</p><p><strong>Elf Lich Magus 11:</strong> ?</p><p><strong>Halfling Lich Cleric 11:</strong> ?</p><p><strong>Human Lich Wizard 11:</strong> ?</p><p><strong>Human Lich Druid 11:</strong> ?</p><p><strong>Human Forsaken Lich Cleric 11:</strong> ?</p><p><strong>Dwarf Lich Oracle 12:</strong> ?</p><p><strong>Half-Elf Lich Wizard 12:</strong> ?</p><p><strong>Pugwampi Lich Druid 12:</strong> ?</p><p><strong>Sylph Lich Sorcerer 12:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Dhampir Forsaken Lich Wizard 13:</strong> ?</p><p><strong>Green Hag Lich Wizard 12:</strong> ?</p><p><strong>Human Lich Cleric 13:</strong> ?</p><p><strong>Human Lich Magus 13:</strong> ?</p><p><strong>Serpentfolk Lich Wizard 11:</strong> ?</p><p><strong>Drider Lich Bard 11:</strong> ?</p><p><strong>Ghaele Lich:</strong> ?</p><p><strong>Halfling Lich Bard 14:</strong> ?</p><p><strong>Half-Orc Lich Oracle 14:</strong> ?</p><p><strong>Drow Noble Lich Leric 14:</strong> ?</p><p><strong>Drow Noble Lich Wizard 14:</strong> ?</p><p><strong>Human Lich Sorcerer 5/Dragon Disciple 10:</strong> ?</p><p><strong>Human Forsaken Lich Ranger 15:</strong> ?</p><p><strong>Advanced Serpentfolk Lich Cleric 13:</strong> ?</p><p><strong>Elf Lich Magus 16:</strong> ?</p><p><strong>Venerable Half-Orc Lich Druid 16:</strong> ?</p><p><strong>Human Lich Oracle 16:</strong> ?</p><p><strong>Puckwudgie Lich Druid 13:</strong> ?</p><p><strong>Advanced Demilich:</strong> ?</p><p><strong>Drider Lich Sorcerer 9:</strong> ?</p><p><strong>Dwarf Lich Cleric 17:</strong> ?</p><p><strong>Human Lich Wizard 17:</strong> ?</p><p><strong>Advanced Serpentfolk Lich Wizard 15:</strong> ?</p><p><strong>Ancient Green Dragon Lich:</strong> ?</p><p><strong>Elf Lich Wizard 18:</strong> ?</p><p><strong>Human Lich Bard 18:</strong> ?</p><p><strong>Human Lich Ranger 18:</strong> ?</p><p><strong>Nymph Lich Druid 11:</strong> ?</p><p><strong>Awakened Demilich Oracle 16:</strong> ?</p><p><strong>Old Red Dragon Lich Sorcerer 2:</strong> ?</p><p><strong>Serpentfolk Lich Cleric 17:</strong> ?</p><p><strong>Succubus Lich Sorcerer 15:</strong> ?</p><p></p><p><strong>Lich:</strong> The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster’s life‐force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death.</p><p>The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster’s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster’s transformation are left to the GM’s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.</p><p>An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul.</p><p>Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.</p><p>“Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery.</p><p><strong>Demilich:</strong> In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich’s physical form succumbs to decay over the centuries. In time, only the lich’s skull remains intact. Yet the bonds of undeath keep the lich’s remains from final dissolution. Vestiges of the lich’s intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich’s will to live strengthen the skull, rendering it harder than any steel. The lich’s greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich’s eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest.</p><p>Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich’s body decays, the lich’s intellect returns to its phylactery as normal. However, the skull rejects the return of the lich’s consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich’s remains are destroyed or scattered (for example, by wandering adventurers), the lich’s phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich’s remains survive unperturbed, the phylactery’s magic fails catastrophically, releasing the lich’s soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich’s soul to transform it into a demilich.</p><p>For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich’s body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich’s phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich’s mind is doomed to wander until the end of days.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/110396/100-Crunch-Skeletal-Champions?affiliate_id=17596" target="_blank">100% Crunch Skeletal Champions</a>[spoiler]</p><p><strong>Skeletal Champion:</strong> While most skeletons are mindless automatons, some skeletons retain their intelligence and cunning, making them formidable warriors.</p><p>“Skeletal Champion” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, brought to unlife through foul magic.</p><p><strong>Acid Skeleton:</strong> ?</p><p><strong>Electric Skeleton:</strong> ?</p><p><strong>Frost Skeleton:</strong> ?</p><p><strong>Archer Skeleton:</strong> ?</p><p><strong>Armoured Skeleton:</strong> Armoured skeletons are normal skeletons given heavier varieties of armour and weapons to serve as elite troops in undead armies.</p><p><strong>Cursed Skeleton:</strong> Created as the result of a powerful curse rather than through necromantic spells.</p><p><strong>Exploding Skeleton:</strong> ?</p><p><strong>Magus Skeleton:</strong> ?</p><p><strong>Mudra Skeleton:</strong> ?</p><p><strong>Six-Armed Skeleton:</strong> ?</p><p><strong>Multiplying Skeleton:</strong> ?</p><p><strong>Under-Equipped Skeleton:</strong> Under‐equipped skeletons are normal skeletons with armour and weapons that have the broken quality.</p><p><strong>Bloody Skeleton:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.</p><p><strong>Burning Skeleton:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.</p><p><strong>Skeletal Champion Dwarf Warrior 1:</strong> ?</p><p><strong>Skeletal Champion Elf Warrior 1:</strong> ?</p><p><strong>Skeletal Champion Archer Goblin Warrior 1:</strong> ?</p><p><strong>Skeletal Champion Goblin Warrior 1:</strong> ?</p><p><strong>Skeletal Champion Archer Human Warrior 1:</strong> ?</p><p><strong>Skeletal Champion Human Warrior 1:</strong> ?</p><p><strong>Exploding Skeletal Champion Kobold Warrior 2:</strong> ?</p><p><strong>Skeletal Champion Elf Fighter 1:</strong> ?</p><p><strong>Skeletal Champion Archer Human Ranger1:</strong> ?</p><p><strong>Skeletal Champion Hobgoblin Fighter 1:</strong> ?</p><p><strong>Skeletal Champion Orc Barbarian 1:</strong> ?</p><p><strong>Skeletal Champion Archer Urdefhan:</strong> ?</p><p><strong>Skeletal Champion Centaur:</strong> ?</p><p><strong>Skeletal Champion Drow Fighter 2:</strong> ?</p><p><strong>Skeletal Champion Archer Elf Rogue 3:</strong> ?</p><p><strong>Skeletal Champion Gnoll Warrior 2:</strong> ?</p><p><strong>Magus Skeleton Goblin Bard 3:</strong> ?</p><p><strong>Magus Skeleton Drow Noble Cleric 3:</strong> ?</p><p><strong>Magus Skeleton Bloody Skeleton Dwarf Cleric 3:</strong> ?</p><p><strong>Archer Magus Skeleton Elf Wizard 4:</strong> ?</p><p><strong>Magus Skeleton Human Sorcerer 4:</strong> ?</p><p><strong>Skeletal Champion Annis Hag:</strong> ?</p><p><strong>Archer Skeletal Champion Janni Rogue 2:</strong> ?</p><p><strong>Skeletal Champion Orc 4:</strong> ?</p><p><strong>Magus Skeleton Archer Urdefhan Wizard 6:</strong> ?</p><p><strong>Burning Mudra Skeletal Champion Human Rogue 4/Ranger 1:</strong> ?</p><p><strong>Skeletal Champion Redcap:</strong> ?</p><p><strong>Skeletal Champion Archer Urdefhan Fighter 4:</strong> ?</p><p><strong>Skeletal Champion Very Young Blue Dragon:</strong> ?</p><p><strong>Acid Burning Electric Skeletal Champion Doppelganger Ranger 1:</strong> ?</p><p><strong>Archer Skeletal Champion Green Hag Rogue 4:</strong> ?</p><p><strong>Archer Magus Skeleton Urdefhan Cleric 8:</strong> ?</p><p><strong>Magus Skeleton Centaur Druid 8:</strong> ?</p><p><strong>Magus Skeleton Human Bard 8:</strong> ?</p><p><strong>Archer Skeletal Champion Ogre Mage Fighter 1:</strong> ?</p><p><strong>Skeletal Champion Redcap Ranger 2:</strong> ?</p><p><strong>Skeletal Champion Doppelganger Rogue 2/Warrior 6:</strong> ?</p><p><strong>Bloody Magus Skeleton Dwarf Cleric 8:</strong> ?</p><p><strong>Archer Skeletal Champion Erinyes Fighter 1:</strong> ?</p><p><strong>Magus Skeleton Rakshasa:</strong> ?</p><p><strong>Burning Electric Magus Skeleton Doppelganger Ranger 5:</strong> ?</p><p><strong>Magus Skeleton Green Hag Sorcerer 10:</strong> ?</p><p><strong>Skeletal Champion Orc Barbarian 9:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/105674/100-Crunch-Skeletons?affiliate_id=17596" target="_blank">100% Crunch Skeletons</a>[spoiler]</p><p><strong>Dire Rat Skeleton:</strong> ?</p><p><strong>Dog Skeleton:</strong> ?</p><p><strong>Drow Skeleton:</strong> ?</p><p><strong>Dwarf Skeleton:</strong> ?</p><p><strong>Dwarf Crossbowman Skeleton:</strong> ?</p><p><strong>Elf Skeleton:</strong> ?</p><p><strong>Elf Archer Skeleton:</strong> ?</p><p><strong>Gnome Skeleton:</strong> ?</p><p><strong>Goblin Skeleton:</strong> ?</p><p><strong>Half-Orc Skeleton:</strong> ?</p><p><strong>Halfling Skeleton:</strong> ?</p><p><strong>Hobgoblin Skeleton:</strong> ?</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Human Archer Skeleton:</strong> ?</p><p><strong>Kobold Skeleton:</strong> ?</p><p><strong>Merfolk Crossbowman Skeleton:</strong> ?</p><p><strong>Merfolk Skeleton:</strong> ?</p><p><strong>Orc Javelin Thrower Skeleton:</strong> ?</p><p><strong>Orc Skeleton:</strong> ?</p><p><strong>Advanced Human Skeleton:</strong> ?</p><p><strong>Advanced Hobgoblin Skeleton:</strong> ?</p><p><strong>Bloody Goblin Skeleton:</strong> ?</p><p><strong>Burning Orc Skeleton:</strong> ?</p><p><strong>Grave Chill Skeleton:</strong> ?</p><p><strong>Human Mudra Skeleton:</strong> ?</p><p><strong>Under-Equipped Bugbear Skeleton:</strong> ?</p><p><strong>Armoured Gnoll Skeleton:</strong> ?</p><p><strong>Boggard Skeleton:</strong> ?</p><p><strong>Bugbear Skeleton:</strong> ?</p><p><strong>Crocodile Skeleton:</strong> ?</p><p><strong>Dolphin Skeleton:</strong> ?</p><p><strong>Hippogriff Skeleton:</strong> ?</p><p><strong>Sahuagin Skeleton:</strong> ?</p><p><strong>Troglodyte Skeleton:</strong> ?</p><p><strong>Warhorse Skeleton:</strong> ?</p><p><strong>Wolf Skeleton:</strong> ?</p><p><strong>Advanced Troglodyte Skeleton:</strong> ?</p><p><strong>Bunyip Skeleton:</strong> ?</p><p><strong>Deinonychus Skeleton:</strong> ?</p><p><strong>Dire Ape Skeleton:</strong> ?</p><p><strong>Dire Wolf Skeleton:</strong> ?</p><p><strong>Grizzly Bear Skeleton:</strong> ?</p><p><strong>Lion Skeleton:</strong> ?</p><p><strong>Ogre Skeleton:</strong> ?</p><p><strong>Sea Hag Skeleton:</strong> ?</p><p><strong>Shark Skeleton:</strong> ?</p><p><strong>Annis Hag Skeleton:</strong> ?</p><p><strong>Bearded Devil Skeleton:</strong> ?</p><p><strong>Exploding Mudra Ogre Skeleton:</strong> ?</p><p><strong>Giant Frilled Lizard Skeleton:</strong> ?</p><p><strong>Girallon Skeleton:</strong> ?</p><p><strong>Salt Water Merrow Skeleton:</strong> ?</p><p><strong>Tiger Skeleton:</strong> ?</p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Vodyanoi Skeleton:</strong> ?</p><p><strong>Acid Girallon Skeleton:</strong> ?</p><p><strong>Burning Armoured Troll Skeleton:</strong> ?</p><p><strong>Cave Giant Skeleton:</strong> ?</p><p><strong>Chimera Skeleton:</strong> ?</p><p><strong>Dire Lion Skeleton:</strong> ?</p><p><strong>Green Hag Skeleton:</strong> ?</p><p><strong>Medusa Skeleton:</strong> ?</p><p><strong>Ogre Mage Skeleton:</strong> ?</p><p><strong>Water Naga Skeleton:</strong> ?</p><p><strong>Bloody Ogre Mage Skeleton:</strong> ?</p><p><strong>Criosphinx Skeleton:</strong> ?</p><p><strong>Dire Bear Skeleton:</strong> ?</p><p><strong>Elasmosaurus Skeleton:</strong> ?</p><p><strong>Elephant Skeleton:</strong> ?</p><p><strong>Ettin Skeleton:</strong> ?</p><p><strong>Giant Snapping Turtle Skeleton:</strong> ?</p><p><strong>Grave Chill Dire Lion Skeleton:</strong> ?</p><p><strong>Hill Giant Skeleton:</strong> ?</p><p><strong>Androsphinx Skeleton:</strong> ?</p><p><strong>Bloody Cursed Green Hag Skeleton:</strong> ?</p><p><strong>Dire Crocodile Skeleton:</strong> ?</p><p><strong>Dire Tiger Skeleton:</strong> ?</p><p><strong>Dragon Turtle Skeleton:</strong> ?</p><p><strong>Frost Giant Skeleton:</strong> ?</p><p><strong>Ghaele Skeleton:</strong> ?</p><p><strong>Siyokoy Skeleton:</strong> ?</p><p><strong>Young Adult Bronze Dragon Skeleton:</strong> ?</p><p><strong>Cetaceal Skeleton:</strong> ?</p><p><strong>Cloud Giant Skeleton:</strong> ?</p><p><strong>Fire Giant Skeleton:</strong> ?</p><p><strong>Fjord Linnorm Skeleton:</strong> ?</p><p><strong>Great Cyclops Skeleton:</strong> ?</p><p><strong>Horned Devil Skeleton:</strong> ?</p><p><strong>Marilith Skeleton:</strong> ?</p><p><strong>Planetar Skeleton:</strong> ?</p><p><strong>Sea Serpent Skeleton:</strong> ?</p><p><strong>Great White Whale Skeleton:</strong> ?</p><p><strong>Ice Linnorm Skeleton:</strong> ?</p><p><strong>Mature Adult Red Dragon Skeleton:</strong> ?</p><p><strong>Old Bronze Dragon Skeleton:</strong> ?</p><p><strong>Pit Fiend Skeleton:</strong> ?</p><p><strong>Storm Giant Skeleton:</strong> ?</p><p><strong>Tyrannosaurus Skeleton:</strong> ?</p><p><strong>Very Old Black Dragon Skeleton:</strong> ?</p><p></p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, brought to unlife through foul magic.</p><p>“Skeleton” is an acquired template that can be added to any corporeal creature that has a skeletal system.</p><p>Skeletons are normally created with animate dead. Of course, wizards and priests both have access to the animate dead spell, and depending on their power may animate any kind of creature (assuming they have its skeleton). Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3) and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. Such creatures could easily scour the sites of battles on the fiendish planes, and animate the dead bodies of celestials and fiends. Material Plane creatures with the animate dead spell‐like ability include hag covens (Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3) and zuvembies (Bestiary 3).</p><p><strong>Acid Skeleton:</strong> ?</p><p><strong>Electric Skeleton:</strong> ?</p><p><strong>Frost Skeleton:</strong> ?</p><p><strong>Archer Skeleton:</strong> ?</p><p><strong>Armored Skeleton:</strong> ?</p><p><strong>Cursed Skeleton:</strong> Created as the result of a powerful curse rather than through necromantic spells.</p><p><strong>Exploding Skeleton:</strong> ?</p><p><strong>Mudra Skeleton:</strong> ?</p><p><strong>Six-Armed Mudra Skeleton:</strong> ?</p><p><strong>Multiplying Skeleton:</strong> ?</p><p><strong>Under-Equipped Skeleton:</strong> ?</p><p><strong>Bloody Skeleton:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.</p><p><strong>Burning Skeleton:</strong> These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/111740/100-Crunch-Zombie-Lords?affiliate_id=17596" target="_blank">100% Crunch Zombie Lords</a>[spoiler]</p><p><strong>Zombie Lord Dwarf Fighter 1:</strong> ?</p><p><strong>Zombie Lord Archer Goblin Rogue 2:</strong> ?</p><p><strong>Zombie Lord Hobgoblin Fighter 1:</strong> ?</p><p><strong>Magus Zombie Human Cleric 2:</strong> ?</p><p><strong>Zombie Lord Merfolk Fighter 1:</strong> ?</p><p><strong>Zombie Lord Sahuagin:</strong> ?</p><p><strong>Magus Zombie Archer Elf Fighter 1/Wizard 2:</strong> ?</p><p><strong>Zombie Lord Archer Gnoll Ranger 1:</strong> ?</p><p><strong>Zombie Lord Archer Half-Orc Rogue 3:</strong> ?</p><p><strong>Zombie Lord Human Monk 3:</strong> ?</p><p><strong>Zombie Lord Jackalwere:</strong> ?</p><p><strong>Magus Zombie Gnoll Adept 4:</strong> ?</p><p><strong>Zombie Lord Ogre Warrior 2:</strong> ?</p><p><strong>Zombie Lord Archer Pugwampi Fighter 2:</strong> ?</p><p><strong>Magus Zombie Sahuagin Cleric 4:</strong> ?</p><p><strong>Zombie Lord Archer Tiefling Rogue 4:</strong> ?</p><p><strong>Magus Zombie Aranea:</strong> ?</p><p><strong>Magus Zombie Gnoll Cleric 5 :</strong> ?</p><p><strong>Zombie Lord Archer Hobgoblin Fighter 4:</strong> ?</p><p><strong>Sea Hag Acid Zombie Lord:</strong> ?</p><p><strong>Zombie Lord Archer Bearded Devil Fighter 1:</strong> ?</p><p><strong>Cyclops Relentless Zombie Lord:</strong> ?</p><p><strong>Zombie Lord Dwarf Fighter 5:</strong> ?</p><p><strong>Zombie Lord Ettin:</strong> ?</p><p><strong>Zombie Lord Human Monk 6:</strong> ?</p><p><strong>Zombie Lord Babau Rogue 1:</strong> ?</p><p><strong>Zombie Lord Archer Gnoll Ranger 5:</strong> ?</p><p><strong>Zombie Lord Mudra 6 Arms Harpy:</strong> ?</p><p><strong>Magus Zombie Tiefling Sorcerer 7:</strong> ?</p><p><strong>Zombie Lord Aboleth Fighter 1:</strong> ?</p><p><strong>Magus Zombie Elf Wizard 8:</strong> ?</p><p><strong>Zombie Lord Ettin Ranger 2:</strong> ?</p><p><strong>Zombie Lord Archer Medusa Ranger 1:</strong> ?</p><p><strong>Frost Magus Zombie Babau Oracle 4:</strong> ?</p><p><strong>Magus Zombie Drider Sorcerer 2:</strong> ?</p><p><strong>Zombie Lord Archer Stone Giant Rogue 2:</strong> ?</p><p><strong>Magus Zombie Young Green Dragon Sorcerer 2:</strong> ?</p><p><strong>Magus Zombie Dhampir 10:</strong> ?</p><p><strong>Magus Zombie Archer Elder Stone Giant Sorcerer 2:</strong> ?</p><p><strong>Zombie Lord Archer Elf Fighter 4/Rogue 6:</strong> ?</p><p><strong>Zombie Lord Human Monk 10:</strong> ?</p><p><strong>Magus Zombie Drider Sorcerer 4:</strong> ?</p><p><strong>Magus Zombie Mudra 6 Arms Harpy Oracle 8 :</strong> ?</p><p><strong>Magus Zombie Rakshasa Fighter 1:</strong> ?</p><p></p><p><strong>Zombie:</strong> Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.</p><p><strong>Zombie Lord:</strong> Some zombies retain their intelligence and cunning, making them formidable warriors.</p><p>“Zombie Lord” is an acquired template that can be added to any corporeal creature (other than an undead) that has a minimum Intelligence of 3.</p><p><strong>Acid Zombie:</strong> ?</p><p><strong>Electric Zombie:</strong> ?</p><p><strong>Frost Zombie:</strong> ?</p><p><strong>Alchemical Zombie:</strong> This zombie has been created through alchemical processes rather than necromantic magic.</p><p><strong>Archer Zombie:</strong> ?</p><p><strong>Armoured Zombie:</strong> Armoured zombies are normal zombies given heavier varieties of armour and weapons to serve as elite troops in undead armies.</p><p><strong>Brain-Eating Zombie:</strong> Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken.</p><p><strong>Cursed Zombie:</strong> Created as the result of a powerful curse rather than through necromantic spells.</p><p><strong>Exploding Zombie:</strong> ?</p><p><strong>Gasburst Zombie:</strong> ?</p><p><strong>Host Corpse Zombie:</strong> ?</p><p><strong>Magus Zombie:</strong> ?</p><p><strong>Mudra Zombie:</strong> ?</p><p><strong>Mudra Six-Armed Zombie:</strong> ?</p><p><strong>Preserved Zombie:</strong> As part of the animation process of a zombie, gentle repose is also cast following the casting of animate dead. The spells are modified slightly during casting.</p><p><strong>Relentless Zombie:</strong> ?</p><p><strong>Under-Equipped Zombie:</strong> ?</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Plague Zombie:</strong> Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107157/100-Crunch-Zombies?affiliate_id=17596" target="_blank">100% Crunch Zombies</a>[spoiler]</p><p><strong>Dire Rat Zombie:</strong> ?</p><p><strong>Dog Zombie:</strong> ?</p><p><strong>Drow Zombie:</strong> ?</p><p><strong>Dwarf Zombie:</strong> ?</p><p><strong>Elf Zombie:</strong> ?</p><p><strong>Exploding Halfling Zombie:</strong> ?</p><p><strong>Fast Human Zombie:</strong> ?</p><p><strong>Gnome Zombie:</strong> ?</p><p><strong>Goblin Zombie:</strong> ?</p><p><strong>Half-Orc Zombie:</strong> ?</p><p><strong>Halfling Zombie:</strong> ?</p><p><strong>Hobgoblin Zombie:</strong> ?</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Kobold Zombie:</strong> ?</p><p><strong>Merfolk Zombie:</strong> ?</p><p><strong>Orc Zombie:</strong> ?</p><p><strong>Armoured Gnoll Zombie:</strong> ?</p><p><strong>Bugbear Zombie:</strong> ?</p><p><strong>Dolphin Zombie:</strong> ?</p><p><strong>Fast Wolf Zombie:</strong> ?</p><p><strong>Human Void Zombie:</strong> ?</p><p><strong>Troglodyte Zombie:</strong> ?</p><p><strong>Warhorse Zombie:</strong> ?</p><p><strong>Wolf Zombie:</strong> ?</p><p><strong>Crocodile Zombie:</strong> ?</p><p><strong>Dire Ape Zombie:</strong> ?</p><p><strong>Hippogriff Zombie:</strong> ?</p><p><strong>Relentless Brain-Eating Plague Human Zombie:</strong> ?</p><p><strong>Human Juju Zombie Rogue 2:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Sea Hag Zombie:</strong> ?</p><p><strong>Acid Shark Zombie:</strong> ?</p><p><strong>Bearded Devil Zombie:</strong> ?</p><p><strong>Dire Wolf Zombie:</strong> ?</p><p><strong>Grizzly Bear Zombie:</strong> ?</p><p><strong>Fast Lion Zombie:</strong> ?</p><p><strong>Tiger Zombie:</strong> ?</p><p><strong>Troll Zombie:</strong> ?</p><p><strong>Vodyanoi Zombie:</strong> ?</p><p><strong>Annis Hag Zombie:</strong> ?</p><p><strong>Dire Lion Zombie:</strong> ?</p><p><strong>Giant Frilled Lizard Zombie:</strong> ?</p><p><strong>Girallon Zombie:</strong> ?</p><p><strong>Green Hag Zombie:</strong> ?</p><p><strong>Medusa Zombie:</strong> ?</p><p><strong>Ogre Mage Zombie:</strong> ?</p><p><strong>Salt Water Merrow Zombie:</strong> ?</p><p><strong>Aboleth Zombie:</strong> ?</p><p><strong>Cave Giant Zombie:</strong> ?</p><p><strong>Chimera Zombie:</strong> ?</p><p><strong>Cursed Water Naga Zombie:</strong> ?</p><p><strong>Dire Bear Zombie:</strong> ?</p><p><strong>Ettin Zombie:</strong> ?</p><p><strong>Hill Giant Zombie:</strong> ?</p><p><strong>Under-Equipped Ghaele Zombie:</strong> ?</p><p><strong>Androsphinx Zombie:</strong> ?</p><p><strong>Criosphinx Zombie:</strong> ?</p><p><strong>Dire Tiger Zombie:</strong> ?</p><p><strong>Dragon Turtle Zombie:</strong> ?</p><p><strong>Elephant Zombie:</strong> ?</p><p><strong>Frost Giant Zombie:</strong> ?</p><p><strong>Orca Zombie:</strong> ?</p><p><strong>Stone Giant Zombie:</strong> ?</p><p><strong>Cloud Giant Zombie:</strong> ?</p><p><strong>Dire Crocodile Zombie:</strong> ?</p><p><strong>Fire Giant Zombie:</strong> ?</p><p><strong>Giant Snapping Turtle Zombie:</strong> ?</p><p><strong>Horned Devil Zombie:</strong> ?</p><p><strong>Marilith Zombie:</strong> ?</p><p><strong>Planetar Zombie:</strong> ?</p><p><strong>Young Adult Bronze Dragon Zombie:</strong> ?