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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7598112" data-attributes="member: 2209"><p><strong>Pathfinder 1e C-M</strong></p><p></p><p>Pathfinder 1e C-M[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/242854/Call-to-Arms-Decks-of-Cards?affiliate_id=17596" target="_blank">Call to Arms: Decks of Cards</a>[spoiler]</p><p><strong>Lich:</strong> Deck of Many Things Dark Fate card.</p><p><strong>Grave Knight:</strong> Deck of Many Things Dark Fate card.</p><p><strong>Vampire:</strong> Deck of Many Things Dark Fate card.</p><p></p><p>The Dark Fate (Ace of Clubs): An evil undead duplicate of the drawer is created. The exact nature of the undead is based on what class the drawer is; If the drawer is a spellcaster, the duplicate is a lich, if they are a martial class, the duplicate is a Grave Knight, if they are any other class, the duplicate is a vampire. The has the same attributes and class levels as the drawer, and copies of all their magical items (modified to evil equivalents where applicable). The duplicate is utterly dedicated to opposing the drawer’s every action and undoing everything they have ever achieved. In addition, the duplicate can only be destroyed by the drawer; if anyone else strikes the final blow, the duplicate will rejuvenate within 24 hours.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/202094/Call-to-Arms-Horses-and-Mules?affiliate_id=17596" target="_blank">Call to Arms: Horses and Mules</a>[spoiler]</p><p><strong>Ghost Horse, Combat Trained Heavy Horse:</strong> The ghost horse died in the throes of crippling terror.</p><p>This was a war-ready mount that died tragically with its master in bloody combat.</p><p><strong>Nightmare Mount, Unhallowed Bloody Skeletal Champion Nightmare:</strong> The Nightmare Steed is an undead horse drawn back from the spirit world and commanded as a mount.</p><p><strong>Skeleton Mount:</strong> Skeletal mounts are normal skeletons made from combat-trained heavy horses.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/241904/Campaign-Backdrop-Caves--Caverns?affiliate_id=17596" target="_blank">Campaign Backdrops: Caves and Caverns</a>[spoiler]</p><p><strong>Last Nail:</strong> Last Nail was born again as a vampire after a vampiric drider slew him.</p><p><strong>Vampiric Drider:</strong> ?</p><p><strong>Mistress Amelya Van Fersker, Human Vampire Enchanter 10:</strong> Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can.</p><p><strong>Urshak'xhul:</strong> Members of the priest caste conducted profane rites on selected members, transforming them into the blasphemous Urshak’xhul (Holy Guardians).</p><p></p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Shadow:</strong> A humanoid creature slain (when its Strength damage equals or exceeds its Strength score) by a shadow’s Strength damage becomes a shadow under the control of the killer in 1d4 rounds.</p><p><strong>Wraith:</strong> A humanoid slain by a wraith becomes a wraith in 1d4 rounds.</p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire Spawn:</strong> A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days.</p><p>Last Nail can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is an aberration. The victim rises from death as a vampire in 1d4 days.</p><p><strong>Allip:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Crawling Hand:</strong> ?</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Dullahan:</strong> ?</p><p><strong>Giant Crawling Hand:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Juju Zombie:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Necrophidius:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Red Wyrm Ravener:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skaveling:</strong> ?</p><p><strong>Skeletal Champion:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Totenmaske:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vargouille:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Winterwight:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/182680/Campaign-Backdrop-Forests--Woodlands?affiliate_id=17596" target="_blank">Campaign Backdrops: Forests & Woodlands</a>[spoiler]</p><p><strong>Garilax, Ghoul Barbarian 1:</strong> ?</p><p><strong>Valentin Pannanen, Human Ghost Wizard 5:</strong> Sadly for the PCs, the spirit of a dead mage, killed when the bridge collapsed during a storm, haunts the waters beneath the shattered arch.</p><p><strong>Naillae Aralivar, Ghost Elf Druid 6:</strong> ?</p><p><strong>Rideth Cyelrae, Ghost Elf Druid 13, Ghost Half-Elf Druid 3/Sorcerer 8:</strong> ?</p><p><strong>Tahlys Vonothvar, Ghost Elf Druid 7:</strong> ?</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/183994/Campaign-Backdrop-Hills--Mountains?affiliate_id=17596" target="_blank">Campaign Backdrops: Hills & Mountains</a>[spoiler]</p><p><strong>Cairn Wight:</strong> ?</p><p><strong>Skeletal Champion, Human Skeletal Champion Warrior 1:</strong> ?</p><p><strong>Wight:</strong> The grave robbers, risen as undead.</p><p>Humanoids the cairn wight slays become wights themselves in 1d4 rounds.</p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p>A small adventuring party once got trapped within and starved to death. Risen as ghouls, the undead lurk in the crypt creeping forth when released by the hermit to dine up on his guests.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Poltergeist:</strong> The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life and death could not wholly claim them.</p><p>A few days after their death these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/185367/Campaign-Backdrop-Marshes--Swamps?affiliate_id=17596" target="_blank">Campaign Backdrops: Marshes & Swamps</a>[spoiler]</p><p><strong>Lizardfolk Zombie:</strong> The creature in the portal the Bonescale tribe worship as their god is a globster that is both unaware and uncaring towards their devotion. This strange ooze creature, normally found on ocean coasts, made its way inland following a ready supply of food in the marsh. It became trapped when it entered a pond that was also a nexus to the Negative Energy Plane.</p><p>Like the lizardfolk, the creature has been altered by its exposure to the portal. Creatures that die or that are already dead when it swallows them are transformed into zombies after an hour in the creature’s belly. They then claw their way back out of the globster’s mouth.</p><p><strong>Hungry Dead:</strong> "Hungry Dead" is an acquired template that can be added to any corporeal undead creature.