</p><p><strong>Alchemical Cetaceal Zombie:</strong> ?</p><p><strong>Black Dragon Zombie:</strong> ?</p><p><strong>Great Cyclops Zombie:</strong> ?</p><p><strong>Fjord Linnorm Zombie:</strong> ?</p><p><strong>Pit Fiend Zombie:</strong> ?</p><p><strong>Sea Serpent Zombie:</strong> ?</p><p><strong>Storm Giant Zombie:</strong> ?</p><p><strong>Tyrannosaurus Zombie:</strong> ?</p><p><strong>Cursed Exploding Relentless Fire Giant Zombie:</strong> ?</p><p><strong>Great White Whale Zombie:</strong> ?</p><p><strong>Human Juju Zombie Fighter 9:</strong> ?</p><p><strong>Ice Linnorm Zombie:</strong> ?</p><p><strong>Mature Adult Red Dragon Zombie:</strong> ?</p><p><strong>Old Bronze Dragon Zombie:</strong> ?</p><p><strong>Spinosaurus Zombie:</strong> ?</p><p></p><p><strong>Zombie:</strong> Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.</p><p>“Zombie” is an acquired template that can be added to any corporeal creature.</p><p>Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3), and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability.</p><p>Material Plane creatures with the animate dead ability include hag covens (Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3), and zuvembies (Bestiary 3). Of course, wizards and priests also have access to animate dead, and depending on their power may animate any kind of creature.</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Juju Zombie:</strong> A juju zombie is an animated corpse of a creature, created to serve as an undead minion.</p><p>“Juju zombie” is an acquired template that can be added to any living corporeal creature.</p><p><strong>Plague Zombie:</strong> These zombies carry a terrible disease that perpetuates their undead lineage—those infected by a plague zombie’s contagion rise as zombies themselves when they perish.</p><p>Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours.</p><p><strong>Acid Zombie:</strong> ?</p><p><strong>Electric Zombie:</strong> ?</p><p><strong>Frost Zombie:</strong> ?</p><p><strong>Alchemical Zombie:</strong> This zombie has been created through alchemical processes rather than necromantic magic.</p><p><strong>Archer Zombie:</strong> ?</p><p><strong>Armoured Zombie:</strong> Armoured zombies are normal zombies given heavier varieties of armour and weapons to serve as elite troops in undead armies.</p><p><strong>Brain Eating Zombie:</strong> Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken.</p><p><strong>Cursed Zombie:</strong> Created as the result of a powerful curse rather than through necromantic spells.</p><p><strong>Exploding Zombie:</strong> ?</p><p><strong>Gasburst Zombie:</strong> ?</p><p><strong>Host Corpse Zombie:</strong> ?</p><p><strong>Mudra Zombie:</strong> ?</p><p><strong>Mudra Zombie Six Arms:</strong> ?</p><p><strong>Preserved Zombie:</strong> As part of the animation process of a zombie, gentle repose is cast after animate dead. The spells are modified slightly during casting.</p><p><strong>Under-Equipped Zombie:</strong> Under‐equipped zombies are normal zombies with armour and weapons that have the broken quality.</p><p><strong>Void Zombie:</strong> A void zombie is created when a humanoid is bitten by an akata and dies as a result of becoming infected with the void death disease.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/135318/Advanced-Bestiary-for-the-Pathfinder-Roleplaying-Game?affiliate_id=17596" target="_blank">Advanced Bestiary</a>[spoiler]</p><p><strong>Blood Knight:</strong> Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner.</p><p>“Blood Knight” is an acquired template that can be applied to any living creature that is proficient with heavy armor, wears full plate armor, and has blood.</p><p><strong>Blood Knight Dwarf Fighter 13 Thrax the Red:</strong> Thrax the Red was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with his enemies. When some giants took up residence near his clan’s territory, Thrax provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Thrax led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracted the giants’ warriors. When Thrax dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Thrax’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Thrax had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarven-made armor in which he died.</p><p><strong>Dread Blood Knight:</strong> Dread blood knights arise from the most evil of warrior despots.</p><p><strong>Dread Blood Knight Barbarian 8 Varn:</strong> Varn’s died defending his tribe from an onslaught of orc barbarians. As he fell he managed to strike the orc chieftain, a witch of considerable power. His blood mixed with the chieftains, the next night Varn rose as a dread blood knight.</p><p><strong>Dread Allip:</strong> A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others.</p><p>“Dread Allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature.</p><p>A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death.</p><p><strong>Dread Allip Lunar Naga:</strong> Dread allip lunar nagas are created when a lunar naga delves too deep into their explorations of the night sky.</p><p><strong>Allip Creature:</strong> ?</p><p><strong>Otyugh Allip:</strong> ?</p><p><strong>Dread Bodak:</strong> A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, using death effects on a friend seems most likely to create a dread bodak. </p><p>Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks.</p><p>“Dread Bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a death effect.</p><p>Any creature killed by a dread bodak’s death wail ability rises as a dread bodak in 1d6 rounds.</p><p><strong>Dread Bodak Tyrannosaurus:</strong> ?</p><p><strong>Bodak Creature:</strong> ?</p><p><strong>Cyclops Bodak:</strong> ?</p><p><strong>Dread Devourer:</strong> Few know how these dread devourers originated, but some sages speculate that they form as “projections” of creatures from beyond the borders of reality.</p><p>“Dread Devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part.</p><p><strong>Dread Devourer Purple Worm:</strong> ?</p><p><strong>Devourer Creature:</strong> ?</p><p><strong>Aboleth Devourer:</strong> Aboleth devourers are those aboleth who have tampered in forbidden rituals that went awry. The blowback killed the aboleth, and it reanimated into a horror that seeks to consume the souls of all those it comes across.</p><p><strong>Dread Ghast:</strong> The first dread ghasts were villains of still broader scope than normal ghasts. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast.</p><p>“Dread Ghast” is an acquired template that can be added to any living creature.</p><p>Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion.</p><p><strong>Dread Ghast Gnoll Ranger 4 Dermock:</strong> ?</p><p><strong>Ghast Creature:</strong> ?</p><p><strong>Shoggoth Ghast The Crawling Rot:</strong> ?</p><p><strong>Dread Ghost:</strong> “Dread Ghost” is an acquired template that can be added to any living creature that has an Intelligence score and a Charisma score of at least 10.</p><p><strong>Dread Ghost Medusa Bard 8 Mistress of the Marsh:</strong> She was killed one day after trying to take down a local witch. The witch dispatched the medusa and threw her body into the swamp. Days later, the Mistress of the Marsh returned.</p><p><strong>Dread Ghoul:</strong> Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia; the original dread ghouls were individuals who had exhorted or compelled others to such acts while alive.</p><p>“Dread Ghoul” is an acquired template that can be added to any living creature.</p><p>Any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time. A protection from evil or gentle repose spell cast on the corpse prevents this.</p><p>When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this. (Pathways 56)</p><p><strong>Dread Ghoul Frost Giant:</strong> ?</p><p><strong>Ghoul Creature:</strong> ?</p><p><strong>Giant Spider Ghoul:</strong> ?</p><p><strong>Dread Lacedon:</strong> Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon.</p><p>“Dread Lacedon” is an acquired template that can be added to any living creature.</p><p>Any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion.</p><p><strong>Dread Lacedon Great White Whale:</strong> ?</p><p><strong>Lacedon Creature:</strong> ?</p><p><strong>Salt Water Merrow Lacedon:</strong> ?</p><p><strong>Dread Lich:</strong> Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret.</p><p>“Dread Lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich.</p><p>An integral part of of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless</p><p>the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent</p><p>death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same</p><p>plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought</p><p>to the plane on which the dread lich was destroyed.</p><p>Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base</p><p>creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The</p><p>phylactery costs 200,000 gp to create and has a caster level equal to that of its creator at the time of creation.</p><p>The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC</p><p>of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist.</p><p>A dread lich can also make another nonliving creature, except another dread lich, as its phylactery via the use</p><p>of powerful magic such as wish or miracle.</p><p><strong>Thanatotic Titan Dread Lich Appolus:</strong> For centuries Appolous was obsessed with the secrets of true immortality. The titan traveled countless worlds and planes learning all he could about the various methods mortals try to achieve immortality. When he discovered lichdom, Appolous realized that this was the path he wished to pursue. In fact, he knew he could improve it. The titan retreated to a small demi-plane to make his transformation. When he was done, the demi-plane was no more, and Appolous emerged as a dread lich.</p><p><strong>Dread Mohrg:</strong> “Dread Mohrg” is an acquired template that can be added to any evil living creature with a mouth and digestive tract that includes intestines.</p><p><strong>Advanced Fast Zombie:</strong> Any living creature of the dread mohrg’s size or smaller killed by a dread mohrg rises immediately as an advanced fast zombie.</p><p><strong>Dread Mohrg Seven-Headed Cryohydra:</strong> ?</p><p><strong>Mohrg Creature:</strong> ?</p><p><strong>Cave Fisher Mohrg:</strong> Sometimes when a cave fisher captures and eats a mohrg, the violent spirit of the undead transfers to the vermin, transforming it to a monstrous hybrid of undead and insect.</p><p><strong>Dread Mummy:</strong> “Dread Mummy” is an acquired template that can be added to any living corporeal creature.</p><p>Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms a new dread mummy.</p><p><strong>Dread Mummy Harpy:</strong> ?</p><p><strong>Mummy Creature:</strong> ?</p><p><strong>Gnoll Mummy Cleric 8 The Keeper:</strong> ?</p><p><strong>Dread Poltergeist:</strong> A dread poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house dread poltergeists are places where they felt a sense of ownership and security. A simple death, even murder, is rarely enough to cause the victim’s spirit to remain as a dread poltergeist—the death must intimately involve the location as well as a torturous death. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk.</p><p>“Dread Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher.</p><p><strong>Dread Poltergeist Athach:</strong> This particular poltergeist athach died in a mudslide in the lee of the hill that was his home.</p><p><strong>Poltergeist Creature:</strong> ?</p><p><strong>Orc Poltergeist Barbarian 3 Curse of the Blood Clan:</strong> ?</p><p><strong>Dread Shadow:</strong> “Dread Shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow.</p><p>Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds.</p><p>The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.</p><p><strong>Dread Shadow Achaierai:</strong> ?</p><p><strong>Shadow Creature:</strong> Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a shadow creature.</p><p>The shadow creature’s create spawn ability creates only shadow creatures.</p><p>The greater shadow creature’s create spawn ability creates only shadow creatures.</p><p>Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. (Tome of Horrors 4)</p><p><strong>Strix Shadow Rogue 1:</strong> ?</p><p><strong>Greater Shadow Creature:</strong> ?</p><p><strong>Greater Shadow Dire Rat:</strong> ?</p><p><strong>Dread Greater Shadow Creature:</strong> ?</p><p><strong>Dread Greater Shadow Yaogui:</strong> ?</p><p><strong>Dread Skeleton:</strong> “Dread Skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton.</p><p><strong>Dread Skeleton Blink Dog:</strong> ?</p><p><strong>Dread Spectre:</strong> “Dread Spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre.</p><p>Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds.</p><p><strong>Dread Spectre Nymph:</strong> ?</p><p><strong>Spectre Creature:</strong> Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a spectre creature in 1d4 rounds.</p><p><strong>Half-Elf Spectre Aristocrat 4/Expert 4:</strong> In life a woman of noble birth who spent her time in academic pursuits, the White Lady was murdered in the night by an assassin hired by a relative for the family fortune.</p><p><strong>Dread Vampire:</strong> “Dread Vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher.</p><p>Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. </p><p>Any creature with an Intelligence score of 10 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as dread vampire 24 hours after death.</p><p><strong>Night Hag Dread Vampire Cailleach Bheur:</strong> ?</p><p><strong>Dread Wight:</strong> Dread wights are the animated remains of creatures that were terribly violent and hateful in life.</p><p>“Dread Wight” is an acquired template that can be added to any living corporeal creature.</p><p>Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds.</p><p><strong>Dread Wight Gargoyle:</strong> ?</p><p><strong>Wight Creature:</strong> The wight creature’s create spawn ability creates only wight creatures.</p><p><strong>Wight Pixie:</strong> ?</p><p><strong>Dread Wraith Sovereign:</strong> “Dread Wraith Sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign.</p><p>When a dread wraith sovereign is killed, its dread wraith spawn that had 10 or more Hit Dice in life become dread wraith sovereigns (created by applying the template to the original base creature as it was in life).</p><p><strong>Dread Wraith Sovereign Trumpet Archon:</strong> ?</p><p><strong>Dread Wraith Creature:</strong> ?</p><p><strong>Dread Wraith Dire Bear:</strong> ?</p><p><strong>Wraith Creature:</strong> There is no minimum HD required to gain the wraith template.</p><p><strong>Rhinoceros Wraith:</strong> </p><p><strong>Dread Zombie:</strong> Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life.</p><p>“Dread zombie” is an acquired template that can be added to any corporeal living creature.</p><p>A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds.</p><p><strong>Dread Zombie Aasimar Oracle 6:</strong> Before his death, Vezandarlir was a bitter hermit who was sought out by locals for fortune-telling and other divinatory services. Every so often he would use his oracle abilities to make sure what a supplicant’s fate held was dire. After he died, Vezandarlir’s spirit was too bitter and stubborn to move on. He rose a fortnight later from his grave, his abilities still intact, but now possessing a hunger for the brains of the living.</p><p><strong>Dunesage Ghoul:</strong> A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast.</p><p><strong>Dunesage Ghast:</strong> A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast.</p><p><strong>Negative Energy-Charged Creature:</strong> Through exposure to areas close to the Negative Energy Plane or though dark magic (see the empower undead spell) an undead creature’s link to the chilling source of its unnatural existence can be strengthened. The resulting creature is empowered by the Negative Energy Plane and cloaked in its black energy.</p><p>“Negative energy-charged” is an acquired template that can be added to any undead creature.</p><p><em>empower undead</em> spell.</p><p><strong>Negative Energy-Charged Wight:</strong> More powerful than your standard wight, negative-energy charged wights rise from the same conditions as a normal wight, but in regions strongly tainted with negative energy or those close to the Negative-Energy plane.</p><p><strong>Positive Energy-Charged:</strong> When an undead creature is destroyed by positive energy effects, it sometimes returns, infused with the very positive energy that destroyed it.</p><p>“Positive-energy charged” is an acquired template that can be added to any undead creature.</p><p>When undead of equal to or less than the positive energy-charged creature’s HD is destroyed by a positive-charged undead, it immediately transforms into another positive energy charged creature at its original full hit points.</p><p><strong>Positive Energy-Charged Nightwalker:</strong> ?</p><p></p><p><strong>Devourer:</strong> Devourers are the husks creatures that have been shattered and remade by forces beyond the ends of the multiverse.</p><p><strong>Ghoul:</strong> The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast.</p><p>Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia.</p><p><strong>Ghoul Ghast:</strong> The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast.</p><p><strong>Shadow:</strong> The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.</p><p><strong>Shadow Greater:</strong> Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims.</p><p>The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.</p><p><strong>Vampire:</strong> Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a creature slain by a dread vampire’s energy drain attack rises as a standard vampire 24 hours after death.</p><p><strong>Wight:</strong> Any humanoid creature that is slain by a negative energy-charged wight becomes a wight itself in only 1d4 rounds.</p><p><strong>Wraith:</strong> The dread wraith creature's create spawn ability creates only wraiths.</p><p>The wraith creature's create spawn ability creates only wraiths.</p><p><strong>Wraith Dread:</strong> Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds.</p><p><strong>Zombie Fast:</strong> Vermin killed by a cave fisher mohrg rise immediately as fast zombies.</p><p><strong>Bodak:</strong> Bodaks are extraplanar undead created when living beings are touched by great evil.</p><p><strong>Zombie Juju:</strong> A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds.</p><p></p><p>empower undead</p><p>School: necromancy [evil]; Level: cleric 6, sorcerer/wizard 6</p><p>Casting Time: 1 standard action</p><p>Components: V, S, M (a gem worth at least 10 gp that spent the night in the body of an undead creature)</p><p>Range: touch</p><p>Target: undead creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates; Spell Resistance: yes</p><p>Grants the negative-energy charged template to the touched undead. Upon touch, the target is immediately empowered with the benefits of the template and it knows how to utilize all its abilities.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/223749/Alien-Evolution-Cosmic-Race-Guidebook?affiliate_id=17596" target="_blank">Alien Evolution: Cosmic Race Guidebook</a>[spoiler]</p><p><strong>Invectron:</strong> The invectron supposedly spontaneously came into being when the first atom began decaying in the universe. The spirit form of the first invectron laid dormant until Iantinor was formed and covered it in shadow. It sprang forth to undead life and immediately sought to encase itself in a dark space so that it would not be dormant again. All invectron life came from that first and the generations that followed lived in relative seclusion.</p><p></p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/223749/Alien-Evolution-Cosmic-Race-Guidebook?affiliate_id=17596" target="_blank">Alien Evolution: Cosmic Race Guidebook</a>[spoiler]</p><p><strong>Invectron:</strong> The invectron supposedly spontaneously came into being when the first atom began decaying in the universe. The spirit form of the first invectron laid dormant until Iantinor was formed and covered it in shadow. It sprang forth to undead life and immediately sought to encase itself in a dark space so that it would not be dormant again. All invectron life came from that first and the generations that followed lived in relative seclusion.</p><p></p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/135381/Alternate-Dungeons-Haunted-House?affiliate_id=17596" target="_blank">Alternate Dungeons: Haunted House</a>[spoiler]</p><p><strong>Anguish:</strong> ?</p><p><strong>Dancing Decor:</strong> ?</p><p><strong>Slamming Door:</strong> ?</p><p></p><p><strong>Undead:</strong> Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self‐loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder.</p><p>Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic.</p><p><strong>Ghost:</strong> Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>Ghosts are created from the residual psychic energy of creatures unable or unwilling to depart to the outer planes to receive judgment. Ghosts often haunt the places where they died or the homes they once lived in.</p><p><strong>Spectre:</strong> Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>Spectres are specifically created from the anguished souls of murdered mortals. Violent and vengeful, a spectre’s anger prevents it from moving onto the afterlife; trapping it in the mortal plane where it haunts the place it died.</p><p>Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises.</p><p><strong>Wraith:</strong> Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.</p><p>When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>Born of evil and darkness, wraiths come to haunt dwellings created when evil mortals perish in the midst of performing atrocious acts. A wraith’s malevolent and sinful desires often keep it in the afterlife to haunt a home or manor.</p><p><strong>Poltergeist:</strong> When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.</p><p>Of all the denizens of haunted houses, poltergeists are by far the most common. Driven by rage, a poltergeist is confined to the site of its death by its anguish over an incomplete task or because its gravesite has been desecrated. Where or what a poltergeist haunts typically corresponds to its place of death or the resting place of its mortal remains.</p><p><strong>Shadow:</strong> Shadows are formed when mortal creatures have their very souls drained by other shadows.</p><p><strong>Vampire:</strong> ?</p><p><strong>Witchfire:</strong> Witchfires are usually created when a powerful witch is slain with some malicious plot left incomplete or as the result of a dreadful curse she placed upon a settlement’s inhabitants at the time of her death.</p><p><strong>Haunt:</strong> Haunts are hazardous areas created by unquiet spirits that react violently towards intruders. In many ways, haunts function like traps but they arise from anguished spirits.</p><p><strong>Bleeding Walls:</strong> This haunt occurs when a victim is murdered and their corpse is boarded up within the walls of the haunted house.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/234000/Alternate-Paths-Divine-Characters-2-Odd-Gods?affiliate_id=17596" target="_blank">Alternate Paths: Divine Characters 2 Odd Gods</a>[spoiler]</p><p><strong>Undead:</strong> A dead body has no soul but their soul room still exists. What actually happens when a creature is turned into an undead is that their soul room is forced open and the caster is placed inside. Liches gain 1 soul room per phylactery, though they guard these with powerful magics. </p><p>Avatar class death domain Greater Godvessel power.</p><p><strong>Sacred Dead:</strong> Sacred dead are divinely inspired undead animated not by dark magic but sacred energy. These holy dead carry on the pious task they performed in life, forever acting as servants to the divine that preserve them. Awakened from fallen or specially chosen true believers, special rites brand holy marks onto the flesh to bond the pious soul to their body. This special ritual is often used to preserve the exceptionally faithful and devout, so that they may serve the church even in death. Rarely, a deity will raise a specific individual without the use of a ritual, often to allow a follower to complete some ordained task.</p><p>As they are literally the rebirth of a pious soul, sacred dead retain the memories of their previous life, although they say it takes on a dream-like quality to them; as if it were all something that happened to a different person.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/213920/Archdevils-of-Porphyra?affiliate_id=17596" target="_blank">Archdevils of Porphyra</a>[spoiler]</p><p><strong>Undead:</strong> Third Deific Boon of Duke Melektus.</p><p></p><p>Obedience</p><p>Use leeches to drain a cup of blood into a vessel or into stagnant water. Write your secret failings in the dirt or on a mirror with blood, confess it, then erase it. Gain a +4 profane bonus on saves vs. poison.</p><p>Boons</p><p>1. Patients’ Price (Sp): infernal healing 3/day, blinding ray 2/day or appearance of life 1/day.</p><p>2. Parasitic Penetration (Su): Once per day with a successful touch attack, you can infest a living creature with foul worms unless the target makes a Fortitude save (DC 10 + 1/2 your HD + your Constitution modifier). These parasites retain an unholy link to you, draining that creature’s energy and transferring it to you. This infestation persists for 10 rounds, during which you act as if hasted and the infested victim is staggered. These parasites count as a disease effect.</p><p>3. Eternal Servant(Ex): You gain the undead type and the ability to use Command Undead a number of times per day equal to 3 plus your Charisma modifier. No unintelligent undead can attack or harm you in any way.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/202850/Asian-Spell-Compendium?affiliate_id=17596" target="_blank">Asian Spell Compendium</a>[spoiler]</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Gaki:</strong> ?</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Haunt:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/251795/Atarashia--A-Gazetteer?affiliate_id=17596" target="_blank">Atarashia – A Gazetteer</a>[spoiler]</p><p><strong>Mindless Dead:</strong> Cevnia’s process bound the negative spirit back into its body without transforming it into positive energy first. This was easier to do than a resurrection and required less magical energy. However, the process was imperfect and left the spirit trapped in the remains of its body, howling in mental anguish that blotted out all trace of intellect and personality, leaving nothing but an unquenchable hatred of the living. These mindless undead suffered endlessly and were always merciless killers. The deliberate creation of such an undead being is universally regarded as an evil act. </p><p><strong>Hungry Dead:</strong> Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. </p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Dwarf Zombie:</strong> ?</p><p><strong>Human Skeletal Champion:</strong> ?</p><p><strong>Goblin Burning Skeleton:</strong> ?</p><p><strong>Human Ghoul:</strong> ?</p><p><strong>Tengu Plague Zombie:</strong> ?</p><p><strong>Drow Fast Zombie:</strong> ?</p><p><strong>Human Juju Zombie:</strong> ?</p><p><strong>Human Mummy:</strong> ?</p><p><strong>Gnome Ghoul:</strong> ?</p><p></p><p><strong>Undead:</strong> As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. </p><p>Then came calamity… In the fertile jungles of the north, a sun goddess called Tlaneci arose, whilst in the ice flows of the south, where life was harsh, and night lasted for weeks, the god of darkness, Taggarik, came into being. Not content with ruling his portion of the Inner and Outer Worlds, he sought to gain complete control of the Inner World, which he considered to be his rightful domain. When the other deities refused to grant him sole dominion of the Inner World, he conspired with the powerful vampire wizard, Cevnia, who had stolen secret magics from the elves. Together they wrought a spell that shattered the Inner World, scattering the beings who lived there. The cycle of the Double Realm was broken, the Inner World replaced with the half-planes of the Ethereal Realm and the Shadow Realm. Taggarik made the Shadow Realm his own, and infected it with his evil power, although he was not able to realise his plan of creating a physical realm, powered by negative energy. </p><p>The spirits of those who had dwelt in the Inner World could no longer be reborn into the Outer World. Some accepted Taggarik’s offer of a place in the Shadow Realm, and ended up trapped in a tormented half-life, partly physical and partly spirit. Some fled to the Ethereal Realm, eschewing any hope of a physical existence, although most were eventually given refuge in the planar abodes belonging to the deities. The least fortunate were transformed into undead creatures by Taggarik and Cevnia and forced into their service. The clerics of Taggarik specialise in creating undead, and many wizards seek the path of the necromancer, guided by the teachings of Cevnia, who achieved deity-hood herself as a result of the Shattering, as it became known. </p><p>Cevnia continued her research, refining her methods and learning to create other types of undead. She made progress but was always hampered by the lack of suitable negative energy spirits. </p><p>Once the Inner World was shattered, the barriers that prevented negative spirits from crossing back over into the Inner World before their time were severely weakened. This meant that undead could be more easily created, without the need for ghosts. Taggarik and Cevnia created armies of undead between them. When they began to lose the war, they hatched a desperate plan to increase the number of undead. They infected many of their minions with a curse which meant that when they slew a living being, the victim’s spirit was automatically drawn back, and its body would rise up as another undead. As the living fell, so they became part of the army of evil undead. </p><p>Since the War of Life ended, the creation of undead is tightly controlled. This is part of the armistice agreement between the warring deities. Only a certain number of undead can be created, or brought into the Outer World, and their creation is more difficult and costlier. </p><p><strong>Vampire:</strong> As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. </p><p>However, she was repulsed by the decaying state of their bodies. So, she created vampires, who were more powerful than mummies, and maintained the look of the bodies they had in life. </p><p>Satisfied that she had found an acceptable way to cheat death, she transformed herself into a vampire, and consolidated her position of power by destroying all the other vampires she had created initially. Thus, she established herself as the forebear of all vampires that exist today, although rumours persist that one of the original vampires somehow escaped destruction… </p><p><strong>Zombie:</strong> ?</p><p><strong>Ghost:</strong> Before the events that led up to the Shattering, ghosts were the only type of undead. A ghost is a spirit that does not pass on to the Inner World, as it was known then, or the Ethereal Realm, as it is now. When a being in the Outer World dies, its positive energy spirit is naturally transformed into negative energy as it passes on to the next plane of existence. However, in rare circumstances, this process can be disrupted. This occurs either due to a powerful act of will on the part of the recently deceased, or when the spirit has undergone a great psychic trauma, such as being murdered. Although ghosts are not intrinsically evil, they are beings of negative energy and suffer greatly in the Outer World, which is confusing and alien to their nature. This often causes the ghost to become malevolent, if it wasn’t already. A negative spirit in the Inner World would have spent its lifetime resolving psychological issues, before being reborn into the material Outer World as a positive energy spirit in a new body. Scholars speculate that ghosts are created when some of these psychological issues can only be resolved in the Outer World. For example, the spirit might need to protect loved ones, or to exact revenge upon its killer. </p><p>She attempted to create ghosts by killing living beings in horrendous ways, so as to precipitate the necessary psychological trauma. However, the success rate of this was low as, more often than not, the spirit would simply cross over into the Inner World and remain beyond her reach. </p><p><strong>Skeleton:</strong> Because ghosts are immaterial negative energy spirits, they do not die in the same manner as material beings with positive energy spirits. They can be temporarily dispersed, but will usually reform after a period of time, and can linger in the Outer World for decades or even centuries, until their reason for remaining is resolved. The arch-wizard Cevnia became fascinated with the durability of these negative spirits and wondered if there was a way to somehow harness their power to extend her own lifespan. She noted that some ghosts were able to temporarily possess the body of a living being in the Outer World. This is a deeply unpleasant and painful process for the living being, and also for the ghost, as it is constantly fighting rejection by a body that was designed to hold a positive energy spirit. Cevnia discovered a way to prepare the remains of a body in such a manner as to make them compatible with a negative spirit, thus avoiding the problem of rejection, although it is still grindingly painful for the spirit. By binding a ghost to its remains prepared in this way, the first undead skeleton was created. The “body” was animated by negative energy, but could not truly die, as it was already dead, thus making it very hard to destroy. Devastating amounts of damage had to be inflicted on the physical remains in order to disrupt the binding. </p><p>The number of ghosts was (and still is) relatively small, and it was often impossible to locate the original body. When the body was available, it was usually just a pile of bones, which explains the fact that her first undead creation was a skeleton. </p><p><strong>Ghoul:</strong> Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. </p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Mohrg:</strong> Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. </p><p><strong>Mummy:</strong> Sensing that she was nearing her goal, Cevnia poured all her art and cunning into the creation of intelligent undead that were not inflicted with the uncontrollable desires of the Hungry Dead. She had some success with mummies, especially the powerful mummy lords. </p><p><strong>Mummy Lord:</strong> Sensing that she was nearing her goal, Cevnia poured all her art and cunning into the creation of intelligent undead that were not inflicted with the uncontrollable desires of the Hungry Dead. She had some success with mummies, especially the powerful mummy lords. </p><p><strong>Shadow:</strong> The spirits that took up Taggarik’s bargain soon regretted it, as they realised he did not have the ability to make them fully corporeal within the Shadow Realm. Those who resisted his will were given over to Cevnia to use as power sources for her material undead. Those willing to embrace Taggarik’s evil were sent to the Outer World as incorporeal undead, such as shadows and wraiths. </p><p><strong>Wraith:</strong> The spirits that took up Taggarik’s bargain soon regretted it, as they realised he did not have the ability to make them fully corporeal within the Shadow Realm. Those who resisted his will were given over to Cevnia to use as power sources for her material undead. Those willing to embrace Taggarik’s evil were sent to the Outer World as incorporeal undead, such as shadows and wraiths.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Plague Zombie:</strong> Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/265832/Atarashia-Gazetteer--Dwarven-Guide?affiliate_id=17596" target="_blank">Atarashia Gazetteer – A Dwarven Guide</a>[spoiler]</p><p><strong>Undead:</strong> When the War of Life began, that great battle between life and undeath, the dwarves sided with Tlaneci, the goddess of the sun, and marched into battle on the central plains of the Jing Empire. This area was devasted by necromantic magic and became the Narwahr Expanse. Even now, the tortured bodies of dwarven warriors can be encountered as undead, shambling through the shattered terrain of the Expanse. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/170003/Aventyr-Bestiary?affiliate_id=17596" target="_blank">Aventyr Bestiary</a>[spoiler]</p><p><strong>Carrion Beast:</strong> Carrion beasts are wrought by maddened necromancers or unholy priests that curse a field of recently deceased bodies.</p><p><strong>Dodelig:</strong> When the Dracoprime fell many halflings tragically died beneath its immense form, but their magically infused bodies were awoken by the essence of the lich Udødelig.</p><p><strong>Fleshdoll Rogue:</strong> ?</p><p><strong>Frostdeath Dragon:</strong> ?</p><p><strong>Ghoublin:</strong> Freshly created ghoublins are made from recently killed goblin corpses, but the insidious undead can infect any humanoid (causing it to distort and shrink after its death, for humanoids larger than Small sized).</p><p>An afflicted humanoid of less than 2 HD that dies of ghoublin fever rises as a ghoublin at the next midnight.</p><p><strong>Goemul:</strong> Creatures wrought by sadistic wizards, these tortured treants live an existence stretched taut between life and death.</p><p><strong>Gogelid:</strong> Where the gøgelid originally come from remains unknown and though intelligent and sometimes quite talkative, the animated canines never speak of more than the name of their home dimension: Preokret.</p><p><strong>Hellion Revenant:</strong> Ireful hellions have a supernatural ability to attract any recently departed soul unlucky enough to wander near its layer, luring them to their bound home. The hellion consumes and subsists off any remaining energies of these souls (increasing its own power) leaving behind only mindless wraiths called hellion revenants that join their master in a rage-filled existence.</p><p><strong>Screaming Severed Skull:</strong> Screaming severed skulls were first created by gitwerc, the evil Underworld denizens that reside just above HEL. Legends say that those who beg for mercy from the devil dwarves sometimes receive it, turned into these undead and gifted with the task of endlessly conveying vile messages and disgusting commands (the source, theologians speculate, that causes the creatures’ to unleash their unsettling screams).</p><p><strong>Shadow Rat:</strong> Shadow-rats are created whenever rodents are left to feast upon the flesh of the undead and then allowed to breed. The resulting offspring is evil from birth, quickly using its abilities to slay the parents and any natural siblings nearby, soon after heading off to find new prey (often killing things not out of hunger, but for the thrill of the act).</p><p><strong>Spite-Spitter:</strong> The ancestors of the once Matron Mother of the drow city of Holoth, Maelora Guillon, dispossessed their enemies of their wealth and position, sacrificing their crushed souls to the dark elven deity Naraneus. In the Plane of Venom they were warped and transformed into spite-spitters, forced to wander where She Who Weaves in Darkness wills them to.</p><p><strong>Zombie Handservant:</strong> Zombie handservants tended to great lords and kings of the Ancestor People, the ancient forefathers of the Vikmordere, and in death they continue to serve their masters in tombs and burial shrines throughout the Vikmordere Valley.</p><p>Zombie handservants are created through the use of an animate dead spell combined with various ceremonial rituals at the time of a lord or king’s death. These culminating forces combine with the servant’s undying affection and will to serve their master, creating a zombie handservant.</p><p><strong>Fleshdoll:</strong> Crafted from the flesh, blood, and bone of dead corpses, fleshdolls are miniature 1-ft. tall puppets that are animated by unwilling spirits bound with evil necromancy. Products of the fleshdoll stage, the associated curse has a myriad of effects but none are more noticeable than this unnatural transference into one of these gruesome miniatures. Stitched, sewn, pinned, and cauterized—a fleshdoll’s physical appearance and level of aesthetic detail depends on the creativity and skill of the necromancer who created the grizzly golems of fleshcraft.</p><p>“Fleshdoll” is an inherited or acquired template that can be added to any living, corporeal creature.</p><p></p><p><strong>Ghoul:</strong> An afflicted humanoid of 2-3 HD that dies of ghoublin fever rises as a ghoul at the next midnight.</p><p><strong>Ghast:</strong> An afflicted humanoid with 4 or more HD that dies of ghoublin fever rises as a ghast at the next midnight.</p><p></p><p>Ghoublin Fever (Su) Disease—bite; save—Fortitude DC 9; incubation period—1 day; damage 1 Con and 1 Dex. The save DC is Charisma-based.</p><p>An afflicted humanoid that dies of ghoublin fever rises as a ghoublin at the next midnight. A humanoid who becomes a ghoublin in this way retains none of the abilities it possessed in life. It is not under the control of any other ghoublins, but it hungers for the flesh of the living and behaves like a normal ghoublin in all respects. A humanoid of 2-3 Hit Dice rises as a ghoul, not a ghoublin, while a humanoid with 4 Hit Dice or more rises as a ghast.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/162646/Beasts-of-Legend-Beasts-of-the-East?affiliate_id=17596" target="_blank">Beasts of Legend: Beasts of the East</a>[spoiler]</p><p><strong>Srin-Po:</strong> Created when particularly affluent members of society are slain in (what they perceive as) a disgraceful manner, and later buried. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/114660/Beasts-of-Legend-Coldwood-Codex?affiliate_id=17596" target="_blank">Beasts of Legend Coldwood Codex</a> [spoiler]</p><p><strong>Faleich-Wyrm:</strong> In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive.</p><p><strong>Leeches of Madness:</strong> Created by the Faleich-Mar.</p><p><strong>Slough:</strong> A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect.</p><p>All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.</p><p>Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10 + the weirdstone's caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone's eventually die and become slough themselves.</p><p>“Slough” is an acquired template that can be added to any living creature, provided it can create or otherwise acquire a weirdstone.</p><p><strong>Ugrohter:</strong> Ugrohters are undead fey whose accused souls become trapped upon the Material Plane.</p><p>Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld's influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters.</p><p><strong>Wight Barrow:</strong> Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.</p><p><strong>Wight Boreal:</strong> Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise.</p><p>Boreal wights are the restless dead left unburied in the evergreen forests of the north.</p><p>Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt.</p><p></p><p><strong>Wight:</strong> Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/118152/Beasts-of-Legend-Boreal-Bestiary?affiliate_id=17596" target="_blank">Beasts of Legend Boreal Bestiary</a> [spoiler]</p><p><strong>Green Child:</strong> Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/117594/PFRPG-Behind-the-Monsters-Omnibus?affiliate_id=17596" target="_blank">Behind the Monsters Omnibus</a>[spoiler]</p><p><strong>Skeleton:</strong> This skeleton is an undead creature animated by magic to perform single-minded tasks. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/177372/Black-Sheep-NPC-Codex-Vol-1?affiliate_id=17596" target="_blank">Black Sheep NPC Codex Vol. 1</a>[spoiler]</p><p><strong>Lilliana, Ghost Gnome Wizard 3:</strong> Lilianna served for many years as an entertainer to the royal court. Her illusions entertained adults and children alike. It was a shock to all when she suddenly killed the king. Tried and sentenced to death by hanging, Lilianna died a traitor to her people.</p><p>This wasn't the end however. Lilianna hadn't killed the king. She had been framed by an unknown party. Anger at the injustice had brought her soul back, and her arcane power bound her spirit to her spell book. Now she protects the royal family while seeking out the assassin.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/180344/Black-Sheep-NPC-Codex-Vol-2?affiliate_id=17596" target="_blank">Black Sheep NPC Codex Vol. 2</a>[spoiler]</p><p><strong>Desmond's Hand:</strong> The true origins of this annoying abomination are supposedly lost to the years. Only rumor and odd legends surround it now. Most involved in arcane circles knowingly attribute the severed hand to long dead wizard named Desmond. Not many kind things can be said about Desmond as he seemed to lead a life of wanton hedonism. One example of his wasted skill was a spell that undressed a sleeping person. Not many of the people he traveled with found the spell as funny as him, ultimately leading to him being blacklisted by most adventuring groups in most cities. He did eventually find a group, and in particular female half-orc bard, that shared his rather aggravating sense of humor. Life can sometime be poetic, albeit in a morbid way. According to the tale, the female bard was working on an axe juggling act she wanted him to see. The half-orc bard did well at two, then three, but things went wrong at the fourth axe. The phrase, “wizards should never try axe catching!”, is often spoken at this point.</p><p>The story continues with Desmond delving into the necromantic arts to feed life, in a way, into the embalmed hand. Desmond now had an unliving hand, which he very unwisely made into his familiar.</p><p><strong>Thomas the Imaginary Friend, Greater Shadow:</strong> “You will stay here boy. Don’t try to return home.”, said the terrified boy's father.</p><p>Thomas looked around at the near endless expanse of nothing around him with tears freezing to his face. When the child turned to where his father had been, Thomas saw that he was already leaving. The heartless man walked away without even a glance back. Thomas screamed out to his father as the he labored hard to catch his father in the rising snow. He was just too small, too cold, and too exhausted. Thomas still pushed his body until his lungs hurt, and fits of coughing started. Collapsing into the snow the child looked around in the whiteout, his father nowhere to be seen. Thomas had no idea what to do, then the boy heard the howls of wolves.</p><p><strong>Shroud, the Black King, Simulacrum Half-Elf Sorcerer 10:</strong> Few suspect it but a part of the King of old remains trapped within his enchanted burial shroud.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/115564/Book-of-Beasts-Legendary-Foes-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts Legendary Foes</a> [spoiler]</p><p><strong>Deific Guard:</strong> As the pharaohs of long ago ascended to godhood, they took their royal guards with them. Deific guards, as they were known, were mummified guardians left behind to protect the remains of the pharaoh or those that ascended into Abaddon with the ancient ruler. These warrior-priests are the unliving incarnation of the ancient pharaoh they once served. </p><p>Only dwarves were chosen as deific guards in life, and they still retain some of their dwarf racial abilities in undeath.</p><p><strong>Jack-in-Irons:</strong> Most scholars explain a jack-in-irons to the uneducated as a ghost that inhabits chains. While that explanation is close, it is not entirely accurate. A jack-in-irons is no mere ghost, but rather the spirit of a great general, powerful mercenary or bloody murderer that was tortured and died having been drawn and quartered. Instead of the spirit reforming as its own entity or turning into a haunt, it inhabits the chains that ripped apart its body and now uses them to inflict the same fate on others.</p><p><strong>Memory of Rage:</strong> When a person is tortured, bled, and tormented for years on end, the restless spirit left behind is no mere ghost. All that is left of this poor creature is the memory of its rage.</p><p><strong>Shadow of the Void:</strong> A shadow of the void is an ancient shadow that burns with cold power, standing ready to suck out the life of any living creature it encounters. Many scholars consider a shadow of the void to be death incarnate, sent by the gods of death to be the last thing ever seen by their living victims.</p><p><strong>Skeletal Storm:</strong> This deadly whirlwind of bones is believed to be the result of a failed attempt to create a lich.</p><p></p><p><strong>Shadow Greater:</strong> If a creature is slain by a shadow of the void’s blightfire, icy fragments of the creature remain and it rises as a greater shadow.</p><p>A living creature slain by a shadow of the void becomes a greater shadow in 1d4 rounds.</p><p><strong>Banshee Witch 12:</strong> Bloody Bonnie is the spirit of an elven woman who was murdered by her philandering noble husband. When she violently confronted him about his infidelity, he clawed out her eyes and threw her from the highest tower of his castle. Three nights later, on the eve of the lord’s hasty marriage to his latest mistress, Bonnie’s spirit rose from the grave and slaughtered him, his bride, and his entire court.</p><p><strong>Ravener Wyrm Magma Dragon:</strong> Considered by other dragons to be insane to the point of being unhinged, Jaliktaj is given a wide berth by his living kin. In life he was a powerful spellcaster and devourer of all that lived in his lands. When a group of adventurers came prepared to bring him to an end, he released an imprisoned lich on the condition that it would turn him into a ravener.</p><p><strong>Lich Aasimar Sorcerer 13 Dragon Disciple 6:</strong> ?</p><p><strong>Ghost Cyclops Rogue 9:</strong> ?</p><p><strong>Zombie Juju Dark Stalker Antipaladin 19:</strong> Tza’doran and the dark cleric Razalia were lovers, serving their blasphemous demi-god together. When a group of adventurers put Tza’doran to the sword, Razalia escaped with the dust that was once her lover’s body and raised her as her servant.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/100348/Book-of-Beasts-Monster-Variations-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts Monster Variations</a>[spoiler]</p><p><strong>Mummy Giant:</strong> ?</p><p><strong>Mummy Halfling:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/83197/Book-of-Beasts-Monsters-of-the-River-Nations-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts Monsters of the River Nations</a>[spoiler]</p><p><strong>Autumn Death:</strong> Legends say the first autumn death was created from the skeleton of someone hopelessly lost in the forest. The despair at the point of death combined with ambient arcane powers from dragons or fey to enervate the remains into a wandering terror.</p><p><strong>Riverswell Spirit:</strong> A riverswell spirit is the drowned victim of a flood or violent downpour.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/98600/Book-of-Beasts-Monsters-of-the-Shadow-Plane-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts Monsters of the Shadow Plane</a> [spoiler]</p><p><strong>Centaur Raav:</strong> Scholars debate the origins of the centaur raav. Some point to the reinforced bones as the handiwork of the lich necromancer Skerasis. Others believe it was created by the cult of Orcus attempting to enrage the centaurs and driving them to war. However, all scholars agree this abomination could only be formed near the dark fields of the Plane of Shadows. The negative energy flowing into Shadowsfall empowers and reinforces the skeletal body. As long as the dark fields have a supply of centaur corpses, it will produce more raavs.</p><p><strong>Clawed Kadian:</strong> A humanoid slain by a clawed kadian rises as a clawed kadian in 1d4 rounds.</p><p>This type of undead can be made with a greater create undead spell of caster level 18th or higher.</p><p><strong>Deathhand:</strong> Charon created a legion of undead floating goons to hunt down creatures that have tasted death, whether living or undead–other than themselves, and drag them to Abaddon permanently.</p><p><strong>Deathhand Captain:</strong> ?</p><p><strong>Headless Hunchback Skelton:</strong> ?</p><p><strong>Headless Hunchback Skeletal Champion:</strong> ?</p><p><strong>Helblar:</strong> Thought to be called into being by a well-meaning but less than clear wish.</p><p><strong>Helblar Greater:</strong> ?</p><p><strong>Helblar Champion:</strong> ?</p><p><strong>Nightshade Nightstalker:</strong> ?</p><p><strong>Phantasm Swarm:</strong> It is said that souls that reach their final reward forget their earlier lives. Less known is that souls forbidden from this reward never forget. Over the course of centuries, clusters of these tortured souls have gathered together on the Plane of Shadows to form a phantasm swarm, an entity more powerful than just the combined ectoplasmic energy of the souls alone.</p><p><strong>Spectre Spawn:</strong> Any humanoids slain by a spectre spawn becomes a spectre spawn themselves in 1d4 rounds.</p><p>Any humanoids slain by a spectre lord become a spectre spawn themselves in 1d4 rounds.</p><p><strong>Spectre Lord:</strong> Spectres are far more common on Shadowsfall than in the Material Plane because the many lonely and lost places they haunt are absorbed by the Plane. Shadowsfall’s dim sun affords spectres freedom to indulge their fury without incapacity. Over the course of centuries, many of these rage spirits develop greater powers, transforming into a much more virulent entity known as a spectre lord.</p><p><strong>Unquiet Giant:</strong> Reanimated by the intense hatred and anguish it experiences in its fierce but final battle, the unquiet giant still is impaled by the many weapons that struck it down.</p><p><strong>Shadow Halfling:</strong> ?</p><p><strong>Shadow Cave Fisher:</strong> ?</p><p><strong>Shadow Manticore:</strong> ?</p><p><strong>Shadow Titan Centipede:</strong> ?</p><p><strong>Shadow Dragon Ancient:</strong> ?</p><p></p><p><strong>Spectre:</strong> Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder.</p><p><strong>Shadow:</strong> A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds.</p><p><strong>Skeleton Blood Monkey:</strong> ?</p><p><strong>Skeleton Minotaur:</strong> ?</p><p><strong>Skeleton Snake Constrictor Freezing:</strong> ?</p><p><strong>Skeleton Stogsaurus:</strong> ?</p><p><strong>Skeleton Ice Linnorm:</strong> ?</p><p><strong>Skeletal Champion Half-Elf Fighter 8 Rogue 6:</strong> ?</p><p><strong>Zombie Plague Rat:</strong> ?</p><p><strong> Zombie Basilisk:</strong> ?</p><p><strong> Zombie Bulette:</strong> ?</p><p><strong> Zombie Plague Shambling Mound:</strong> ?</p><p><strong>Zombie Plague:</strong> Anyone who dies while infected by a plague zombie's zombie rot rises as a plague zombie in 2d6 hours.</p><p><strong>Zombie Fast Ancient Black Dragon:</strong> ?</p><p><strong>Zombie Juju Gnome Sorcerer 17:</strong> ? [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89583/Book-of-Beasts-Wandering-Monsters-1-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts Wandering Monsters</a>[spoiler]</p><p><strong>Death Adept:</strong> Death adepts are made from the body of a good priest that has been within the bounds of desecrated land for over 100 years. The remains must be transported to the plane of evil and the create greater undead spell must be finished before the plane animates the corpse of its own accord. The spell requires a caster level of 17 to creature this creature.</p><p><strong>Remembrent:</strong> A few souls of bards and sorcerers cling to their memories and to their decaying bodies desperately trying to gain revenge for their death or some other wrong done to them in life. The soul shrieks loudly enough that their own dead bodies can hear, allowing the soul to take possession once again. These undead are called remembrents.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/109320/Book-of-Beasts-War-on-Yuletide-PFRPG?affiliate_id=17596" target="_blank">Book of Beasts War on Yuletide</a>[spoiler]</p><p><strong>Dirge Caroler:</strong> Dirge carolers are small, corporeal undead—the hideous remains of impoverished halflings swathed in dirty, heavy winter clothing. In life, they depended upon the generosity of their neighbors to survive the harsh winters; when that generosity waned, they starved to death.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/85402/Book-of-Friends-and-Foes-Under-the-Mountain-PFRPG?affiliate_id=17596" target="_blank">Book of Friends and Foes Under the Mountain</a>[spoiler]</p><p><strong>Elf Vampire Rogue 6, Night Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176357/Book-of-Lost-Spells?affiliate_id=17596" target="_blank">Book of Lost Spells</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Skeleton</em> spell.</p><p><em>Crew with the Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Zombie</em> spell.</p><p><em>Zombify Self</em> spell.</p><p><strong>Shadow:</strong> <em>Devouring Darkness</em> spell.</p><p><em>Umbral Touch</em> spell.</p><p><em>Umbral Weapon</em> spell.</p><p><strong>Undead:</strong> <em>Obliterate Soul</em> spell.</p><p><strong>Ghoul:</strong> <em>Transform Zombie</em> spell.</p><p></p><p>Animate Skeleton </p><p>School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate) </p><p>Range touch </p><p>Targets one or more corpses touched </p><p>Duration instantaneous </p><p>Saving Throw none; Spell Resistance no </p><p>This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less. </p><p>The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again. </p><p>The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. 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></p><p>Animate Zombie </p><p>School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie) </p><p>Range touch </p><p>Targets one or more corpses touched </p><p>Duration instantaneous </p><p>Saving Throw none; Spell Resistance no </p><p>This spell functions like the animate skeleton spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. </p><p></p><p>Crew with the Dead </p><p>School necromancy; Level bard 5, sorcerer/wizard 6 </p><p>Casting Time 10 minutes </p><p>Components V, S, M (the bones or remains of at least 5 drowning victims) </p><p>Range close (25 ft. + 5 ft./2 levels) </p><p>Target one ship </p><p>Duration 1 hour/level, concentration discharge (D) </p><p>Saving Throw none; Spell Resistance no </p><p>This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew through encouraging singing of sea shanties. </p><p>Up to 5 undead crewmembers may be summoned per caster level. The crew is treated as Medium skeletons with the additional ability of Profession (sailor) +5. </p><p>The crew does not fight or otherwise engage an enemy in combat, though they can operate ballistae or catapults, firing such machinery as 1st-level warriors. </p><p></p><p>Devouring Darkness </p><p>School evocation; Level cleric/oracle 5, sorcerer/wizard 5 </p><p>Casting Time 1 standard action </p><p>Components V, S </p><p>Range medium (100 ft. + 10 ft./level) </p><p>Area 20-ft. radius </p><p>Duration instantaneous (see text) </p><p>Saving Throw Reflex half (see text); Spell Resistance yes </p><p>You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects. </p><p>Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures. </p><p></p><p>Obliterate Soul </p><p>School necromancy [evil]; Level sorcerer/wizard 7 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (a pinch of bone dust) </p><p>Range close (25 ft. + 5 ft./2 levels) </p><p>Target one living creature </p><p>Duration Instantaneous </p><p>Saving Throw Fortitude partially negates; Spell Resistance yes </p><p>Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion). </p><p></p><p>Transform Zombie </p><p>School necromancy [evil]; Level sorcerer/wizard 6 </p><p>Casting Time 1 full round </p><p>Components V, S, M (A bone from a ghoul and a black onyx gem worth at least l00 gp) </p><p>Range touch </p><p>Target one zombie </p><p>Duration instantaneous </p><p>Saving Throw Fortitude negates; Spell Resistance yes </p><p>The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. </p><p></p><p>Umbral Touch </p><p>School necromancy [evil]; Level cleric/oracle 3, sorcerer/ wizard 3 </p><p>Casting Time 1 standard action </p><p>Components S </p><p>Range touch </p><p>Target one creature </p><p>Duration 1 minute/level </p><p>Saving Throw Fortitude halves; Spell Resistance yes </p><p>This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage. </p><p>If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. </p><p></p><p>Umbral Weapon </p><p>School illusion (shadow); Level sorcerer/wizard 5 </p><p>Casting Time 1 standard action </p><p>Components S </p><p>Range touch </p><p>Target Shadows touched </p><p>Duration 1 minute/level </p><p>Saving Throw none; Spell Resistance no </p><p>This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again. </p><p>An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2. </p><p>A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. </p><p></p><p>Zombify Self </p><p>School necromancy; Level sorcerer/wizard 4 </p><p>Casting Time 1 standard action </p><p>Components V, S, M (one handful of zombie flesh) </p><p>Range personal </p><p>Target you </p><p>Duration 1 minute/level </p><p>Saving Throw none; Spell Resistance no </p><p>This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you. </p><p>Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be is stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/114725/Book-of-Magic-10-Undead-Spell-Words-Laptop-Tablet?affiliate_id=17596" target="_blank">Book of Magic 10 Undead Spell Words</a>[spoiler]</p><p><strong>Devourer:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Ghoul:</strong> <em>Raise Undeath</em> spell word.</p><p><strong>Ghoul Ghast:</strong> <em>Raise Undeath</em> spell word, caster level 12th or higher.</p><p><strong>Mohrg:</strong> <em>Raise Undeath</em> spell word, caster level 18th or higher.</p><p><strong>Mummy:</strong> <em>Raise Undeath</em> spell word, caster level 15th or higher.</p><p><strong>Shadow:</strong> <em>Raise Undeath</em> spell word, boosted.</p><p><strong>Shadow Greater:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Skeletal Champion:</strong> <em>Raise Undeath</em> spell word.</p><p><strong>Spectre:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Wight:</strong> <em>Raise Undeath</em> spell word, caster level 15th or higher.</p><p><strong>Wraith:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 16th or higher.</p><p><strong>Attic Whisperer:</strong> <em>Raise Undeath</em> spell word, caster level 12th or higher.</p><p><strong>Banshee:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Bodak:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Crawling Hand:</strong> <em>Raise Undeath</em> spell word.</p><p><strong>Crawling Hand Giant:</strong> <em>Raise Undeath</em> spell word, caster level 15th or higher.</p><p><strong>Crypt Thing:</strong> <em>Raise Undeath</em> spell word, caster level 15th or higher.</p><p><strong>Draugr:</strong> <em>Raise Undeath</em> spell word, caster level 12th or higher.</p><p><strong>Dullahan:</strong> <em>Raise Undeath</em> spell word, caster level 18th or higher.</p><p><strong>Totenmaske:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 18th or higher.</p><p><strong>Witchfire:</strong> <em>Raise Undeath</em> spell word, boosted, caster level 20th or higher.</p><p><strong>Zombie Juju:</strong> <em>Raise Undeath</em> spell word.</p><p><strong>Allip:</strong> <em>Raise Undeath</em> spell word, boosted.</p><p><strong>Huecuva:</strong> <em>Raise Undeath</em> spell word.</p><p></p><p>Raise Undeath (Death)</p><p>School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>Target Restrictions selected</p><p>This effect word can only target the corpses of dead creatures and can only be cast at night. The exact creature that is raised is the wordcaster’s choice and can be any from the below table (or any other creature that can be created with the create undead spell) as long as the caster meets the minimum caster level. The animated creature remains undead until destroyed. The undead creature is not automatically under the caster’s control. Additional wordspells (or combining this word with other spellwords) are required to bring the undead creature under the caster’s control.</p><p>Minimum Caster Level Undead Created</p><p>Any Crawling Hand B2, Ghoul, Huecuva B3, Juju Zombie B2, Skeletal Champion</p><p>12th Attic Whisperer B2, Draugr B2, Ghast</p><p>15th Crypt Thing B2, Giant Crawling Hand B2, Mummy, Wight</p><p>18th Dullahan B2, Mohrg</p><p>Boost: The wordcaster can create undead from the below table or any other creature that can be created from a create greater undead spell as long as the caster meets the minimum caster level. Boosting this effect word increases its level by 2.</p><p>Minimum Caster Level Undead Created</p><p>Any Allip B3, Shadow</p><p>16th Wraith</p><p>18th Spectre, Totenmaske B2</p><p>20th Banshee B2, Bodak B2, Devourer, Greater Shadow, Witchfire B2[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/84813/Book-of-Monster-Templates-PFRPG?affiliate_id=17596" target="_blank">Book of Monster Templates</a>[spoiler]</p><p><strong>Darkseed Creature:</strong> Darkseed Creature is an acquired template that can be added to any undead creature. The term darkseed refers most properly to the kernel of negative energy that burns in an undead with this template. Sometimes when an undead rises within an area ripe with negative energy it immediately gains the darkseed template. Likewise, some undead bring forth a darkseed within themselves after spending time in such negatively charged zones. More common, however, are those undead who receive a darkseed from a malevolent deity with necromantic dominions.