</p><p></p><p><strong>Zombie:</strong> The creature in the portal the Bonescale tribe worship as their god is a globster that is both unaware and uncaring towards their devotion. This strange ooze creature, normally found on ocean coasts, made its way inland following a ready supply of food in the marsh. It became trapped when it entered a pond that was also a nexus to the Negative Energy Plane.</p><p>Like the lizardfolk, the creature has been altered by its exposure to the portal. Creatures that die or that are already dead when it swallows them are transformed into zombies after an hour in the creature’s belly. They then claw their way back out of the globster’s mouth.</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/239930/Campaign-Backdrop-Sun--Sand?affiliate_id=17596" target="_blank">Campaign Backdrops: Sun & Sand</a>[spoiler]</p><p><strong>Akh-en-Tholus, Human Lich Necromancer 11:</strong> ?</p><p><strong>Zombie Gnoll:</strong> ?</p><p><strong>Gnoll Bloody Skeleton Corpse Companion:</strong> ?</p><p><strong>The Vulture King, Ghast Cleric 3:</strong> The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water.</p><p><strong>Ghoul Warrior, Ghoul Warrior 2:</strong> The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water.</p><p><strong>Lacedon Acolyte, Ghoul Lacedon Adept 2:</strong> The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water.</p><p></p><p><strong>Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/119730/Cerulean-Seas-Beasts-of-the-Boundless-Blue?affiliate_id=17596" target="_blank">Cerulean Seas Beasts of the Boundless Blue</a>[spoiler]</p><p><strong>Cihuateotl:</strong> Cihuateotl are the undead remnants of women who drowned or died violently while pregnant.</p><p><strong>Calcified Skeleton:</strong> Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura.</p><p>Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure.</p><p><strong>Dread Pirate:</strong> A dread pirate is the restless, hateful body of an executed pirate.</p><p><strong>Lich Ice:</strong> The phylactery of an ice lich must be carved from ice made from the purest possible water.</p><p>“Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery.</p><p><strong>Ship of the Damned:</strong> Ships of the damned are the slowly rotting remains of vessels that experienced an evil so great that the spirits of the dead infused into the ship itself.</p><p><strong>Ship of the Damned Medium:</strong> ?</p><p><strong>Ship of the Damned Large:</strong> ?</p><p><strong>Ship of the Damned Huge:</strong> ?</p><p><strong>Ship of the Damned Gargantuan:</strong> ?</p><p><strong>Ship of the Damned Colossal:</strong> ?</p><p><strong>Sinkling:</strong> Any creature killed by or within 100 yards of a sinkling swarm adds its spirit to the swarm, breaking up into as many individual sinklings as it has hit dice. Casting bless or hallow on the body within 1d4 rounds after death prevents this from happening.</p><p>Sinklings are the hateful spirits of the drowned, always wanting for the company of the living in the depths.</p><p><strong>Snag:</strong> Any humanoid killed by a snag that touches the bottom of the waterway the snag came from within 24 hours of its death becomes a snag in 1d4 rounds.</p><p>Snags are the animated corpses of fishermen lost at sea.</p><p><strong>Wraith Water:</strong> Any humanoid, monstrous humanoid or trueform slain by a water wraith rises as one in 1d6 hours.</p><p></p><p><strong>Ghoul Lacedon:</strong> Any humanoid killed by a cihuateotl's energy drain ability rises as a lacedon under her control in 1d3 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/141557/Cerulean-Seas-Celadon-Shores?affiliate_id=17596" target="_blank">Cerulean Seas Celadon Shores</a>[spoiler]</p><p><strong>Phi Thale:</strong> Phi thale form in areas of over fishing, when even the spirits of such simple creatures as fish feel seething anger.</p><p>Many believe that they are the product of the collective will of sea creatures hard hit by humanoid pressures, or the vengeance of a sea god, punishing the guilty.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/109095/Cerulean-Seas-Indigo-Ice?affiliate_id=17596" target="_blank">Cerulean Seas Indigo Ice</a>[spoiler]</p><p><strong>Ice Lich:</strong> “Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery.</p><p>The phylactery of an ice lich must be carved from ice made from the purest possible water. This ice is enchanted to become as strong as any other phylactery, although if exposed to magical fire it is destroyed in a single round.</p><p></p><p><strong>Undead:</strong> The witch goddess Talakasha is rumored to be the source of all true evil and undeath in the realm.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/104881/Cerulean-Seas-Waves-of-Thought?affiliate_id=17596" target="_blank">Cerulean Seas Waves of Thought</a>[spoiler]</p><p><strong>Calcified Skeleton:</strong> Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura.</p><p>Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/187044/Classes-of-NeoExodus-Protean-Scribe-PFRPG?affiliate_id=17596" target="_blank">Classes of NeoExodus: Protean Scribe</a>[spoiler]</p><p><strong>Undead Creature:</strong> Protean Scribe Death Word storied creature with spending 2 additional points of</p><p>eloquence.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/249810/Close-Encounters-NPC-Codex?affiliate_id=17596" target="_blank">Close Encounters: NPC Codex</a>[spoiler]</p><p><strong>Vid Star Host, Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/139645/Compendium-Arcanum-Vol-4-3rdLevel-Spells-PFRPG?affiliate_id=17596" target="_blank">Compendium Arcanum Vol. 4: 3rd-Level Spells</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>ANIMATE DEAD </p><p>School necromancy [evil]; Classes antipaladin, cleric/oracle; Domain death 3, souls 3 </p><p>CASTING </p><p>Casting Time 1 standard action </p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) </p><p>EFFECT </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>DESCRIPTION </p><p>This spell turns corpses into undead skeletons or zombies that obey your spoken commands. </p><p>The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. </p><p>Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. </p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. </p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. </p><p>Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. </p><p></p><p>Diminished Effects The spell’s target changes to one corpse and you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies. </p><p>Heightened Effects Variant skeletons and zombies created by animate dead count as their normal number of Hit Dice (instead of twice their normal number of Hit Dice; see Variant Skeletons). </p><p>Caution! Spells Merge! This spell combines the effects of the following spells: animate dead and lesser animate dead. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/144835/Compendium-Arcanum-Vol-5-4thLevel-Spells-PFRPG?affiliate_id=17596" target="_blank">Compendium Arcanum Vol. 5: 4th-Level Spells</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Shadow Projection:</strong> <em>Shadow Projection</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>ANIMATE DEAD </p><p>School necromancy [evil]; Classes sorcerer/wizard </p><p>CASTING </p><p>Casting Time 1 standard action </p><p>Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) </p><p>EFFECT </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>DESCRIPTION </p><p>This spell turns corpses into undead skeletons or zombies that obey your spoken commands. </p><p>The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. </p><p>Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. </p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. </p><p>Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. </p><p>Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. </p><p></p><p>SHADOW PROJECTION </p><p>School necromancy [evil]; Classes sorcerer/wizard </p><p>CASTING </p><p>Casting Time 1 minute </p><p>Component S </p><p>EFFECT </p><p>Range personal </p><p>Target you </p><p>Duration 1 hour/level (D) </p><p>DESCRIPTION </p><p>With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect. </p><p>While projecting your shadow, you gain a shadow's darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature's create spawn ability, nor its skill ranks or Hit Dice. Your shadow has Hit Dice and hit points equal to your own. Your shadow projection has the undead type and may be turned or affected as undead. </p><p>If your shadow projection is slain, you return to your physical body and are immediately reduced to –1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize. </p><p>Diminished Effects The spell’s duration becomes 10 minutes per caster level. </p><p>Heightened Effects Your shadow is treated as if it were an undead shadow with the advanced creature template (+2 on all rolls and special ability DCs; +4 to AC and CMD; +2 hp/HD). [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/151433/Compendium-Arcanum-Vol-7-6thLevel-Spells-PFRPG?affiliate_id=17596" target="_blank">Compendium Arcanum Vol. 7: 6th-Level Spells</a>[spoiler]</p><p><strong>Juju Zombie:</strong> <em>Create Undead</em> spell.</p><p><strong>Zuvembe:</strong> <em>Create Undead</em> spell 14th level caster.</p><p><strong>Revenant:</strong> <em>Create Undead</em> spell 17th level caster.</p><p><strong>Vampire:</strong> <em>Create Undead</em> spell 19th level caster.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell diminished.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell diminished 12th level caster.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell diminished 15th level caster.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell diminished 18th level caster.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell heightened.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell heightened 16th level caster.</p><p><strong>Spectre:</strong> <em>Create Undead</em> spell heightened 18th level caster.</p><p><strong>Devourer:</strong> <em>Create Undead</em> spell heightened 20th level caster.</p><p></p><p>CREATE UNDEAD</p><p>School necromancy [evil]; Domain death 6 (diminished), evil 6</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>13th or lower Juju Zombie</p><p>14th–16th Zuvembie</p><p>17th–18th Revenant</p><p>19th or higher Vampire</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p>Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p>Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/152520/Compendium-Arcanum-Vol-8-7thLevel-Spells-PFRPG?affiliate_id=17596" target="_blank">Compendium Arcanum Vol. 8: 7th-Level Spells</a>[spoiler]</p><p><strong>Juju Zombie:</strong> <em>Create Undead</em> spell.</p><p><strong>Zuvembe:</strong> <em>Create Undead</em> spell 14th level caster.</p><p><strong>Revenant:</strong> <em>Create Undead</em> spell 17th level caster.</p><p><strong>Vampire:</strong> <em>Create Undead</em> spell 19th level caster.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell diminished.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell diminished 12th level caster.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell diminished 15th level caster.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell diminished 18th level caster.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell heightened.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell heightened 16th level caster.</p><p><strong>Spectre:</strong> <em>Create Undead</em> spell heightened 18th level caster.</p><p><strong>Devourer:</strong> <em>Create Undead</em> spell heightened 20th level caster.</p><p></p><p>CREATE UNDEAD</p><p>School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>13th or lower Juju Zombie</p><p>14th–16th Zuvembie</p><p>17th–18th Revenant</p><p>19th or higher Vampire</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p>Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p>Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/152521/Compendium-Arcanum-Vol-9-8thLevel-Spells-PFRPG?affiliate_id=17596" target="_blank">Compendium Arcanum Vol. 9: 8th-Level Spells</a>[spoiler]</p><p><strong>Juju Zombie:</strong> <em>Create Undead</em> spell.</p><p><strong>Zuvembe:</strong> <em>Create Undead</em> spell 14th level caster.</p><p><strong>Revenant:</strong> <em>Create Undead</em> spell 17th level caster.</p><p><strong>Vampire:</strong> <em>Create Undead</em> spell 19th level caster.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell diminished.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell diminished 12th level caster.</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell diminished 15th level caster.</p><p><strong>Mohrg:</strong> <em>Create Undead</em> spell diminished 18th level caster.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell heightened.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell heightened 16th level caster.</p><p><strong>Spectre:</strong> <em>Create Undead</em> spell heightened 18th level caster.