</p><p><strong>Bloody Blade Darkseed Bloody Bones Rogue 4:</strong> Servants of the god of death itself, these beings are created to violently enforce the will of their master, as told in the Canticle of the Blades.</p><p>One of the</p><p>priests of the new Cathedral of St. Ilfraness made a very public, very well received, and very irreverent joke about the god of death. That very night he fell to his death from the pinnacle of the cathedral and, before he could be buried, his body was divinely raised as a bloody blade.</p><p><strong>Gellid Dirge Lich Drachencor Lich Shade:</strong> ?</p><p><strong>Human Irresistible Graveknight Two-Handed Fighter 10:</strong> </p><p><strong>Tax Collector Creature:</strong> Public servant, avaricious private agent, or cruel servant of a tyrant, wrath against the tax collector is a force unto itself that can lead to murder. When a customs official is slain sometimes a unique revenant spirit is created.</p><p>“Tax Collector” is an acquired template that can be added to any non-undead creature.</p><p><strong>Tax Collector Sea Hag:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/113635/Book-of-Multifarious-Munitions-Vehicles-of-War-PFRPG?affiliate_id=17596" target="_blank">Book of Multifarious Munitions Vehicles of War</a>[spoiler]</p><p><strong>Bone Skiff:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7598110, member: 2209"] [b]Pathfinder 1e #, A-B[/b] Pathfinder 1e #, A-B [spoiler] [URL=https://www.drivethrurpg.com/product/217600/8Bit-Adventures--The-Legend-of-Heroes?affiliate_id=17596]8-Bit Adventures - The Legend of Heroes[/URL][spoiler] [b]Burning Skull:[/b] Burning skulls are floating skulls or severed heads whose bodies have long since abandoned them, either in the moment of death or long after. Reanimated via dark magic, these horrors are usually created as mindless sentinels for dungeons or lairs.[/spoiler] [URL=https://www.drivethrurpg.com/product/215783/8Bit-Adventures-Vampire-Slayer-Gear?affiliate_id=17596]8-Bit Adventures: Vampire Slayer Gear[/URL][spoiler] [b]Axe Knight:[/b] ? [b]Knight:[/b] ? [b]Medusa Head:[/b] ? [b]Red Skeleton:[/b] ? [b]Graveknight:[/b] ? [b]Skeletal Champion:[/b] ? [b]Beheaded:[/b] ? [b]Mummy:[/b] ? [b]Bloody Skeleton:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/184109/8Bit-Adventures--Welcome-to-the-Fungal-Kingdom?affiliate_id=17596]8-Bit Adventures Welcome to the Fungal Kingdom[/URL][spoiler] [b]Scaredy Ghost:[/b] ? [b]Undead Turtle:[/b] The origins of these creatures is shrouded in mystery, but the common story is that they were created by the Turtle King himself to allow him access to what he assumed had to be vast treasure troves hidden in the haunted mansions of the Fungal Kingdom. At first the Turtle King was frustrated at the ease with which the unquiet spirits of the Fungal Kingdom rebuffed his attempts to explore the old and decrepit houses that dotted the landscape, casting out his Turtle Legion and preventing access to what must be the best treasures and resources. To combat this, he delved into some necromancy of his own, creating the nigh-indestructible undead soldiers that serve him today. With his new skeletal servitors at his disposal he quickly explored these haunted sites, learning that they held little of interest. It can be created by an animate dead spell, but only if the subject was originally a turtle soldier. [/spoiler] [URL=www.drivethrurpg.com/product/104573/30-Variant-Dragons-PFRPG?affiliate_id=17596]30 Variant Dragons[/URL][spoiler] [b]Fast Zombie:[/b] Juju Fever Disease—breath weapon or miasma; save Fort, same DC as the jungle dragon’s breath weapon; onset 1 day; frequency 1/day; effect 1 point of Con damage and 1 point of Wis damage per age category; cure 3 consecutive saves. Anyone who dies from juju fever rises as a fast zombie at the next midnight.[/spoiler] [URL=http://www.drivethrurpg.com/product/162059/100-Crunch-Kobolds?affiliate_id=17596]100% Crunch Kobolds[/URL][spoiler] [b]Kobold Skeleton:[/b] ? [b]Kobold Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/107963/100-Crunch-Liches?affiliate_id=17596]100% Crunch Liches[/URL][spoiler] [b]Atrophied Lich:[/b] A lich that remains immobile and insensible for extended periods of time can grow atrophied. [b]Forsaken Lich:[/b] The means of attaining lichdom are extremely personal for mortal spellcasters, fraught with misinformation and peril. The smallest miscalculation in the potion of lichdom’s formula or most minute flaw in one’s phylactery can interrupt the process that infuses one’s mortal soul with overwhelming arcane and negative energies. Other times, an inexperienced wizard attempts the transformation, or erroneously consumes a formula produced for another spellcaster, instantly dying from the backlash of potent forces or condemning himself to a terminal but far more terrible end. In these sorrowful cases, the process traps the soul of the would‐be lich outside a phylactery that will not accept it and a body that has rejected it. The potent arcane forces tampered with by the lich’s failed creation also find themselves unleashed but uncontrolled, surrounding the newly formed abomination, empowering it but also slowly consuming its essence. “Forsaken lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. Rarely, a creature unable to create a phylactery stumbles upon this state through tragic ambition. [b]Awakened Demilich:[/b] Under exceptional conditions, a lich’s full consciousness survives its transformation into a demilich, or a lich’s wandering intellect manages to return to its jewelled skull. [b]Elf Lich Magus 11:[/b] ? [b]Halfling Lich Cleric 11:[/b] ? [b]Human Lich Wizard 11:[/b] ? [b]Human Lich Druid 11:[/b] ? [b]Human Forsaken Lich Cleric 11:[/b] ? [b]Dwarf Lich Oracle 12:[/b] ? [b]Half-Elf Lich Wizard 12:[/b] ? [b]Pugwampi Lich Druid 12:[/b] ? [b]Sylph Lich Sorcerer 12:[/b] ? [b]Demilich:[/b] ? [b]Dhampir Forsaken Lich Wizard 13:[/b] ? [b]Green Hag Lich Wizard 12:[/b] ? [b]Human Lich Cleric 13:[/b] ? [b]Human Lich Magus 13:[/b] ? [b]Serpentfolk Lich Wizard 11:[/b] ? [b]Drider Lich Bard 11:[/b] ? [b]Ghaele Lich:[/b] ? [b]Halfling Lich Bard 14:[/b] ? [b]Half-Orc Lich Oracle 14:[/b] ? [b]Drow Noble Lich Leric 14:[/b] ? [b]Drow Noble Lich Wizard 14:[/b] ? [b]Human Lich Sorcerer 5/Dragon Disciple 10:[/b] ? [b]Human Forsaken Lich Ranger 15:[/b] ? [b]Advanced Serpentfolk Lich Cleric 13:[/b] ? [b]Elf Lich Magus 16:[/b] ? [b]Venerable Half-Orc Lich Druid 16:[/b] ? [b]Human Lich Oracle 16:[/b] ? [b]Puckwudgie Lich Druid 13:[/b] ? [b]Advanced Demilich:[/b] ? [b]Drider Lich Sorcerer 9:[/b] ? [b]Dwarf Lich Cleric 17:[/b] ? [b]Human Lich Wizard 17:[/b] ? [b]Advanced Serpentfolk Lich Wizard 15:[/b] ? [b]Ancient Green Dragon Lich:[/b] ? [b]Elf Lich Wizard 18:[/b] ? [b]Human Lich Bard 18:[/b] ? [b]Human Lich Ranger 18:[/b] ? [b]Nymph Lich Druid 11:[/b] ? [b]Awakened Demilich Oracle 16:[/b] ? [b]Old Red Dragon Lich Sorcerer 2:[/b] ? [b]Serpentfolk Lich Cleric 17:[/b] ? [b]Succubus Lich Sorcerer 15:[/b] ? [b]Lich:[/b] The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster’s life‐force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death. The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster’s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster’s transformation are left to the GM’s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades. An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation. “Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. [b]Demilich:[/b] In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich’s physical form succumbs to decay over the centuries. In time, only the lich’s skull remains intact. Yet the bonds of undeath keep the lich’s remains from final dissolution. Vestiges of the lich’s intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich’s will to live strengthen the skull, rendering it harder than any steel. The lich’s greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich’s eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest. Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich’s body decays, the lich’s intellect returns to its phylactery as normal. However, the skull rejects the return of the lich’s consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich’s remains are destroyed or scattered (for example, by wandering adventurers), the lich’s phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich’s remains survive unperturbed, the phylactery’s magic fails catastrophically, releasing the lich’s soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich’s soul to transform it into a demilich. For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich’s body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich’s phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich’s mind is doomed to wander until the end of days.[/spoiler] [URL=http://www.drivethrurpg.com/product/110396/100-Crunch-Skeletal-Champions?affiliate_id=17596]100% Crunch Skeletal Champions[/URL][spoiler] [b]Skeletal Champion:[/b] While most skeletons are mindless automatons, some skeletons retain their intelligence and cunning, making them formidable warriors. “Skeletal Champion” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3. [b]Skeleton:[/b] Skeletons are the animated bones of the dead, brought to unlife through foul magic. [b]Acid Skeleton:[/b] ? [b]Electric Skeleton:[/b] ? [b]Frost Skeleton:[/b] ? [b]Archer Skeleton:[/b] ? [b]Armoured Skeleton:[/b] Armoured skeletons are normal skeletons given heavier varieties of armour and weapons to serve as elite troops in undead armies. [b]Cursed Skeleton:[/b] Created as the result of a powerful curse rather than through necromantic spells. [b]Exploding Skeleton:[/b] ? [b]Magus Skeleton:[/b] ? [b]Mudra Skeleton:[/b] ? [b]Six-Armed Skeleton:[/b] ? [b]Multiplying Skeleton:[/b] ? [b]Under-Equipped Skeleton:[/b] Under‐equipped skeletons are normal skeletons with armour and weapons that have the broken quality. [b]Bloody Skeleton:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. [b]Burning Skeleton:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. [b]Skeletal Champion Dwarf Warrior 1:[/b] ? [b]Skeletal Champion Elf Warrior 1:[/b] ? [b]Skeletal Champion Archer Goblin Warrior 1:[/b] ? [b]Skeletal Champion Goblin Warrior 1:[/b] ? [b]Skeletal Champion Archer Human Warrior 1:[/b] ? [b]Skeletal Champion Human Warrior 1:[/b] ? [b]Exploding Skeletal Champion Kobold Warrior 2:[/b] ? [b]Skeletal Champion Elf Fighter 1:[/b] ? [b]Skeletal Champion Archer Human Ranger1:[/b] ? [b]Skeletal Champion Hobgoblin Fighter 1:[/b] ? [b]Skeletal Champion Orc Barbarian 1:[/b] ? [b]Skeletal Champion Archer Urdefhan:[/b] ? [b]Skeletal Champion Centaur:[/b] ? [b]Skeletal Champion Drow Fighter 2:[/b] ? [b]Skeletal Champion Archer Elf Rogue 3:[/b] ? [b]Skeletal Champion Gnoll Warrior 2:[/b] ? [b]Magus Skeleton Goblin Bard 3:[/b] ? [b]Magus Skeleton Drow Noble Cleric 3:[/b] ? [b]Magus Skeleton Bloody Skeleton Dwarf Cleric 3:[/b] ? [b]Archer Magus Skeleton Elf Wizard 4:[/b] ? [b]Magus Skeleton Human Sorcerer 4:[/b] ? [b]Skeletal Champion Annis Hag:[/b] ? [b]Archer Skeletal Champion Janni Rogue 2:[/b] ? [b]Skeletal Champion Orc 4:[/b] ? [b]Magus Skeleton Archer Urdefhan Wizard 6:[/b] ? [b]Burning Mudra Skeletal Champion Human Rogue 4/Ranger 1:[/b] ? [b]Skeletal Champion Redcap:[/b] ? [b]Skeletal Champion Archer Urdefhan Fighter 4:[/b] ? [b]Skeletal Champion Very Young Blue Dragon:[/b] ? [b]Acid Burning Electric Skeletal Champion Doppelganger Ranger 1:[/b] ? [b]Archer Skeletal Champion Green Hag Rogue 4:[/b] ? [b]Archer Magus Skeleton Urdefhan Cleric 8:[/b] ? [b]Magus Skeleton Centaur Druid 8:[/b] ? [b]Magus Skeleton Human Bard 8:[/b] ? [b]Archer Skeletal Champion Ogre Mage Fighter 1:[/b] ? [b]Skeletal Champion Redcap Ranger 2:[/b] ? [b]Skeletal Champion Doppelganger Rogue 2/Warrior 6:[/b] ? [b]Bloody Magus Skeleton Dwarf Cleric 8:[/b] ? [b]Archer Skeletal Champion Erinyes Fighter 1:[/b] ? [b]Magus Skeleton Rakshasa:[/b] ? [b]Burning Electric Magus Skeleton Doppelganger Ranger 5:[/b] ? [b]Magus Skeleton Green Hag Sorcerer 10:[/b] ? [b]Skeletal Champion Orc Barbarian 9:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/105674/100-Crunch-Skeletons?affiliate_id=17596]100% Crunch Skeletons[/URL][spoiler] [b]Dire Rat Skeleton:[/b] ? [b]Dog Skeleton:[/b] ? [b]Drow Skeleton:[/b] ? [b]Dwarf Skeleton:[/b] ? [b]Dwarf Crossbowman Skeleton:[/b] ? [b]Elf Skeleton:[/b] ? [b]Elf Archer Skeleton:[/b] ? [b]Gnome Skeleton:[/b] ? [b]Goblin Skeleton:[/b] ? [b]Half-Orc Skeleton:[/b] ? [b]Halfling Skeleton:[/b] ? [b]Hobgoblin Skeleton:[/b] ? [b]Human Skeleton:[/b] ? [b]Human Archer Skeleton:[/b] ? [b]Kobold Skeleton:[/b] ? [b]Merfolk Crossbowman Skeleton:[/b] ? [b]Merfolk Skeleton:[/b] ? [b]Orc Javelin Thrower Skeleton:[/b] ? [b]Orc Skeleton:[/b] ? [b]Advanced Human Skeleton:[/b] ? [b]Advanced Hobgoblin Skeleton:[/b] ? [b]Bloody Goblin Skeleton:[/b] ? [b]Burning Orc Skeleton:[/b] ? [b]Grave Chill Skeleton:[/b] ? [b]Human Mudra Skeleton:[/b] ? [b]Under-Equipped Bugbear Skeleton:[/b] ? [b]Armoured Gnoll Skeleton:[/b] ? [b]Boggard Skeleton:[/b] ? [b]Bugbear Skeleton:[/b] ? [b]Crocodile Skeleton:[/b] ? [b]Dolphin Skeleton:[/b] ? [b]Hippogriff Skeleton:[/b] ? [b]Sahuagin Skeleton:[/b] ? [b]Troglodyte Skeleton:[/b] ? [b]Warhorse Skeleton:[/b] ? [b]Wolf Skeleton:[/b] ? [b]Advanced Troglodyte Skeleton:[/b] ? [b]Bunyip Skeleton:[/b] ? [b]Deinonychus Skeleton:[/b] ? [b]Dire Ape Skeleton:[/b] ? [b]Dire Wolf Skeleton:[/b] ? [b]Grizzly Bear Skeleton:[/b] ? [b]Lion Skeleton:[/b] ? [b]Ogre Skeleton:[/b] ? [b]Sea Hag Skeleton:[/b] ? [b]Shark Skeleton:[/b] ? [b]Annis Hag Skeleton:[/b] ? [b]Bearded Devil Skeleton:[/b] ? [b]Exploding Mudra Ogre Skeleton:[/b] ? [b]Giant Frilled Lizard Skeleton:[/b] ? [b]Girallon Skeleton:[/b] ? [b]Salt Water Merrow Skeleton:[/b] ? [b]Tiger Skeleton:[/b] ? [b]Troll Skeleton:[/b] ? [b]Vodyanoi Skeleton:[/b] ? [b]Acid Girallon Skeleton:[/b] ? [b]Burning Armoured Troll Skeleton:[/b] ? [b]Cave Giant Skeleton:[/b] ? [b]Chimera Skeleton:[/b] ? [b]Dire Lion Skeleton:[/b] ? [b]Green Hag Skeleton:[/b] ? [b]Medusa Skeleton:[/b] ? [b]Ogre Mage Skeleton:[/b] ? [b]Water Naga Skeleton:[/b] ? [b]Bloody Ogre Mage Skeleton:[/b] ? [b]Criosphinx Skeleton:[/b] ? [b]Dire Bear Skeleton:[/b] ? [b]Elasmosaurus Skeleton:[/b] ? [b]Elephant Skeleton:[/b] ? [b]Ettin Skeleton:[/b] ? [b]Giant Snapping Turtle Skeleton:[/b] ? [b]Grave Chill Dire Lion Skeleton:[/b] ? [b]Hill Giant Skeleton:[/b] ? [b]Androsphinx Skeleton:[/b] ? [b]Bloody Cursed Green Hag Skeleton:[/b] ? [b]Dire Crocodile Skeleton:[/b] ? [b]Dire Tiger Skeleton:[/b] ? [b]Dragon Turtle Skeleton:[/b] ? [b]Frost Giant Skeleton:[/b] ? [b]Ghaele Skeleton:[/b] ? [b]Siyokoy Skeleton:[/b] ? [b]Young Adult Bronze Dragon Skeleton:[/b] ? [b]Cetaceal Skeleton:[/b] ? [b]Cloud Giant Skeleton:[/b] ? [b]Fire Giant Skeleton:[/b] ? [b]Fjord Linnorm Skeleton:[/b] ? [b]Great Cyclops Skeleton:[/b] ? [b]Horned Devil Skeleton:[/b] ? [b]Marilith Skeleton:[/b] ? [b]Planetar Skeleton:[/b] ? [b]Sea Serpent Skeleton:[/b] ? [b]Great White Whale Skeleton:[/b] ? [b]Ice Linnorm Skeleton:[/b] ? [b]Mature Adult Red Dragon Skeleton:[/b] ? [b]Old Bronze Dragon Skeleton:[/b] ? [b]Pit Fiend Skeleton:[/b] ? [b]Storm Giant Skeleton:[/b] ? [b]Tyrannosaurus Skeleton:[/b] ? [b]Very Old Black Dragon Skeleton:[/b] ? [b]Skeleton:[/b] Skeletons are the animated bones of the dead, brought to unlife through foul magic. “Skeleton” is an acquired template that can be added to any corporeal creature that has a skeletal system. Skeletons are normally created with animate dead. Of course, wizards and priests both have access to the animate dead spell, and depending on their power may animate any kind of creature (assuming they have its skeleton). Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3) and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. Such creatures could easily scour the sites of battles on the fiendish planes, and animate the dead bodies of celestials and fiends. Material Plane creatures with the animate dead spell‐like ability include hag covens (Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3) and zuvembies (Bestiary 3). [b]Acid Skeleton:[/b] ? [b]Electric Skeleton:[/b] ? [b]Frost Skeleton:[/b] ? [b]Archer Skeleton:[/b] ? [b]Armored Skeleton:[/b] ? [b]Cursed Skeleton:[/b] Created as the result of a powerful curse rather than through necromantic spells. [b]Exploding Skeleton:[/b] ? [b]Mudra Skeleton:[/b] ? [b]Six-Armed Mudra Skeleton:[/b] ? [b]Multiplying Skeleton:[/b] ? [b]Under-Equipped Skeleton:[/b] ? [b]Bloody Skeleton:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting. [b]Burning Skeleton:[/b] These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.[/spoiler] [URL=http://www.drivethrurpg.com/product/111740/100-Crunch-Zombie-Lords?affiliate_id=17596]100% Crunch Zombie Lords[/URL][spoiler] [b]Zombie Lord Dwarf Fighter 1:[/b] ? [b]Zombie Lord Archer Goblin Rogue 2:[/b] ? [b]Zombie Lord Hobgoblin Fighter 1:[/b] ? [b]Magus Zombie Human Cleric 2:[/b] ? [b]Zombie Lord Merfolk Fighter 1:[/b] ? [b]Zombie Lord Sahuagin:[/b] ? [b]Magus Zombie Archer Elf Fighter 1/Wizard 2:[/b] ? [b]Zombie Lord Archer Gnoll Ranger 1:[/b] ? [b]Zombie Lord Archer Half-Orc Rogue 3:[/b] ? [b]Zombie Lord Human Monk 3:[/b] ? [b]Zombie Lord Jackalwere:[/b] ? [b]Magus Zombie Gnoll Adept 4:[/b] ? [b]Zombie Lord Ogre Warrior 2:[/b] ? [b]Zombie Lord Archer Pugwampi Fighter 2:[/b] ? [b]Magus Zombie Sahuagin Cleric 4:[/b] ? [b]Zombie Lord Archer Tiefling Rogue 4:[/b] ? [b]Magus Zombie Aranea:[/b] ? [b]Magus Zombie Gnoll Cleric 5 :[/b] ? [b]Zombie Lord Archer Hobgoblin Fighter 4:[/b] ? [b]Sea Hag Acid Zombie Lord:[/b] ? [b]Zombie Lord Archer Bearded Devil Fighter 1:[/b] ? [b]Cyclops Relentless Zombie Lord:[/b] ? [b]Zombie Lord Dwarf Fighter 5:[/b] ? [b]Zombie Lord Ettin:[/b] ? [b]Zombie Lord Human Monk 6:[/b] ? [b]Zombie Lord Babau Rogue 1:[/b] ? [b]Zombie Lord Archer Gnoll Ranger 5:[/b] ? [b]Zombie Lord Mudra 6 Arms Harpy:[/b] ? [b]Magus Zombie Tiefling Sorcerer 7:[/b] ? [b]Zombie Lord Aboleth Fighter 1:[/b] ? [b]Magus Zombie Elf Wizard 8:[/b] ? [b]Zombie Lord Ettin Ranger 2:[/b] ? [b]Zombie Lord Archer Medusa Ranger 1:[/b] ? [b]Frost Magus Zombie Babau Oracle 4:[/b] ? [b]Magus Zombie Drider Sorcerer 2:[/b] ? [b]Zombie Lord Archer Stone Giant Rogue 2:[/b] ? [b]Magus Zombie Young Green Dragon Sorcerer 2:[/b] ? [b]Magus Zombie Dhampir 10:[/b] ? [b]Magus Zombie Archer Elder Stone Giant Sorcerer 2:[/b] ? [b]Zombie Lord Archer Elf Fighter 4/Rogue 6:[/b] ? [b]Zombie Lord Human Monk 10:[/b] ? [b]Magus Zombie Drider Sorcerer 4:[/b] ? [b]Magus Zombie Mudra 6 Arms Harpy Oracle 8 :[/b] ? [b]Magus Zombie Rakshasa Fighter 1:[/b] ? [b]Zombie:[/b] Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. [b]Zombie Lord:[/b] Some zombies retain their intelligence and cunning, making them formidable warriors. “Zombie Lord” is an acquired template that can be added to any corporeal creature (other than an undead) that has a minimum Intelligence of 3. [b]Acid Zombie:[/b] ? [b]Electric Zombie:[/b] ? [b]Frost Zombie:[/b] ? [b]Alchemical Zombie:[/b] This zombie has been created through alchemical processes rather than necromantic magic. [b]Archer Zombie:[/b] ? [b]Armoured Zombie:[/b] Armoured zombies are normal zombies given heavier varieties of armour and weapons to serve as elite troops in undead armies. [b]Brain-Eating Zombie:[/b] Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. [b]Cursed Zombie:[/b] Created as the result of a powerful curse rather than through necromantic spells. [b]Exploding Zombie:[/b] ? [b]Gasburst Zombie:[/b] ? [b]Host Corpse Zombie:[/b] ? [b]Magus Zombie:[/b] ? [b]Mudra Zombie:[/b] ? [b]Mudra Six-Armed Zombie:[/b] ? [b]Preserved Zombie:[/b] As part of the animation process of a zombie, gentle repose is also cast following the casting of animate dead. The spells are modified slightly during casting. [b]Relentless Zombie:[/b] ? [b]Under-Equipped Zombie:[/b] ? [b]Fast Zombie:[/b] ? [b]Plague Zombie:[/b] Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours.[/spoiler] [URL=http://www.drivethrurpg.com/product/107157/100-Crunch-Zombies?affiliate_id=17596]100% Crunch Zombies[/URL][spoiler] [b]Dire Rat Zombie:[/b] ? [b]Dog Zombie:[/b] ? [b]Drow Zombie:[/b] ? [b]Dwarf Zombie:[/b] ? [b]Elf Zombie:[/b] ? [b]Exploding Halfling Zombie:[/b] ? [b]Fast Human Zombie:[/b] ? [b]Gnome Zombie:[/b] ? [b]Goblin Zombie:[/b] ? [b]Half-Orc Zombie:[/b] ? [b]Halfling Zombie:[/b] ? [b]Hobgoblin Zombie:[/b] ? [b]Human Zombie:[/b] ? [b]Kobold Zombie:[/b] ? [b]Merfolk Zombie:[/b] ? [b]Orc Zombie:[/b] ? [b]Armoured Gnoll Zombie:[/b] ? [b]Bugbear Zombie:[/b] ? [b]Dolphin Zombie:[/b] ? [b]Fast Wolf Zombie:[/b] ? [b]Human Void Zombie:[/b] ? [b]Troglodyte Zombie:[/b] ? [b]Warhorse Zombie:[/b] ? [b]Wolf Zombie:[/b] ? [b]Crocodile Zombie:[/b] ? [b]Dire Ape Zombie:[/b] ? [b]Hippogriff Zombie:[/b] ? [b]Relentless Brain-Eating Plague Human Zombie:[/b] ? [b]Human Juju Zombie Rogue 2:[/b] ? [b]Ogre Zombie:[/b] ? [b]Sea Hag Zombie:[/b] ? [b]Acid Shark Zombie:[/b] ? [b]Bearded Devil Zombie:[/b] ? [b]Dire Wolf Zombie:[/b] ? [b]Grizzly Bear Zombie:[/b] ? [b]Fast Lion Zombie:[/b] ? [b]Tiger Zombie:[/b] ? [b]Troll Zombie:[/b] ? [b]Vodyanoi Zombie:[/b] ? [b]Annis Hag Zombie:[/b] ? [b]Dire Lion Zombie:[/b] ? [b]Giant Frilled Lizard Zombie:[/b] ? [b]Girallon Zombie:[/b] ? [b]Green Hag Zombie:[/b] ? [b]Medusa Zombie:[/b] ? [b]Ogre Mage Zombie:[/b] ? [b]Salt Water Merrow Zombie:[/b] ? [b]Aboleth Zombie:[/b] ? [b]Cave Giant Zombie:[/b] ? [b]Chimera Zombie:[/b] ? [b]Cursed Water Naga Zombie:[/b] ? [b]Dire Bear Zombie:[/b] ? [b]Ettin Zombie:[/b] ? [b]Hill Giant Zombie:[/b] ? [b]Under-Equipped Ghaele Zombie:[/b] ? [b]Androsphinx Zombie:[/b] ? [b]Criosphinx Zombie:[/b] ? [b]Dire Tiger Zombie:[/b] ? [b]Dragon Turtle Zombie:[/b] ? [b]Elephant Zombie:[/b] ? [b]Frost Giant Zombie:[/b] ? [b]Orca Zombie:[/b] ? [b]Stone Giant Zombie:[/b] ? [b]Cloud Giant Zombie:[/b] ? [b]Dire Crocodile Zombie:[/b] ? [b]Fire Giant Zombie:[/b] ? [b]Giant Snapping Turtle Zombie:[/b] ? [b]Horned Devil Zombie:[/b] ? [b]Marilith Zombie:[/b] ? [b]Planetar Zombie:[/b] ? [b]Young Adult Bronze Dragon Zombie:[/b] ? [b]Alchemical Cetaceal Zombie:[/b] ? [b]Black Dragon Zombie:[/b] ? [b]Great Cyclops Zombie:[/b] ? [b]Fjord Linnorm Zombie:[/b] ? [b]Pit Fiend Zombie:[/b] ? [b]Sea Serpent Zombie:[/b] ? [b]Storm Giant Zombie:[/b] ? [b]Tyrannosaurus Zombie:[/b] ? [b]Cursed Exploding Relentless Fire Giant Zombie:[/b] ? [b]Great White Whale Zombie:[/b] ? [b]Human Juju Zombie Fighter 9:[/b] ? [b]Ice Linnorm Zombie:[/b] ? [b]Mature Adult Red Dragon Zombie:[/b] ? [b]Old Bronze Dragon Zombie:[/b] ? [b]Spinosaurus Zombie:[/b] ? [b]Zombie:[/b] Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. “Zombie” is an acquired template that can be added to any corporeal creature. Devourers (Bestiary 1), night hag covens (Bestiary 1), sepids (div) (Bestiary 3), and thanadaemons (Bestiary 2) are extraplanar creatures with animate dead as a spell‐like ability. Material Plane creatures with the animate dead ability include hag covens (Bestiary 1), pukwudgies (Bestiary 3), tzitzimitl (Bestiary 3), and zuvembies (Bestiary 3). Of course, wizards and priests also have access to animate dead, and depending on their power may animate any kind of creature. [b]Fast Zombie:[/b] ? [b]Juju Zombie:[/b] A juju zombie is an animated corpse of a creature, created to serve as an undead minion. “Juju zombie” is an acquired template that can be added to any living corporeal creature. [b]Plague Zombie:[/b] These zombies carry a terrible disease that perpetuates their undead lineage—those infected by a plague zombie’s contagion rise as zombies themselves when they perish. Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. [b]Acid Zombie:[/b] ? [b]Electric Zombie:[/b] ? [b]Frost Zombie:[/b] ? [b]Alchemical Zombie:[/b] This zombie has been created through alchemical processes rather than necromantic magic. [b]Archer Zombie:[/b] ? [b]Armoured Zombie:[/b] Armoured zombies are normal zombies given heavier varieties of armour and weapons to serve as elite troops in undead armies. [b]Brain Eating Zombie:[/b] Anyone killed after being bitten by a brain‐eating zombie rises as a brain‐eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken. [b]Cursed Zombie:[/b] Created as the result of a powerful curse rather than through necromantic spells. [b]Exploding Zombie:[/b] ? [b]Gasburst Zombie:[/b] ? [b]Host Corpse Zombie:[/b] ? [b]Mudra Zombie:[/b] ? [b]Mudra Zombie Six Arms:[/b] ? [b]Preserved Zombie:[/b] As part of the animation process of a zombie, gentle repose is cast after animate dead. The spells are modified slightly during casting. [b]Under-Equipped Zombie:[/b] Under‐equipped zombies are normal zombies with armour and weapons that have the broken quality. [b]Void Zombie:[/b] A void zombie is created when a humanoid is bitten by an akata and dies as a result of becoming infected with the void death disease.[/spoiler] [URL=http://www.drivethrurpg.com/product/135318/Advanced-Bestiary-for-the-Pathfinder-Roleplaying-Game?affiliate_id=17596]Advanced Bestiary[/URL][spoiler] [b]Blood Knight:[/b] Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner. “Blood Knight” is an acquired template that can be applied to any living creature that is proficient with heavy armor, wears full plate armor, and has blood. [b]Blood Knight Dwarf Fighter 13 Thrax the Red:[/b] Thrax the Red was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with his enemies. When some giants took up residence near his clan’s territory, Thrax provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Thrax led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracted the giants’ warriors. When Thrax dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Thrax’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Thrax had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarven-made armor in which he died. [b]Dread Blood Knight:[/b] Dread blood knights arise from the most evil of warrior despots. [b]Dread Blood Knight Barbarian 8 Varn:[/b] Varn’s died defending his tribe from an onslaught of orc barbarians. As he fell he managed to strike the orc chieftain, a witch of considerable power. His blood mixed with the chieftains, the next night Varn rose as a dread blood knight. [b]Dread Allip:[/b] A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others. “Dread Allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature. A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death. [b]Dread Allip Lunar Naga:[/b] Dread allip lunar nagas are created when a lunar naga delves too deep into their explorations of the night sky. [b]Allip Creature:[/b] ? [b]Otyugh Allip:[/b] ? [b]Dread Bodak:[/b] A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, using death effects on a friend seems most likely to create a dread bodak. Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks. “Dread Bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a death effect. Any creature killed by a dread bodak’s death wail ability rises as a dread bodak in 1d6 rounds. [b]Dread Bodak Tyrannosaurus:[/b] ? [b]Bodak Creature:[/b] ? [b]Cyclops Bodak:[/b] ? [b]Dread Devourer:[/b] Few know how these dread devourers originated, but some sages speculate that they form as “projections” of creatures from beyond the borders of reality. “Dread Devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part. [b]Dread Devourer Purple Worm:[/b] ? [b]Devourer Creature:[/b] ? [b]Aboleth Devourer:[/b] Aboleth devourers are those aboleth who have tampered in forbidden rituals that went awry. The blowback killed the aboleth, and it reanimated into a horror that seeks to consume the souls of all those it comes across. [b]Dread Ghast:[/b] The first dread ghasts were villains of still broader scope than normal ghasts. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast. “Dread Ghast” is an acquired template that can be added to any living creature. Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion. [b]Dread Ghast Gnoll Ranger 4 Dermock:[/b] ? [b]Ghast Creature:[/b] ? [b]Shoggoth Ghast The Crawling Rot:[/b] ? [b]Dread Ghost:[/b] “Dread Ghost” is an acquired template that can be added to any living creature that has an Intelligence score and a Charisma score of at least 10. [b]Dread Ghost Medusa Bard 8 Mistress of the Marsh:[/b] She was killed one day after trying to take down a local witch. The witch dispatched the medusa and threw her body into the swamp. Days later, the Mistress of the Marsh returned. [b]Dread Ghoul:[/b] Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia; the original dread ghouls were individuals who had exhorted or compelled others to such acts while alive. “Dread Ghoul” is an acquired template that can be added to any living creature. Any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time. A protection from evil or gentle repose spell cast on the corpse prevents this. When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this. (Pathways 56) [b]Dread Ghoul Frost Giant:[/b] ? [b]Ghoul Creature:[/b] ? [b]Giant Spider Ghoul:[/b] ? [b]Dread Lacedon:[/b] Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon. “Dread Lacedon” is an acquired template that can be added to any living creature. Any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion. [b]Dread Lacedon Great White Whale:[/b] ? [b]Lacedon Creature:[/b] ? [b]Salt Water Merrow Lacedon:[/b] ? [b]Dread Lich:[/b] Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret. “Dread Lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich. An integral part of of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought to the plane on which the dread lich was destroyed. Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The phylactery costs 200,000 gp to create and has a caster level equal to that of its creator at the time of creation. The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist. A dread lich can also make another nonliving creature, except another dread lich, as its phylactery via the use of powerful magic such as wish or miracle. [b]Thanatotic Titan Dread Lich Appolus:[/b] For centuries Appolous was obsessed with the secrets of true immortality. The titan traveled countless worlds and planes learning all he could about the various methods mortals try to achieve immortality. When he discovered lichdom, Appolous realized that this was the path he wished to pursue. In fact, he knew he could improve it. The titan retreated to a small demi-plane to make his transformation. When he was done, the demi-plane was no more, and Appolous emerged as a dread lich. [b]Dread Mohrg:[/b] “Dread Mohrg” is an acquired template that can be added to any evil living creature with a mouth and digestive tract that includes intestines. [b]Advanced Fast Zombie:[/b] Any living creature of the dread mohrg’s size or smaller killed by a dread mohrg rises immediately as an advanced fast zombie. [b]Dread Mohrg Seven-Headed Cryohydra:[/b] ? [b]Mohrg Creature:[/b] ? [b]Cave Fisher Mohrg:[/b] Sometimes when a cave fisher captures and eats a mohrg, the violent spirit of the undead transfers to the vermin, transforming it to a monstrous hybrid of undead and insect. [b]Dread Mummy:[/b] “Dread Mummy” is an acquired template that can be added to any living corporeal creature. Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms a new dread mummy. [b]Dread Mummy Harpy:[/b] ? [b]Mummy Creature:[/b] ? [b]Gnoll Mummy Cleric 8 The Keeper:[/b] ? [b]Dread Poltergeist:[/b] A dread poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house dread poltergeists are places where they felt a sense of ownership and security. A simple death, even murder, is rarely enough to cause the victim’s spirit to remain as a dread poltergeist—the death must intimately involve the location as well as a torturous death. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk. “Dread Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher. [b]Dread Poltergeist Athach:[/b] This particular poltergeist athach died in a mudslide in the lee of the hill that was his home. [b]Poltergeist Creature:[/b] ? [b]Orc Poltergeist Barbarian 3 Curse of the Blood Clan:[/b] ? [b]Dread Shadow:[/b] “Dread Shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow. Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. [b]Dread Shadow Achaierai:[/b] ? [b]Shadow Creature:[/b] Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a shadow creature. The shadow creature’s create spawn ability creates only shadow creatures. The greater shadow creature’s create spawn ability creates only shadow creatures. Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. (Tome of Horrors 4) [b]Strix Shadow Rogue 1:[/b] ? [b]Greater Shadow Creature:[/b] ? [b]Greater Shadow Dire Rat:[/b] ? [b]Dread Greater Shadow Creature:[/b] ? [b]Dread Greater Shadow Yaogui:[/b] ? [b]Dread Skeleton:[/b] “Dread Skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton. [b]Dread Skeleton Blink Dog:[/b] ? [b]Dread Spectre:[/b] “Dread Spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre. Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. [b]Dread Spectre Nymph:[/b] ? [b]Spectre Creature:[/b] Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a spectre creature in 1d4 rounds. [b]Half-Elf Spectre Aristocrat 4/Expert 4:[/b] In life a woman of noble birth who spent her time in academic pursuits, the White Lady was murdered in the night by an assassin hired by a relative for the family fortune. [b]Dread Vampire:[/b] “Dread Vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher. Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Any creature with an Intelligence score of 10 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as dread vampire 24 hours after death. [b]Night Hag Dread Vampire Cailleach Bheur:[/b] ? [b]Dread Wight:[/b] Dread wights are the animated remains of creatures that were terribly violent and hateful in life. “Dread Wight” is an acquired template that can be added to any living corporeal creature. Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds. [b]Dread Wight Gargoyle:[/b] ? [b]Wight Creature:[/b] The wight creature’s create spawn ability creates only wight creatures. [b]Wight Pixie:[/b] ? [b]Dread Wraith Sovereign:[/b] “Dread Wraith Sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign. When a dread wraith sovereign is killed, its dread wraith spawn that had 10 or more Hit Dice in life become dread wraith sovereigns (created by applying the template to the original base creature as it was in life). [b]Dread Wraith Sovereign Trumpet Archon:[/b] ? [b]Dread Wraith Creature:[/b] ? [b]Dread Wraith Dire Bear:[/b] ? [b]Wraith Creature:[/b] There is no minimum HD required to gain the wraith template. [b]Rhinoceros Wraith:[/b] [b]Dread Zombie:[/b] Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life. “Dread zombie” is an acquired template that can be added to any corporeal living creature. A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. [b]Dread Zombie Aasimar Oracle 6:[/b] Before his death, Vezandarlir was a bitter hermit who was sought out by locals for fortune-telling and other divinatory services. Every so often he would use his oracle abilities to make sure what a supplicant’s fate held was dire. After he died, Vezandarlir’s spirit was too bitter and stubborn to move on. He rose a fortnight later from his grave, his abilities still intact, but now possessing a hunger for the brains of the living. [b]Dunesage Ghoul:[/b] A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast. [b]Dunesage Ghast:[/b] A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast. [b]Negative Energy-Charged Creature:[/b] Through exposure to areas close to the Negative Energy Plane or though dark magic (see the empower undead spell) an undead creature’s link to the chilling source of its unnatural existence can be strengthened. The resulting creature is empowered by the Negative Energy Plane and cloaked in its black energy. “Negative energy-charged” is an acquired template that can be added to any undead creature. [i]empower undead[/i] spell. [b]Negative Energy-Charged Wight:[/b] More powerful than your standard wight, negative-energy charged wights rise from the same conditions as a normal wight, but in regions strongly tainted with negative energy or those close to the Negative-Energy plane. [b]Positive Energy-Charged:[/b] When an undead creature is destroyed by positive energy effects, it sometimes returns, infused with the very positive energy that destroyed it. “Positive-energy charged” is an acquired template that can be added to any undead creature. When undead of equal to or less than the positive energy-charged creature’s HD is destroyed by a positive-charged undead, it immediately transforms into another positive energy charged creature at its original full hit points. [b]Positive Energy-Charged Nightwalker:[/b] ? [b]Devourer:[/b] Devourers are the husks creatures that have been shattered and remade by forces beyond the ends of the multiverse. [b]Ghoul:[/b] The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia. [b]Ghoul Ghast:[/b] The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. [b]Shadow:[/b] The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. [b]Shadow Greater:[/b] Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. [b]Vampire:[/b] Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a creature slain by a dread vampire’s energy drain attack rises as a standard vampire 24 hours after death. [b]Wight:[/b] Any humanoid creature that is slain by a negative energy-charged wight becomes a wight itself in only 1d4 rounds. [b]Wraith:[/b] The dread wraith creature's create spawn ability creates only wraiths. The wraith creature's create spawn ability creates only wraiths. [b]Wraith Dread:[/b] Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. [b]Zombie Fast:[/b] Vermin killed by a cave fisher mohrg rise immediately as fast zombies. [b]Bodak:[/b] Bodaks are extraplanar undead created when living beings are touched by great evil. [b]Zombie Juju:[/b] A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. empower undead School: necromancy [evil]; Level: cleric 6, sorcerer/wizard 6 Casting Time: 1 standard action Components: V, S, M (a gem worth at least 10 gp that spent the night in the body of an undead creature) Range: touch Target: undead creature touched Duration: Instantaneous Saving Throw: Will negates; Spell Resistance: yes Grants the negative-energy charged template to the touched undead. Upon touch, the target is immediately empowered with the benefits of the template and it knows how to utilize all its abilities.[/spoiler] [URL=https://www.drivethrurpg.com/product/223749/Alien-Evolution-Cosmic-Race-Guidebook?affiliate_id=17596]Alien Evolution: Cosmic Race Guidebook[/URL][spoiler] [b]Invectron:[/b] The invectron supposedly spontaneously came into being when the first atom began decaying in the universe. The spirit form of the first invectron laid dormant until Iantinor was formed and covered it in shadow. It sprang forth to undead life and immediately sought to encase itself in a dark space so that it would not be dormant again. All invectron life came from that first and the generations that followed lived in relative seclusion. [b]Ghoul:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/223749/Alien-Evolution-Cosmic-Race-Guidebook?affiliate_id=17596]Alien Evolution: Cosmic Race Guidebook[/URL][spoiler] [b]Invectron:[/b] The invectron supposedly spontaneously came into being when the first atom began decaying in the universe. The spirit form of the first invectron laid dormant until Iantinor was formed and covered it in shadow. It sprang forth to undead life and immediately sought to encase itself in a dark space so that it would not be dormant again. All invectron life came from that first and the generations that followed lived in relative seclusion. [b]Ghoul:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/135381/Alternate-Dungeons-Haunted-House?affiliate_id=17596]Alternate Dungeons: Haunted House[/URL][spoiler] [b]Anguish:[/b] ? [b]Dancing Decor:[/b] ? [b]Slamming Door:[/b] ? [b]Undead:[/b] Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self‐loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder. Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic. [b]Ghost:[/b] Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. Ghosts are created from the residual psychic energy of creatures unable or unwilling to depart to the outer planes to receive judgment. Ghosts often haunt the places where they died or the homes they once lived in. [b]Spectre:[/b] Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. Spectres are specifically created from the anguished souls of murdered mortals. Violent and vengeful, a spectre’s anger prevents it from moving onto the afterlife; trapping it in the mortal plane where it haunts the place it died. Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises. [b]Wraith:[/b] Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. Born of evil and darkness, wraiths come to haunt dwellings created when evil mortals perish in the midst of performing atrocious acts. A wraith’s malevolent and sinful desires often keep it in the afterlife to haunt a home or manor. [b]Poltergeist:[/b] When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered. Of all the denizens of haunted houses, poltergeists are by far the most common. Driven by rage, a poltergeist is confined to the site of its death by its anguish over an incomplete task or because its gravesite has been desecrated. Where or what a poltergeist haunts typically corresponds to its place of death or the resting place of its mortal remains. [b]Shadow:[/b] Shadows are formed when mortal creatures have their very souls drained by other shadows. [b]Vampire:[/b] ? [b]Witchfire:[/b] Witchfires are usually created when a powerful witch is slain with some malicious plot left incomplete or as the result of a dreadful curse she placed upon a settlement’s inhabitants at the time of her death. [b]Haunt:[/b] Haunts are hazardous areas created by unquiet spirits that react violently towards intruders. In many ways, haunts function like traps but they arise from anguished spirits. [b]Bleeding Walls:[/b] This haunt occurs when a victim is murdered and their corpse is boarded up within the walls of the haunted house.[/spoiler] [URL=http://www.drivethrurpg.com/product/234000/Alternate-Paths-Divine-Characters-2-Odd-Gods?affiliate_id=17596]Alternate Paths: Divine Characters 2 Odd Gods[/URL][spoiler] [b]Undead:[/b] A dead body has no soul but their soul room still exists. What actually happens when a creature is turned into an undead is that their soul room is forced open and the caster is placed inside. Liches gain 1 soul room per phylactery, though they guard these with powerful magics. Avatar class death domain Greater Godvessel power. [b]Sacred Dead:[/b] Sacred dead are divinely inspired undead animated not by dark magic but sacred energy. These holy dead carry on the pious task they performed in life, forever acting as servants to the divine that preserve them. Awakened from fallen or specially chosen true believers, special rites brand holy marks onto the flesh to bond the pious soul to their body. This special ritual is often used to preserve the exceptionally faithful and devout, so that they may serve the church even in death. Rarely, a deity will raise a specific individual without the use of a ritual, often to allow a follower to complete some ordained task. As they are literally the rebirth of a pious soul, sacred dead retain the memories of their previous life, although they say it takes on a dream-like quality to them; as if it were all something that happened to a different person.