</p><p><strong>Devourer:</strong> <em>Create Undead</em> spell heightened 20th level caster.</p><p></p><p>CREATE UNDEAD</p><p>School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>13th or lower Juju Zombie</p><p>14th–16th Zuvembie</p><p>17th–18th Revenant</p><p>19th or higher Vampire</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p>Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>15th–17th Mummy</p><p>18th or higher Mohrg</p><p>Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below.</p><p>Caster Level Undead Created</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p>Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/149464/Compendium-Imaginarium?affiliate_id=17596" target="_blank">Compendium Imaginarium</a>[spoiler]</p><p><strong>Fleshrender:</strong> When a humanoid has consumed another sentient being's flesh, there is a chance that the cannibal will return as a fleshrender after death. In rare and heinous circumstances, entire remote villages or wilderness parties become fleshrenders during a hard winter or famine.</p><p><strong>Phantasm:</strong> A phantasm is created when a sentient being whom has killed an innocent of its own race dies due to non-violent causes. The angst and turmoil of the unresolved murder can sometimes cause a phantasm to emerge from the body of the deceased murderer.</p><p><strong>Magus Wraith:</strong> A magus wraith is created when a necromancer vies for magical immortality beyond the grave by targeting themselves in the casting of create greater undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/194503/Creature-Components-Vol-1?affiliate_id=17596" target="_blank">Creature Components Volume 1</a>[spoiler]</p><p><strong>Zombie:</strong> A single humanoid creature killed by a spell with the death descriptor incorporating a wight’s ichor arises as a zombie 1d4 rounds later.</p><p><strong>Zombie Fast:</strong> Any creatures killed by a spell with the death descriptor incorporating a mohrg’s saliva arise as a zombie (fast zombie variant) 1d4 rounds later.[/spoiler]</p><p></p><p>Creature Monthly[spoiler]</p><p><strong>Blood Shadow:</strong> A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death.</p><p>While not much is known of how these creatures came to be formed, many sages speculate that they once existed as a race of wicked humanoids which were drawn into the plane of negative energy during some great calamity hundreds of thousands of years ago. Once drawn into the boarders of their new home, the foul energy of the plane consumed them slowly, turning them into the undead creatures. Their mortal forms faded into shadows, yet the darkness within them continued to be driven by the murderous lust and depravity that led them in life.</p><p><strong>Glacial Gaunt:</strong> Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight.</p><p>There are many ways in which these foul creature are created, the most common occurrence</p><p>being an evil humanoid creature succumbing to the elements of the frozen landscape. Once such a creature has died, it is only a short time before the corpse’s eyes open and a new horror is born. Tales are told of wicked druidic cults, eager to appease powerful nature spirits such as the Wendigo, capturing travelers and common folk who are then carried high into the frigid mountains and left to die.</p><p><strong>Storm Wraith:</strong> A humanoid slain by a storm wraith becomes a lesser storm wraith 1d4 rounds after it’s death.</p><p><strong>Winter Wight:</strong> Any humanoid creature that is slain by a winter wight becomes a lesser wight itself in only 1d4 rounds.</p><p>These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras.</p><p>Over long winters or on high mountain peaks, these human remains become freeze-dried husks with perfectly preserved hair, clothes, and skin, but without any liquid remaining in their flesh. These creatures arise to wander the reaches of the frozen north in search of victims, seeking any way to relieve the pain of their frozen existence through acts of cruelty and violence.</p><p>Winter wights haunt places of avalanches, icefalls, and glaciers— places where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few which rise as these dreaded creatures. Those unfortunate enough to perish in the ice do not always remain at rest. It is as if the ice itself claims their souls, raising them as winter wights whose only goal is to have other suffer the same violent death.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/155624/Creatures-of-Faerie?affiliate_id=17596" target="_blank">Creatures of Faerie</a>[spoiler]</p><p><strong>Avartagh:</strong> ?</p><p><strong>Dullahan:</strong> Created by powerful curses, these legendary and rare undead aos sí are terrors to any who would travel dark roads at night. Every one of them has had their head removed as part of their creation, and they carry them everywhere they go.</p><p>Created by ancient foul magics.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/82051/Creepy-Creatures-Bestiary-of-the-Bizarre?affiliate_id=17596" target="_blank">Creepy Creatures Bestiary of the Bizarre</a>[spoiler]</p><p><strong>Bay-Kok:</strong> ?</p><p><strong>Bone Druid:</strong> A bone druid is most often formed when a powerful druid dies in the process of corrupting, or with a great hatred of, the natural powers she once revered. </p><p><strong>Ectoplasmic Stalker:</strong> Created by the lich Varquil while researching the creation of what would become the obitu, ectoplasmic stalkers are hardy undead soldiers. </p><p><strong>Feymocker:</strong> Feymockers are created by evil fey or fey-blooded sorcerers in a perverse ritual. They are infused with the twisted sense of humor natural to their creators, along with a hatred for good aligned fey. </p><p><strong>Fleshwarper:</strong> Any humanoid killed or reduced to 0 Charisma by a fleshwarper raises as one within 1d6 rounds.</p><p><strong>Ghoul Sovereign:</strong> It is believed that exceptionally evil and depraved humans are cursed to become sovereign ghouls after death. </p><p><strong>Gibbering Terror:</strong> Gibbering terrors are distilled evil essence, left over from the ending of a great malevolence </p><p><strong>Hoard Haunt:</strong> Hoard haunts are the result of a numistian's innate connection with commerce degrading into pure greed. Once embraced by death, the mystical coins that make up the creatures blood instead coalesce into a pile of gleaming treasure. The numistian's consciousness inhabits these now purely physical coins. </p><p><strong>Horsewraith:</strong> Any pack animal slain by a horsewraith's energy drain will rise as a horsewraith itself in 24 hours, unless the corpse is blessed. </p><p>These tragic creatures are formed from their master’s cruelty.