[/spoiler] [URL=http://www.drivethrurpg.com/product/213920/Archdevils-of-Porphyra?affiliate_id=17596]Archdevils of Porphyra[/URL][spoiler] [b]Undead:[/b] Third Deific Boon of Duke Melektus. Obedience Use leeches to drain a cup of blood into a vessel or into stagnant water. Write your secret failings in the dirt or on a mirror with blood, confess it, then erase it. Gain a +4 profane bonus on saves vs. poison. Boons 1. Patients’ Price (Sp): infernal healing 3/day, blinding ray 2/day or appearance of life 1/day. 2. Parasitic Penetration (Su): Once per day with a successful touch attack, you can infest a living creature with foul worms unless the target makes a Fortitude save (DC 10 + 1/2 your HD + your Constitution modifier). These parasites retain an unholy link to you, draining that creature’s energy and transferring it to you. This infestation persists for 10 rounds, during which you act as if hasted and the infested victim is staggered. These parasites count as a disease effect. 3. Eternal Servant(Ex): You gain the undead type and the ability to use Command Undead a number of times per day equal to 3 plus your Charisma modifier. No unintelligent undead can attack or harm you in any way.[/spoiler] [URL=https://www.drivethrurpg.com/product/202850/Asian-Spell-Compendium?affiliate_id=17596]Asian Spell Compendium[/URL][spoiler] [b]Incorporeal Undead:[/b] ? [b]Undead Gaki:[/b] ? [b]Undead:[/b] ? [b]Haunt:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/251795/Atarashia--A-Gazetteer?affiliate_id=17596]Atarashia – A Gazetteer[/URL][spoiler] [b]Mindless Dead:[/b] Cevnia’s process bound the negative spirit back into its body without transforming it into positive energy first. This was easier to do than a resurrection and required less magical energy. However, the process was imperfect and left the spirit trapped in the remains of its body, howling in mental anguish that blotted out all trace of intellect and personality, leaving nothing but an unquenchable hatred of the living. These mindless undead suffered endlessly and were always merciless killers. The deliberate creation of such an undead being is universally regarded as an evil act. [b]Hungry Dead:[/b] Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. [b]Human Skeleton:[/b] ? [b]Dwarf Zombie:[/b] ? [b]Human Skeletal Champion:[/b] ? [b]Goblin Burning Skeleton:[/b] ? [b]Human Ghoul:[/b] ? [b]Tengu Plague Zombie:[/b] ? [b]Drow Fast Zombie:[/b] ? [b]Human Juju Zombie:[/b] ? [b]Human Mummy:[/b] ? [b]Gnome Ghoul:[/b] ? [b]Undead:[/b] As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. Then came calamity… In the fertile jungles of the north, a sun goddess called Tlaneci arose, whilst in the ice flows of the south, where life was harsh, and night lasted for weeks, the god of darkness, Taggarik, came into being. Not content with ruling his portion of the Inner and Outer Worlds, he sought to gain complete control of the Inner World, which he considered to be his rightful domain. When the other deities refused to grant him sole dominion of the Inner World, he conspired with the powerful vampire wizard, Cevnia, who had stolen secret magics from the elves. Together they wrought a spell that shattered the Inner World, scattering the beings who lived there. The cycle of the Double Realm was broken, the Inner World replaced with the half-planes of the Ethereal Realm and the Shadow Realm. Taggarik made the Shadow Realm his own, and infected it with his evil power, although he was not able to realise his plan of creating a physical realm, powered by negative energy. The spirits of those who had dwelt in the Inner World could no longer be reborn into the Outer World. Some accepted Taggarik’s offer of a place in the Shadow Realm, and ended up trapped in a tormented half-life, partly physical and partly spirit. Some fled to the Ethereal Realm, eschewing any hope of a physical existence, although most were eventually given refuge in the planar abodes belonging to the deities. The least fortunate were transformed into undead creatures by Taggarik and Cevnia and forced into their service. The clerics of Taggarik specialise in creating undead, and many wizards seek the path of the necromancer, guided by the teachings of Cevnia, who achieved deity-hood herself as a result of the Shattering, as it became known. Cevnia continued her research, refining her methods and learning to create other types of undead. She made progress but was always hampered by the lack of suitable negative energy spirits. Once the Inner World was shattered, the barriers that prevented negative spirits from crossing back over into the Inner World before their time were severely weakened. This meant that undead could be more easily created, without the need for ghosts. Taggarik and Cevnia created armies of undead between them. When they began to lose the war, they hatched a desperate plan to increase the number of undead. They infected many of their minions with a curse which meant that when they slew a living being, the victim’s spirit was automatically drawn back, and its body would rise up as another undead. As the living fell, so they became part of the army of evil undead. Since the War of Life ended, the creation of undead is tightly controlled. This is part of the armistice agreement between the warring deities. Only a certain number of undead can be created, or brought into the Outer World, and their creation is more difficult and costlier. [b]Vampire:[/b] As a mortal woman, Cevnia was fascinated with arcane magic and studied amongst the elves to broaden her knowledge. Unfortunately, she chose to use this knowledge to control others by playing on their weaknesses. The elves eventually discovered her network of spies and blackmailers, but not before she was able to steal many secrets from the ancient elven libraries. She was exiled from the elven homelands, but set up her own college of magic, carefully building up her influence and extending her control. At the height of her powers, she began to study the nature of death. She perfected the art of necromancy, created the first undead and ultimately transformed herself into a vampire. However, she was repulsed by the decaying state of their bodies. So, she created vampires, who were more powerful than mummies, and maintained the look of the bodies they had in life. Satisfied that she had found an acceptable way to cheat death, she transformed herself into a vampire, and consolidated her position of power by destroying all the other vampires she had created initially. Thus, she established herself as the forebear of all vampires that exist today, although rumours persist that one of the original vampires somehow escaped destruction… [b]Zombie:[/b] ? [b]Ghost:[/b] Before the events that led up to the Shattering, ghosts were the only type of undead. A ghost is a spirit that does not pass on to the Inner World, as it was known then, or the Ethereal Realm, as it is now. When a being in the Outer World dies, its positive energy spirit is naturally transformed into negative energy as it passes on to the next plane of existence. However, in rare circumstances, this process can be disrupted. This occurs either due to a powerful act of will on the part of the recently deceased, or when the spirit has undergone a great psychic trauma, such as being murdered. Although ghosts are not intrinsically evil, they are beings of negative energy and suffer greatly in the Outer World, which is confusing and alien to their nature. This often causes the ghost to become malevolent, if it wasn’t already. A negative spirit in the Inner World would have spent its lifetime resolving psychological issues, before being reborn into the material Outer World as a positive energy spirit in a new body. Scholars speculate that ghosts are created when some of these psychological issues can only be resolved in the Outer World. For example, the spirit might need to protect loved ones, or to exact revenge upon its killer. She attempted to create ghosts by killing living beings in horrendous ways, so as to precipitate the necessary psychological trauma. However, the success rate of this was low as, more often than not, the spirit would simply cross over into the Inner World and remain beyond her reach. [b]Skeleton:[/b] Because ghosts are immaterial negative energy spirits, they do not die in the same manner as material beings with positive energy spirits. They can be temporarily dispersed, but will usually reform after a period of time, and can linger in the Outer World for decades or even centuries, until their reason for remaining is resolved. The arch-wizard Cevnia became fascinated with the durability of these negative spirits and wondered if there was a way to somehow harness their power to extend her own lifespan. She noted that some ghosts were able to temporarily possess the body of a living being in the Outer World. This is a deeply unpleasant and painful process for the living being, and also for the ghost, as it is constantly fighting rejection by a body that was designed to hold a positive energy spirit. Cevnia discovered a way to prepare the remains of a body in such a manner as to make them compatible with a negative spirit, thus avoiding the problem of rejection, although it is still grindingly painful for the spirit. By binding a ghost to its remains prepared in this way, the first undead skeleton was created. The “body” was animated by negative energy, but could not truly die, as it was already dead, thus making it very hard to destroy. Devastating amounts of damage had to be inflicted on the physical remains in order to disrupt the binding. The number of ghosts was (and still is) relatively small, and it was often impossible to locate the original body. When the body was available, it was usually just a pile of bones, which explains the fact that her first undead creation was a skeleton. [b]Ghoul:[/b] Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Mohrg:[/b] Cevnia was not put off by the limited success of her early experiments. She used the information gathered in the creation of mindless undead and began to refine the process. She discovered new, more controlled methods of binding the negative spirit back to its body that did not interfere with the mental faculties of the resulting undead. However, these intelligent undead still suffered constant pain from the unnatural state their spirits were in, which quickly descended into jealous hatred of the living. In addition to this, there were other side effects… The first undead she created using the new method were ghouls, who were driven by a desire to consume the dead flesh of sentient beings, thus gaining momentary relief from their ever-present feeling of starvation. She tried again, using more powerful magic, and made mohrgs, who were motivated by the unappeasable psychological need to commit murder. She called these the Hungry Dead, as they were driven to destroy the living by all-consuming urges. [b]Mummy:[/b] Sensing that she was nearing her goal, Cevnia poured all her art and cunning into the creation of intelligent undead that were not inflicted with the uncontrollable desires of the Hungry Dead. She had some success with mummies, especially the powerful mummy lords. [b]Mummy Lord:[/b] Sensing that she was nearing her goal, Cevnia poured all her art and cunning into the creation of intelligent undead that were not inflicted with the uncontrollable desires of the Hungry Dead. She had some success with mummies, especially the powerful mummy lords. [b]Shadow:[/b] The spirits that took up Taggarik’s bargain soon regretted it, as they realised he did not have the ability to make them fully corporeal within the Shadow Realm. Those who resisted his will were given over to Cevnia to use as power sources for her material undead. Those willing to embrace Taggarik’s evil were sent to the Outer World as incorporeal undead, such as shadows and wraiths. [b]Wraith:[/b] The spirits that took up Taggarik’s bargain soon regretted it, as they realised he did not have the ability to make them fully corporeal within the Shadow Realm. Those who resisted his will were given over to Cevnia to use as power sources for her material undead. Those willing to embrace Taggarik’s evil were sent to the Outer World as incorporeal undead, such as shadows and wraiths. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Plague Zombie:[/b] Anyone who dies while infected with zombie rot disease rises as a plague zombie in 2d6 hours. [/spoiler] [URL=https://www.drivethrurpg.com/product/265832/Atarashia-Gazetteer--Dwarven-Guide?affiliate_id=17596]Atarashia Gazetteer – A Dwarven Guide[/URL][spoiler] [b]Undead:[/b] When the War of Life began, that great battle between life and undeath, the dwarves sided with Tlaneci, the goddess of the sun, and marched into battle on the central plains of the Jing Empire. This area was devasted by necromantic magic and became the Narwahr Expanse. Even now, the tortured bodies of dwarven warriors can be encountered as undead, shambling through the shattered terrain of the Expanse. [/spoiler] [URL=http://www.drivethrurpg.com/product/170003/Aventyr-Bestiary?affiliate_id=17596]Aventyr Bestiary[/URL][spoiler] [b]Carrion Beast:[/b] Carrion beasts are wrought by maddened necromancers or unholy priests that curse a field of recently deceased bodies. [b]Dodelig:[/b] When the Dracoprime fell many halflings tragically died beneath its immense form, but their magically infused bodies were awoken by the essence of the lich Udødelig. [b]Fleshdoll Rogue:[/b] ? [b]Frostdeath Dragon:[/b] ? [b]Ghoublin:[/b] Freshly created ghoublins are made from recently killed goblin corpses, but the insidious undead can infect any humanoid (causing it to distort and shrink after its death, for humanoids larger than Small sized). An afflicted humanoid of less than 2 HD that dies of ghoublin fever rises as a ghoublin at the next midnight. [b]Goemul:[/b] Creatures wrought by sadistic wizards, these tortured treants live an existence stretched taut between life and death. [b]Gogelid:[/b] Where the gøgelid originally come from remains unknown and though intelligent and sometimes quite talkative, the animated canines never speak of more than the name of their home dimension: Preokret. [b]Hellion Revenant:[/b] Ireful hellions have a supernatural ability to attract any recently departed soul unlucky enough to wander near its layer, luring them to their bound home. The hellion consumes and subsists off any remaining energies of these souls (increasing its own power) leaving behind only mindless wraiths called hellion revenants that join their master in a rage-filled existence. [b]Screaming Severed Skull:[/b] Screaming severed skulls were first created by gitwerc, the evil Underworld denizens that reside just above HEL. Legends say that those who beg for mercy from the devil dwarves sometimes receive it, turned into these undead and gifted with the task of endlessly conveying vile messages and disgusting commands (the source, theologians speculate, that causes the creatures’ to unleash their unsettling screams). [b]Shadow Rat:[/b] Shadow-rats are created whenever rodents are left to feast upon the flesh of the undead and then allowed to breed. The resulting offspring is evil from birth, quickly using its abilities to slay the parents and any natural siblings nearby, soon after heading off to find new prey (often killing things not out of hunger, but for the thrill of the act). [b]Spite-Spitter:[/b] The ancestors of the once Matron Mother of the drow city of Holoth, Maelora Guillon, dispossessed their enemies of their wealth and position, sacrificing their crushed souls to the dark elven deity Naraneus. In the Plane of Venom they were warped and transformed into spite-spitters, forced to wander where She Who Weaves in Darkness wills them to. [b]Zombie Handservant:[/b] Zombie handservants tended to great lords and kings of the Ancestor People, the ancient forefathers of the Vikmordere, and in death they continue to serve their masters in tombs and burial shrines throughout the Vikmordere Valley. Zombie handservants are created through the use of an animate dead spell combined with various ceremonial rituals at the time of a lord or king’s death. These culminating forces combine with the servant’s undying affection and will to serve their master, creating a zombie handservant. [b]Fleshdoll:[/b] Crafted from the flesh, blood, and bone of dead corpses, fleshdolls are miniature 1-ft. tall puppets that are animated by unwilling spirits bound with evil necromancy. Products of the fleshdoll stage, the associated curse has a myriad of effects but none are more noticeable than this unnatural transference into one of these gruesome miniatures. Stitched, sewn, pinned, and cauterized—a fleshdoll’s physical appearance and level of aesthetic detail depends on the creativity and skill of the necromancer who created the grizzly golems of fleshcraft. “Fleshdoll” is an inherited or acquired template that can be added to any living, corporeal creature. [b]Ghoul:[/b] An afflicted humanoid of 2-3 HD that dies of ghoublin fever rises as a ghoul at the next midnight. [b]Ghast:[/b] An afflicted humanoid with 4 or more HD that dies of ghoublin fever rises as a ghast at the next midnight. Ghoublin Fever (Su) Disease—bite; save—Fortitude DC 9; incubation period—1 day; damage 1 Con and 1 Dex. The save DC is Charisma-based. An afflicted humanoid that dies of ghoublin fever rises as a ghoublin at the next midnight. A humanoid who becomes a ghoublin in this way retains none of the abilities it possessed in life. It is not under the control of any other ghoublins, but it hungers for the flesh of the living and behaves like a normal ghoublin in all respects. A humanoid of 2-3 Hit Dice rises as a ghoul, not a ghoublin, while a humanoid with 4 Hit Dice or more rises as a ghast. [/spoiler] [URL=http://www.drivethrurpg.com/product/162646/Beasts-of-Legend-Beasts-of-the-East?affiliate_id=17596]Beasts of Legend: Beasts of the East[/URL][spoiler] [b]Srin-Po:[/b] Created when particularly affluent members of society are slain in (what they perceive as) a disgraceful manner, and later buried. [/spoiler] [URL=http://www.drivethrurpg.com/product/114660/Beasts-of-Legend-Coldwood-Codex?affiliate_id=17596]Beasts of Legend Coldwood Codex[/URL] [spoiler] [b]Faleich-Wyrm:[/b] In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. [b]Leeches of Madness:[/b] Created by the Faleich-Mar. [b]Slough:[/b] A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect. All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough. Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10 + the weirdstone's caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone's eventually die and become slough themselves. “Slough” is an acquired template that can be added to any living creature, provided it can create or otherwise acquire a weirdstone. [b]Ugrohter:[/b] Ugrohters are undead fey whose accused souls become trapped upon the Material Plane. Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld's influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters. [b]Wight Barrow:[/b] Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people. [b]Wight Boreal:[/b] Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise. Boreal wights are the restless dead left unburied in the evergreen forests of the north. Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt. [b]Wight:[/b] Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight.[/spoiler] [URL=http://www.drivethrurpg.com/product/118152/Beasts-of-Legend-Boreal-Bestiary?affiliate_id=17596]Beasts of Legend Boreal Bestiary[/URL] [spoiler] [b]Green Child:[/b] Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living.[/spoiler] [URL=http://www.drivethrurpg.com/product/117594/PFRPG-Behind-the-Monsters-Omnibus?affiliate_id=17596]Behind the Monsters Omnibus[/URL][spoiler] [b]Skeleton:[/b] This skeleton is an undead creature animated by magic to perform single-minded tasks. [/spoiler] [URL=http://www.drivethrurpg.com/product/177372/Black-Sheep-NPC-Codex-Vol-1?affiliate_id=17596]Black Sheep NPC Codex Vol. 1[/URL][spoiler] [b]Lilliana, Ghost Gnome Wizard 3:[/b] Lilianna served for many years as an entertainer to the royal court. Her illusions entertained adults and children alike. It was a shock to all when she suddenly killed the king. Tried and sentenced to death by hanging, Lilianna died a traitor to her people. This wasn't the end however. Lilianna hadn't killed the king. She had been framed by an unknown party. Anger at the injustice had brought her soul back, and her arcane power bound her spirit to her spell book. Now she protects the royal family while seeking out the assassin.