</p><p>Despite their name, almost any domesticated pack animal may become one of these undead. </p><p><strong>Leatherbound:</strong> Leatherbound are the twisted creations of necromantic magic. A living humanoid is bound in wet, oil and unguent soaked leather sheets, which are then twisted tight with iron rods, and left to dry. Create undead is then cast as the victim suffocates and is constricted to death. </p><p><strong>Leatherbound Black:</strong> Wrapped in black leather inscribed with glowing arcane runes </p><p><strong>Leatherbound Spiked:</strong> This leatherbound is riddled with iron spikes and studs, thus increasing its combat prowess.</p><p><strong>Corpsehanger Tree:</strong> When a tree is used for hangings over the course of decades, some of the vengeful souls that died there enter the heart of the tree, instead of heading for their just rewards. In time, with enough evil or angry spirits infesting its wood, the tree dies, and the spirits within it animate it as an undead mockery. </p><p><strong>Undead Gang:</strong> An undead gang may be formed wherever large numbers of souls perish in anger, fear, and pain. These spirits combine into a hateful being that exists simply to destroy. </p><p><strong>Wight Marquis:</strong> Very rarely, a wight is spawned whose will is strengthened instead of weakened with the transformation to being unliving creature. These creatures are known as marquis wights. </p><p><strong>:Wight Shadowfang</strong> Any humanoid slain by a shadowfang wight's energy drain becomes a shadowfang wight in 1d4 rounds.</p><p>Any humanoid killed by the sword Shadowfang's energy drain rises as a shadowfang wight in 4 rounds.</p><p><strong>Zombie Assassin:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Creatures below 5 HD within the cone of a plague dragon's deathless breath instantly die, and reanimate as ghouls under the dragon's control.</p><p>Any humanoid that is two weeks or less dead within the sovereign ghoul's aura rise as a ghoul under its complete command in one round. </p><p>Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. </p><p><strong>Skeleton:</strong> A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. </p><p><strong>Spectre:</strong> Creatures from 13+ HD within the cone of a plague dragon's deathless breath must make a Fortitude save or die and reanimate as spectres.</p><p><strong>Wight:</strong> Creatures from 6-12 HD within the cone of a plague dragon's deathless breath must make a Fort save or die and reanimate as wights.</p><p>Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. </p><p>Any humanoid slain by a marquis wight's slam attacks, or its aura become a wight in 1d4 rounds. </p><p><strong>Zombie:</strong> A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. </p><p>Any creature reduced to 0 Wisdom by a gibbering terror's babble rises as a zombie under its control in 1d3 rounds. </p><p>Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/98826/Cultists-of-Havra-Zhoul?affiliate_id=17596" target="_blank">Cultists of Havra Zhoul</a>[spoiler]</p><p><strong>Havra Zhoul Human Ghost Inquisitor 10:</strong> At last, luck favored her when she slew Faylfarlu, an evil mystic theurge who trafficked with devils and the dead. In his lair, she found a detailed description of the ritual for becoming a lich. Faylfarlu had progressed quite far in this ritual, but had, for unknown reasons, declined to take the final step: to create a phylactery and bind his soul to it through ritual death.</p><p>Havra had fewer qualms. She grabbed the opportunity and finished the ritual, intending to become a lich. As a phylactery, she chooses her prayer book, which held all her thoughts and secrets. Havra performed the ritual and took the poison that would kill her and bind her soul to the book.</p><p>Unfortunately for her, the ritual was only partly successful. Maybe Fayldarlu’s magic was flawed, or maybe her own inexperience with magic caused her to perform it wrong. When she rose again, she was not the powerful being she had expected to become. Instead she has become a metaphorical shadow of herself. While she had the strength and fortitude of the undead, her body was slow and clumsy and she had lost much of her power. Moreover, she found that while her soul was tied to the book, she was unable to use it to possess others.</p><p>When her adversaries finally discovered her lair, she was far weaker than if she had tried for lichdom. Alive, she may have prevailed. But in her wrecked undead state, she was no match for them and was quickly cut down by her enemies. Part of the ritual functioned. Her soul retreated into her phylactery, well hidden in the depths of her keep. Unable to send her spirit forth in any other form than a pale shadow, she remained trapped there, until finally Vederian Soulbright found her tome.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93764/Dangers--Discoveries-PFRPG?affiliate_id=17596" target="_blank">Dangers & Discoveries</a>[spoiler]</p><p><strong>Baron Culver's Balcony:</strong> Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home.</p><p><strong>Bigot's Spire:</strong> In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd.</p><p>When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke.</p><p><strong>Black Taskmaster:</strong> The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy.</p><p><strong>Boartooth's Righteous Rampage:</strong> When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage.</p><p><strong>Butcher's Hill:</strong> The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away.</p><p><strong>Camel's Graveyard:</strong> There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival.</p><p><strong>Cast Upon the Rocks:</strong> The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau. So clear is the water that the wreck can almost be seen through three hundred feet of warm water Though the Escarda Din went down in a common shipping lane, no brave soul has attempted to salvage the wreck, and common sailors avoid its last known position. The ocean near the wreck site has ‘gone bad’ and regularly kills sailors with impossible weather.</p><p><strong>Devil's Anvil:</strong> This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze. Whatever the truth of Hodge’s life, in death his small shop has been uniformly shunned.