[/spoiler] [URL=http://www.drivethrurpg.com/product/180344/Black-Sheep-NPC-Codex-Vol-2?affiliate_id=17596]Black Sheep NPC Codex Vol. 2[/URL][spoiler] [b]Desmond's Hand:[/b] The true origins of this annoying abomination are supposedly lost to the years. Only rumor and odd legends surround it now. Most involved in arcane circles knowingly attribute the severed hand to long dead wizard named Desmond. Not many kind things can be said about Desmond as he seemed to lead a life of wanton hedonism. One example of his wasted skill was a spell that undressed a sleeping person. Not many of the people he traveled with found the spell as funny as him, ultimately leading to him being blacklisted by most adventuring groups in most cities. He did eventually find a group, and in particular female half-orc bard, that shared his rather aggravating sense of humor. Life can sometime be poetic, albeit in a morbid way. According to the tale, the female bard was working on an axe juggling act she wanted him to see. The half-orc bard did well at two, then three, but things went wrong at the fourth axe. The phrase, “wizards should never try axe catching!”, is often spoken at this point. The story continues with Desmond delving into the necromantic arts to feed life, in a way, into the embalmed hand. Desmond now had an unliving hand, which he very unwisely made into his familiar. [b]Thomas the Imaginary Friend, Greater Shadow:[/b] “You will stay here boy. Don’t try to return home.”, said the terrified boy's father. Thomas looked around at the near endless expanse of nothing around him with tears freezing to his face. When the child turned to where his father had been, Thomas saw that he was already leaving. The heartless man walked away without even a glance back. Thomas screamed out to his father as the he labored hard to catch his father in the rising snow. He was just too small, too cold, and too exhausted. Thomas still pushed his body until his lungs hurt, and fits of coughing started. Collapsing into the snow the child looked around in the whiteout, his father nowhere to be seen. Thomas had no idea what to do, then the boy heard the howls of wolves. [b]Shroud, the Black King, Simulacrum Half-Elf Sorcerer 10:[/b] Few suspect it but a part of the King of old remains trapped within his enchanted burial shroud. [/spoiler] [URL=http://www.drivethrurpg.com/product/115564/Book-of-Beasts-Legendary-Foes-PFRPG?affiliate_id=17596]Book of Beasts Legendary Foes[/URL] [spoiler] [b]Deific Guard:[/b] As the pharaohs of long ago ascended to godhood, they took their royal guards with them. Deific guards, as they were known, were mummified guardians left behind to protect the remains of the pharaoh or those that ascended into Abaddon with the ancient ruler. These warrior-priests are the unliving incarnation of the ancient pharaoh they once served. Only dwarves were chosen as deific guards in life, and they still retain some of their dwarf racial abilities in undeath. [b]Jack-in-Irons:[/b] Most scholars explain a jack-in-irons to the uneducated as a ghost that inhabits chains. While that explanation is close, it is not entirely accurate. A jack-in-irons is no mere ghost, but rather the spirit of a great general, powerful mercenary or bloody murderer that was tortured and died having been drawn and quartered. Instead of the spirit reforming as its own entity or turning into a haunt, it inhabits the chains that ripped apart its body and now uses them to inflict the same fate on others. [b]Memory of Rage:[/b] When a person is tortured, bled, and tormented for years on end, the restless spirit left behind is no mere ghost. All that is left of this poor creature is the memory of its rage. [b]Shadow of the Void:[/b] A shadow of the void is an ancient shadow that burns with cold power, standing ready to suck out the life of any living creature it encounters. Many scholars consider a shadow of the void to be death incarnate, sent by the gods of death to be the last thing ever seen by their living victims. [b]Skeletal Storm:[/b] This deadly whirlwind of bones is believed to be the result of a failed attempt to create a lich. [b]Shadow Greater:[/b] If a creature is slain by a shadow of the void’s blightfire, icy fragments of the creature remain and it rises as a greater shadow. A living creature slain by a shadow of the void becomes a greater shadow in 1d4 rounds. [b]Banshee Witch 12:[/b] Bloody Bonnie is the spirit of an elven woman who was murdered by her philandering noble husband. When she violently confronted him about his infidelity, he clawed out her eyes and threw her from the highest tower of his castle. Three nights later, on the eve of the lord’s hasty marriage to his latest mistress, Bonnie’s spirit rose from the grave and slaughtered him, his bride, and his entire court. [b]Ravener Wyrm Magma Dragon:[/b] Considered by other dragons to be insane to the point of being unhinged, Jaliktaj is given a wide berth by his living kin. In life he was a powerful spellcaster and devourer of all that lived in his lands. When a group of adventurers came prepared to bring him to an end, he released an imprisoned lich on the condition that it would turn him into a ravener. [b]Lich Aasimar Sorcerer 13 Dragon Disciple 6:[/b] ? [b]Ghost Cyclops Rogue 9:[/b] ? [b]Zombie Juju Dark Stalker Antipaladin 19:[/b] Tza’doran and the dark cleric Razalia were lovers, serving their blasphemous demi-god together. When a group of adventurers put Tza’doran to the sword, Razalia escaped with the dust that was once her lover’s body and raised her as her servant.[/spoiler] [URL=http://www.drivethrurpg.com/product/100348/Book-of-Beasts-Monster-Variations-PFRPG?affiliate_id=17596]Book of Beasts Monster Variations[/URL][spoiler] [b]Mummy Giant:[/b] ? [b]Mummy Halfling:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/83197/Book-of-Beasts-Monsters-of-the-River-Nations-PFRPG?affiliate_id=17596]Book of Beasts Monsters of the River Nations[/URL][spoiler] [b]Autumn Death:[/b] Legends say the first autumn death was created from the skeleton of someone hopelessly lost in the forest. The despair at the point of death combined with ambient arcane powers from dragons or fey to enervate the remains into a wandering terror. [b]Riverswell Spirit:[/b] A riverswell spirit is the drowned victim of a flood or violent downpour.[/spoiler] [URL=http://www.drivethrurpg.com/product/98600/Book-of-Beasts-Monsters-of-the-Shadow-Plane-PFRPG?affiliate_id=17596]Book of Beasts Monsters of the Shadow Plane[/URL] [spoiler] [b]Centaur Raav:[/b] Scholars debate the origins of the centaur raav. Some point to the reinforced bones as the handiwork of the lich necromancer Skerasis. Others believe it was created by the cult of Orcus attempting to enrage the centaurs and driving them to war. However, all scholars agree this abomination could only be formed near the dark fields of the Plane of Shadows. The negative energy flowing into Shadowsfall empowers and reinforces the skeletal body. As long as the dark fields have a supply of centaur corpses, it will produce more raavs. [b]Clawed Kadian:[/b] A humanoid slain by a clawed kadian rises as a clawed kadian in 1d4 rounds. This type of undead can be made with a greater create undead spell of caster level 18th or higher. [b]Deathhand:[/b] Charon created a legion of undead floating goons to hunt down creatures that have tasted death, whether living or undead–other than themselves, and drag them to Abaddon permanently. [b]Deathhand Captain:[/b] ? [b]Headless Hunchback Skelton:[/b] ? [b]Headless Hunchback Skeletal Champion:[/b] ? [b]Helblar:[/b] Thought to be called into being by a well-meaning but less than clear wish. [b]Helblar Greater:[/b] ? [b]Helblar Champion:[/b] ? [b]Nightshade Nightstalker:[/b] ? [b]Phantasm Swarm:[/b] It is said that souls that reach their final reward forget their earlier lives. Less known is that souls forbidden from this reward never forget. Over the course of centuries, clusters of these tortured souls have gathered together on the Plane of Shadows to form a phantasm swarm, an entity more powerful than just the combined ectoplasmic energy of the souls alone. [b]Spectre Spawn:[/b] Any humanoids slain by a spectre spawn becomes a spectre spawn themselves in 1d4 rounds. Any humanoids slain by a spectre lord become a spectre spawn themselves in 1d4 rounds. [b]Spectre Lord:[/b] Spectres are far more common on Shadowsfall than in the Material Plane because the many lonely and lost places they haunt are absorbed by the Plane. Shadowsfall’s dim sun affords spectres freedom to indulge their fury without incapacity. Over the course of centuries, many of these rage spirits develop greater powers, transforming into a much more virulent entity known as a spectre lord. [b]Unquiet Giant:[/b] Reanimated by the intense hatred and anguish it experiences in its fierce but final battle, the unquiet giant still is impaled by the many weapons that struck it down. [b]Shadow Halfling:[/b] ? [b]Shadow Cave Fisher:[/b] ? [b]Shadow Manticore:[/b] ? [b]Shadow Titan Centipede:[/b] ? [b]Shadow Dragon Ancient:[/b] ? [b]Spectre:[/b] Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder. [b]Shadow:[/b] A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds. [b]Skeleton Blood Monkey:[/b] ? [b]Skeleton Minotaur:[/b] ? [b]Skeleton Snake Constrictor Freezing:[/b] ? [b]Skeleton Stogsaurus:[/b] ? [b]Skeleton Ice Linnorm:[/b] ? [b]Skeletal Champion Half-Elf Fighter 8 Rogue 6:[/b] ? [b]Zombie Plague Rat:[/b] ? [b] Zombie Basilisk:[/b] ? [b] Zombie Bulette:[/b] ? [b] Zombie Plague Shambling Mound:[/b] ? [b]Zombie Plague:[/b] Anyone who dies while infected by a plague zombie's zombie rot rises as a plague zombie in 2d6 hours. [b]Zombie Fast Ancient Black Dragon:[/b] ? [b]Zombie Juju Gnome Sorcerer 17:[/b] ? [/spoiler] [URL=http://www.drivethrurpg.com/product/89583/Book-of-Beasts-Wandering-Monsters-1-PFRPG?affiliate_id=17596]Book of Beasts Wandering Monsters[/URL][spoiler] [b]Death Adept:[/b] Death adepts are made from the body of a good priest that has been within the bounds of desecrated land for over 100 years. The remains must be transported to the plane of evil and the create greater undead spell must be finished before the plane animates the corpse of its own accord. The spell requires a caster level of 17 to creature this creature. [b]Remembrent:[/b] A few souls of bards and sorcerers cling to their memories and to their decaying bodies desperately trying to gain revenge for their death or some other wrong done to them in life. The soul shrieks loudly enough that their own dead bodies can hear, allowing the soul to take possession once again. These undead are called remembrents.[/spoiler] [URL=http://www.drivethrurpg.com/product/109320/Book-of-Beasts-War-on-Yuletide-PFRPG?affiliate_id=17596]Book of Beasts War on Yuletide[/URL][spoiler] [b]Dirge Caroler:[/b] Dirge carolers are small, corporeal undead—the hideous remains of impoverished halflings swathed in dirty, heavy winter clothing. In life, they depended upon the generosity of their neighbors to survive the harsh winters; when that generosity waned, they starved to death.[/spoiler] [URL=http://www.drivethrurpg.com/product/85402/Book-of-Friends-and-Foes-Under-the-Mountain-PFRPG?affiliate_id=17596]Book of Friends and Foes Under the Mountain[/URL][spoiler] [b]Elf Vampire Rogue 6, Night Wraith:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/176357/Book-of-Lost-Spells?affiliate_id=17596]Book of Lost Spells[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Skeleton[/i] spell. [i]Crew with the Dead[/i] spell. [b]Zombie:[/b] [i]Animate Zombie[/i] spell. [i]Zombify Self[/i] spell. [b]Shadow:[/b] [i]Devouring Darkness[/i] spell. [i]Umbral Touch[/i] spell. [i]Umbral Weapon[/i] spell. [b]Undead:[/b] [i]Obliterate Soul[/i] spell. [b]Ghoul:[/b] [i]Transform Zombie[/i] spell. Animate Skeleton School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 Casting Time 1 standard action Components V, S, M (you must prepare a salve worth at least 10 gp per HD of the skeleton and rub it on each corpse you intend to animate) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no This spell turns the bones of dead creatures into undead skeletons that follow your spoken commands. For each caster level you possess, you can animate one skeleton that has a CR of 1 or less. The skeletons can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton can’t be animated again. The skeletons you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of skeletons equal to your caster level at one time. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. 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. Animate Zombie School necromancy [evil]; Level cleric/oracle 1, sorcerer/ wizard 1 Casting Time 1 standard action Components V, S, M (you must bathe each corpse in a bath of special salts. The salts must be worth at least 10 gp per HD of the zombie) Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no This spell functions like the animate skeleton spell, but animates the corpses as zombies rather than skeletons. A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. Crew with the Dead School necromancy; Level bard 5, sorcerer/wizard 6 Casting Time 10 minutes Components V, S, M (the bones or remains of at least 5 drowning victims) Range close (25 ft. + 5 ft./2 levels) Target one ship Duration 1 hour/level, concentration discharge (D) Saving Throw none; Spell Resistance no This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew through encouraging singing of sea shanties. Up to 5 undead crewmembers may be summoned per caster level. The crew is treated as Medium skeletons with the additional ability of Profession (sailor) +5. The crew does not fight or otherwise engage an enemy in combat, though they can operate ballistae or catapults, firing such machinery as 1st-level warriors. Devouring Darkness School evocation; Level cleric/oracle 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area 20-ft. radius Duration instantaneous (see text) Saving Throw Reflex half (see text); Spell Resistance yes You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half) and leaves behind an area of darkness equal to that left by a deeper darkness spell for 1 round/caster level. As a negative energy-based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects. Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures. Obliterate Soul School necromancy [evil]; Level sorcerer/wizard 7 Casting Time 1 standard action Components V, S, M (a pinch of bone dust) Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration Instantaneous Saving Throw Fortitude partially negates; Spell Resistance yes Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 points of Constitution damage. A successful Fortitude save reduces this effect to 1d6+1 points of Constitution damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from where they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection works. Unless they are buried in hallowed ground, victims of obliterate soul are likely to return as undead (GM’s discretion). Transform Zombie School necromancy [evil]; Level sorcerer/wizard 6 Casting Time 1 full round Components V, S, M (A bone from a ghoul and a black onyx gem worth at least l00 gp) Range touch Target one zombie Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes The caster touches a single zombie, which must succeed on a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. Umbral Touch School necromancy [evil]; Level cleric/oracle 3, sorcerer/ wizard 3 Casting Time 1 standard action Components S Range touch Target one creature Duration 1 minute/level Saving Throw Fortitude halves; Spell Resistance yes This spell gives you a Strength-draining touch. If you make a successful touch attack, the subject suffers 1d6 +1 per 2 caster levels (maximum +6) of temporary Strength ability damage. A successful Fortitude save halves the ability damage. If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. Umbral Weapon School illusion (shadow); Level sorcerer/wizard 5 Casting Time 1 standard action Components S Range touch Target Shadows touched Duration 1 minute/level Saving Throw none; Spell Resistance no This spell allows you to reach into any nearby shadows and draw out shadowstuff with which you form a weapon. The weapon may appear to be a sword or a mace or whatever weapon you desire. Regardless of its appearance, all umbral weapons deal 1d6 points of damage and critical based on the type of weapon fashioned. If you are able to cast this spell multiple times, you may have multiple umbral weapons in existence simultaneously. However, once you hand the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another results in the weapon becoming simple shadows again. An umbral weapon has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack suffers 1 point of Strength damage every time the wielder of an umbral weapon lands a blow. This Strength is transferred to the umbral weapon itself as a damage bonus. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one-half your caster level. Regardless of the bonus to damage, the attack bonus is always +2. A subject who survives the hit point damage of an umbral weapon but dies when his Strength is reduced to zero is transformed into a shadow in 1d4+1 rounds and is permanently under your control. You may control up to 2 HD of shadow creatures per caster level at any one time. If you also control animated dead (per the animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2 HD per level maximum. Zombify Self School necromancy; Level sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (one handful of zombie flesh) Range personal Target you Duration 1 minute/level Saving Throw none; Spell Resistance no This spells converts your body into that of a zombie. You become immune to poison, sleep, paralysis, stunning and disease. You are no longer subject to nonlethal damage, ability damage, energy drain or death from massive damage. Your Dexterity decreases by 4 for the duration of this spell, and you suffer a –4 penalty to Charisma whenever you must make a Bluff or Diplomacy check. Also, because of the concentration of negative energy within you, you are vulnerable to energy channeling. Cure spells damage you and inflict spells heal you. Lastly, when the spell ends, you must succeed on a DC 15 Fortitude save or be is stunned for one round and take 5d4 points of damage as the negative energy ravages your body as it is forced out. If this damage kills you, you rise the next night as a zombie unless your body is blessed.[/spoiler] [URL=http://www.drivethrurpg.com/product/114725/Book-of-Magic-10-Undead-Spell-Words-Laptop-Tablet?affiliate_id=17596]Book of Magic 10 Undead Spell Words[/URL][spoiler] [b]Devourer:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Ghoul:[/b] [i]Raise Undeath[/i] spell word. [b]Ghoul Ghast:[/b] [i]Raise Undeath[/i] spell word, caster level 12th or higher. [b]Mohrg:[/b] [i]Raise Undeath[/i] spell word, caster level 18th or higher. [b]Mummy:[/b] [i]Raise Undeath[/i] spell word, caster level 15th or higher. [b]Shadow:[/b] [i]Raise Undeath[/i] spell word, boosted. [b]Shadow Greater:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Skeletal Champion:[/b] [i]Raise Undeath[/i] spell word. [b]Spectre:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Wight:[/b] [i]Raise Undeath[/i] spell word, caster level 15th or higher. [b]Wraith:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 16th or higher. [b]Attic Whisperer:[/b] [i]Raise Undeath[/i] spell word, caster level 12th or higher. [b]Banshee:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Bodak:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Crawling Hand:[/b] [i]Raise Undeath[/i] spell word. [b]Crawling Hand Giant:[/b] [i]Raise Undeath[/i] spell word, caster level 15th or higher. [b]Crypt Thing:[/b] [i]Raise Undeath[/i] spell word, caster level 15th or higher. [b]Draugr:[/b] [i]Raise Undeath[/i] spell word, caster level 12th or higher. [b]Dullahan:[/b] [i]Raise Undeath[/i] spell word, caster level 18th or higher. [b]Totenmaske:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 18th or higher. [b]Witchfire:[/b] [i]Raise Undeath[/i] spell word, boosted, caster level 20th or higher. [b]Zombie Juju:[/b] [i]Raise Undeath[/i] spell word. [b]Allip:[/b] [i]Raise Undeath[/i] spell word, boosted. [b]Huecuva:[/b] [i]Raise Undeath[/i] spell word. Raise Undeath (Death) School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7 Duration instantaneous Saving Throw none; Spell Resistance no Target Restrictions selected This effect word can only target the corpses of dead creatures and can only be cast at night. The exact creature that is raised is the wordcaster’s choice and can be any from the below table (or any other creature that can be created with the create undead spell) as long as the caster meets the minimum caster level. The animated creature remains undead until destroyed. The undead creature is not automatically under the caster’s control. Additional wordspells (or combining this word with other spellwords) are required to bring the undead creature under the caster’s control. Minimum Caster Level Undead Created Any Crawling Hand B2, Ghoul, Huecuva B3, Juju Zombie B2, Skeletal Champion 12th Attic Whisperer B2, Draugr B2, Ghast 15th Crypt Thing B2, Giant Crawling Hand B2, Mummy, Wight 18th Dullahan B2, Mohrg Boost: The wordcaster can create undead from the below table or any other creature that can be created from a create greater undead spell as long as the caster meets the minimum caster level. Boosting this effect word increases its level by 2. Minimum Caster Level Undead Created Any Allip B3, Shadow 16th Wraith 18th Spectre, Totenmaske B2 20th Banshee B2, Bodak B2, Devourer, Greater Shadow, Witchfire B2[/spoiler] [URL=http://www.drivethrurpg.com/product/84813/Book-of-Monster-Templates-PFRPG?affiliate_id=17596]Book of Monster Templates[/URL][spoiler] [b]Darkseed Creature:[/b] Darkseed Creature is an acquired template that can be added to any undead creature. The term darkseed refers most properly to the kernel of negative energy that burns in an undead with this template. Sometimes when an undead rises within an area ripe with negative energy it immediately gains the darkseed template. Likewise, some undead bring forth a darkseed within themselves after spending time in such negatively charged zones. More common, however, are those undead who receive a darkseed from a malevolent deity with necromantic dominions. [b]Bloody Blade Darkseed Bloody Bones Rogue 4:[/b] Servants of the god of death itself, these beings are created to violently enforce the will of their master, as told in the Canticle of the Blades. One of the priests of the new Cathedral of St. Ilfraness made a very public, very well received, and very irreverent joke about the god of death. That very night he fell to his death from the pinnacle of the cathedral and, before he could be buried, his body was divinely raised as a bloody blade. [b]Gellid Dirge Lich Drachencor Lich Shade:[/b] ? [b]Human Irresistible Graveknight Two-Handed Fighter 10:[/b] [b]Tax Collector Creature:[/b] Public servant, avaricious private agent, or cruel servant of a tyrant, wrath against the tax collector is a force unto itself that can lead to murder. When a customs official is slain sometimes a unique revenant spirit is created. “Tax Collector” is an acquired template that can be added to any non-undead creature. [b]Tax Collector Sea Hag:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/113635/Book-of-Multifarious-Munitions-Vehicles-of-War-PFRPG?affiliate_id=17596]Book of Multifarious Munitions Vehicles of War[/URL][spoiler] [b]Bone Skiff:[/b] ?[/spoiler] [/spoiler] [/QUOTE]
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