</p><p><strong>Donovan's Kiln:</strong> Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded.</p><p>Bria’s surviving nephew rushed to help, but was badly scarred by the blaze. Not wanting anything to do with his ruined inheritance, Andrew Donovan let the ground lie fallow. Over time his aunt’s pottery shop fell into memory and than into local legend, while Andrew grew into the town’s premier drunkard. The matter would of rested there, if not for the fact that on days when the temperature rises, during the worst part of summer, the kiln burns again with ghostly white fires.</p><p><strong>Fatfinger's Last Dance:</strong> Terkin Fatfinger, brigand, rapist, counterfitter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him. Three days later the master-at-arms was dead of a broken neck after falling from his horse.</p><p><strong>Gremlin's Hovel:</strong> ?</p><p><strong>Grigori Chair:</strong> The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness.</p><p><strong>Gut's Revenge:</strong> When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up.</p><p><strong>Judge Wargrave's Bench:</strong> Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free.</p><p><strong>Laughter Freezes:</strong> Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon.</p><p>The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard.</p><p><strong>Mugglesant's Endless Anger:</strong> The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit. Now, the house is plagued with gigantic spiders that seemingly come from out of nowhere.</p><p><strong>Old Jonas' Critique:</strong> Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter.</p><p><strong>Purple Pig Tavern:</strong> The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar. The barkeep thought that solved the problem, but in the last few weeks, horrors have killed three of his patrons, and driven most of the other drunks off.</p><p><strong>Rapist's Mile:</strong> This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground.</p><p><strong>Scribe du Rayneil's Odd Bequest:</strong> The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library. Quiet little curses that smelled like old dust would freeze patrons as they browsed and scribes as they worked.</p><p><strong>Stores of Goodwatch Keep:</strong> Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge.</p><p><strong>Surbicah the Apostate's Stone Pyre:</strong> Long ago, the druidess Surbicah renounced her faith and accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery.</p><p><strong>Thirsting Gorge:</strong> Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation.</p><p></p><p><strong>Undead:</strong> Ghost Water is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature.</p><p>When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead.</p><p><strong>Ghost:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead.</p><p><strong>Wraith:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead.</p><p><strong>Haunt:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..</p><p>Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/119001/Dark-Fey-Pathfinder-RPG?affiliate_id=17596" target="_blank">Dark Fey</a>[spoiler]</p><p><strong>Mavka:</strong> These former dryads have been turned into vampiric monstrosities by the Black Prince of Morgau.</p><p>Mavka are Dryads who have been perverted into undead monstrosities by the vampires of Morgau. The sages of Verrayne say they are three known mavka, once sisters, originally named Mica, Anthelia and Saramantha, but are now called Murthia, Ectopia and Lucretia, respectively. </p><p>Upon his conquest of Morgau the Black Prince Lucian had the dryads and their trees killed, had raised the corpses as powerful undead, and bonded the new undead with cauchemar nightmares (Pathfinder RPG Bestiary) instead of trees as a final corruption. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/117312/Dead-Mans-Chest--Pathfinder-Edition?affiliate_id=17596" target="_blank">Dead Man's Chest</a>[spoiler]</p><p><strong>Breath Taker:</strong> In life they were evil thieves who drowned at sea, pirates who took valuable goods at will from others that plied the waves. </p><p><strong>Ghost:</strong> Occasionally sea serpents, when killed, are transformed into undead creatures, either accidentally or by design. When this occurs they may become ghosts, but otherwise they almost always return as a unique form of undead known as the undead sea serpent. </p><p><strong>Undead Sea Serpent:</strong> Occasionally sea serpents, when killed, are transformed into undead creatures, either accidentally or by design. When this occurs they may become ghosts, but otherwise they almost always return as a unique form of undead known as the undead sea serpent. </p><p>“Undead sea serpent” is an acquired template that can be added to any living sea serpent.</p><p><strong>Undead Gilded Sea Serpent:</strong> ?</p><p><strong>Draug Ship:</strong> The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. </p><p>Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. </p><p><strong>Brine Zombie:</strong> The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. </p><p>Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. </p><p>Those crew members killed by the fall of the ship or by drowning as it sank are still clinging to their final resting place.</p><p><strong>Lacedon:</strong> The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. </p><p>Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. </p><p><strong>Draug, Poshkin the Tame:</strong> ?</p><p><strong>Human Juju Zombie Fighter 3:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/143491/Demon-Cults-3-The-Cult-of-Selket?affiliate_id=17596" target="_blank">Demon Cults 3 The Cult of Selket</a>[spoiler]</p><p><strong>Mummy Venomous:</strong> These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/146615/Demon-Cults-5-Servants-of-the-White-Ape?affiliate_id=17596" target="_blank">Demon Cults 5 Servants of the White Ape</a>[spoiler]</p><p><strong>Spellscourged Creature:</strong> In rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease.</p><p>“Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities. </p><p>Creatures with 9 or more hit dice that die from the spellscourge must make another Fortitude save against the disease. They retain their Constitution bonus for this saving throw. If the creature makes the save, it rises as a spellscourged creature. A failed saving throw means the creature dies of the disease and does not rise. </p><p><strong>Spellscourged Couatl:</strong> This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair to recuperate but fell victim to the spellscourge that infected it during the combat with the white apes. The disease struck the couatl down, bringing it back in this tormented, undead form. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/204195/Demon-Cults--Secret-Societies-for-PFRPG?affiliate_id=17596" target="_blank">Demon Cults & Secret Societies</a>[spoiler]</p><p><strong>Arikiine, Derro Vampire Alchemist 10:</strong> ?</p><p><strong>Jasna Veldrik, Elf Darakhul Cleric 13:</strong> ?</p><p><strong>Kazimir Ernis, Gnome Darakhul Necrophagus 14:</strong> ?</p><p><strong>Performance Eater, Human Darkhul Barde 2/Expert 3:</strong> ?</p><p><strong>Darkhul:</strong> Die from Darkhul fever and fort save 31+.</p><p><strong>Ghoul:</strong> Die from Darkhul fever and fort save 10-16.</p><p><strong>Ghast:</strong> Die from Darkhul fever and fort save 17-20.</p><p><strong>Dread Ghoul:</strong> Die from Darkhul fever and fort save 21-26.</p><p><strong>Dread Ghast:</strong> Die from Darkhul fever and fort save 27-30.</p><p><strong>Greater Festrog:</strong> Like their smaller brethren, greater festrogs are created when a creature is killed by massive amounts of negative energy. In the case of greater festrogs, those killed are typically giants</p><p><strong>Serrin, Advanced Greater Shadow Antipaldin 6:</strong> Nikolai kept tabs on her exploits after they parted ways and was dismayed to discover that a powerful shadow creature had slain her. Unbeknownst to him, however, she had returned to unlife and started a minor reign of terror, draining travelers on the road.</p><p><strong>Contaminant Shade:</strong> Contaminant Shade Curse.</p><p><strong>Cosmina Holrosu, Vampire Mesmerist 13:</strong> A manifestation of Marena appeared before Cosmina and caressed her face. Overwhelmed, Cosmina swore devotion to the goddess for eternity, and Marena's hand left its mark upon her skin as a reminder of the oath. Cosmina's new existence as a vampire affirms her promise.</p><p><strong>Darakhul Mercenary, Darkahul Fighter 6:</strong> ?</p><p><strong>Drekkan, Human Vampire Witch 8:</strong> ?</p><p><strong>Revenant:</strong> The creature is a former crime boss in the city who recently vanished and was assume murdered by a rival. The undead is a revenant, recently slain in one of the Sanguine Path’s blood rites, and seeks venegance on the cult leader that sacrificed it.</p><p><strong>Mummy Venomous:</strong> These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs.</p><p><strong>Spellscourged Couatl:</strong> This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair but fell victim to the spellscourge that infected it during the battle. The disease struck the couatl down, bringing it back in this tormented, undead form.</p><p><strong>Spellscourged:</strong> The spellscourge is a terrible disease and greatly feared by those who use magic. They would fear it all the more if they knew that, in rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease.</p><p>“Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities.</p><p></p><p>Disease (Su) Darakhul fever: Bite—injury; save Fortitude DC 17; onset 1 day; effect 1d6 Con and 1d3 Dex damage; cure 2 consecutive saves.</p><p>A creature that dies while infected with darakhul fever must attempt a Fortitude save (see Darakhul Fever sidebar). If the result is high enough, it rises as a darakhul rather than as a standard ghoul within an hour. A darakhul is a free-willed undead. A creature that rises as a standard ghoul or ghast is controlled by the darakhul whose fever infected it.</p><p>Darakhul fever</p><p>When consulting this table, the infected creature must attempt a Fortitude saving throw to determine how accustomed the creature becomes to its new incarnation.</p><p>Creatures that do not make at least a DC 10 do not become ghouls. The disease kills them instead. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil creatures to deliberately infect themselves, and optimize their chances with bear’s endurance, a belt of mighty constitution, and the like.</p><p>Fortitude Save Result New Incarnation</p><p>10–16 Ghoul</p><p>17–20 Ghast</p><p>21–26 Dread Ghoul</p><p>27–30 Dread Ghast</p><p>31+ Darkhul</p><p></p><p>Contaminant Shade Curse (Su) Creatures that take strength damage from contaminant shade’s lingering damage ability or who are reduced to 0 Str by the shade's touch attack must succeed at a DC 17 Will save or contract the contaminant shade curse. An afflicted creature shows no symptoms at first. However, when the creature is exposed to magical darkness, it transforms into a contaminant shade. This transformation persists for one hour after leaving the area of magical darkness, but it ends immediately upon exposure to a 3rd-level or higher spell with the light descriptor. If a creature remains transformed for four hours or longer, it must attempt another DC 17 Will save or become a contaminant shade permanently. The save DCs are Charisma-based.</p><p>A remove disease or heal spell cast by a cleric with the Sun domain (or any of its subdomains) cures this curse. Alternatively, reducing an afflicted creature to 0 hp with a damaging spell with the light descriptor allows the creature to attempt a new Will save to shake off the curse. However, if a creature has transformed permanently, only a resurrection can restore it to its original form.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/208257/Demon-Lords-of-Porphyra?affiliate_id=17596" target="_blank">Demon Lords of Porphyra</a>[spoiler]</p><p><strong>Shadow:</strong> Second Deific Boon of Balakor.</p><p></p><p>Obedience</p><p>Weep and howl at the outrage of losing your beloved city of demons, throwing gravel and sand over your head and wailing a chant to Balakor passed down from the first generation. Gain a +4 profane bonus to CMD vs. trip, and to saving throws to recover negative energy levels.</p><p>Boons</p><p>1. Dispossession’s Legacy (Sp): porphyrite passage 3/day, shatter 2/day, or summon tatterdemalion 1/day</p><p>2. Field of Ghosts (Su): You can, once per day, cause the spirits of those whose were killed in spiteful conflict to rise from the stained earth they tried to keep and take vengeance on those nearby. You can scream out, as a full-round action, and cause a number of incorporeal shadows equal to your HD/3 to rise from the ground and attack who you designate. This only works above ground, on terrestrial terrain, and the shadows remain until the next sunrise, unless destroyed.</p><p>3. Vengeance of Bhaal-aak (Sp): Once per day you can inflict damage on structures as the spell earthquake, but only as it pertains to buildings.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/112838/PFRPG-Dragon-Templates--Volume-1--A-to-H?affiliate_id=17596" target="_blank">Dragon Templates Volume 1</a>[spoiler]</p><p><strong>Ghost Dragon:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/231363/Dragoon-Base-Class--Lore?affiliate_id=17596" target="_blank">Dragoon (Base Class and Lore)</a>[spoiler]</p><p><strong>Dragoon Silent Order:</strong> ?</p><p><strong>Zova'bor, Skeletal Dragonlich:</strong> In the far reaches of space lives the skeletal dragonlich Zova’bor (Zoe-va-bore). She is ancient and sorcerous blue dragon that turned herself into a lich and does not produce dragoons but instead steals them from other orders.</p><p><strong>Dragoon Ravener:</strong> In the far reaches of space lives the skeletal dragonlich Zova’bor (Zoe-va-bore). She is ancient and sorcerous blue dragon that turned herself into a lich and does not produce dragoons but instead steals them from other orders. She cannot make True Scales</p><p>so instead makes “Ravener Skulls”- magic artifacts made of humanoid skulls that take over the soul of a dragoon when placed where their head should be. </p><p>However, Zova’bor can only control dragoons who stray from their oaths or have weakness in their hearts. Those that resist her temptations cannot be captured in the swayed by her in the future and any rejection wounds her soul (as rejection destroys the newly created phylactery and with it a piece of her soul).</p><p>Those under her dominion are called “Thralls” and can be easily identified by their floating skulls with ominously glowing eyes. They have no will of their own, little better than zombies, and commit terrible acts on her behalf. Some accept her willingly and seek her out. These are rewarded with a degree of independence and autonomy, though Zova’bor is always watching. These “Raveners” are her elite troops, the generals of her armies, and her confidants.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/175052/Dunes-of-Desolation?affiliate_id=17596" target="_blank">Dunes of Desolation</a>[spoiler]</p><p><strong>Desperado:</strong> A hole in the desert can hold many secrets, but sometimes it cannot keep an evil soul buried in the ground. Desperados are undead gunfighters that were so mean and despicable in life that even death was not enough to end their killing ways. Desperados never rise from a grave found in any habitat other than a desert, a fact that is often attributed to the climate’s ability to naturally mummify humanoid corpses. </p><p>All desperados were once human to some degree. </p><p>Though the vast majority of desperados are evil, there are a few tales of good men rising from their graves to right an unspeakable injustice or wreak revenge on those deserving of such a terrible fate. </p><p>“Desperado” is an acquired template that can be added to any living creature with class levels in gunslinger. </p><p><strong>Desperado Human Gunslinger 6:</strong> ?</p><p><strong>El-Auren:</strong> Natural dangers claim their fair share of desert travelers every year. The bodies of most victims are forever lost beneath the dunes, but some emerge from their graves and resume their appointed tasks. These shambling cadavers are known as el-aurens. </p><p>A long, hard trudge across the scalding desert is the furthest thing in the minds of most humanoids, but for a select few individuals the windswept dunes represent one of the world’s last frontiers. These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead. </p><p><strong>Spectral Rider:</strong> Spectral riders are incorporeal undead created when a powerful genie curses a sorcerer that raised its ire. They appear as hooded figures devoid of any facial features, which the genie deliberately did to punish the offender with eternal anonymity. The effect works only on a living creature that shares the same bloodline as the genie uttering the curse. It is rumored, that a djinni created the first spectral rider when an evil sorcerer with the djinni bloodline challenged him to a race aboard his carpet of flying. When the genie prevailed, the sorcerer refused to accept defeat and cast bestow curse on his competitor. Outraged by the offense, the genie cursed the sorcerer instead and consigned him to spend the rest of eternity as a spirit aboard his carpet of flying. Either out of tradition or to preserve the punishment’s novelty, the capricious genies punish other mortals in the same manner. Although a djinni is responsible for creating the first spectral rider, the chaotic marids take credit for most spectral riders wandering the desert today. </p><p>“Spectral rider” is an acquired template that can be added to any living creature with one of the following sorcerer bloodlines — djinni, efreeti, marid or shaitan. </p><p><strong>Thirstmonger:</strong> These undead abominations are the risen earthly remains of those unfortunate humanoids that died of thirst in pursuit of fresh water only to be duped by an optical illusion. The desire for water is so intense that the creature joins the ranks of the undead within minutes of death; however its mission remains unchanged — it continues searching for water. </p><p>Most victims of “mirage delirium” eventually collapse and die from dehydration within sight of a mirage. Many rise from their desert graves to begin an undead existence as a malevolent thirstmonger.</p><p></p><p><strong>Devourer:</strong> Undeterred, Thozzaggard used his magic to transport himself into the cavern behind the door. This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature. </p><p>Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination. </p><p>In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door. </p><p><strong>Ghost Human Bard 3:</strong> The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse. </p><p><strong>Zombie Dire Rat:</strong> In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming dire rat zombies. </p><p><strong>Draugr:</strong> The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs. </p><p><strong>Poltergeist:</strong> It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings. </p><p><strong>Juju Zombie Desert Giant:</strong> Fazzellon ceded his land to Eyegouger in life; however he is unwilling to relinquish his claim so easily. His burning desire to rule over his fiefdom fueled his transformation into something unnatural. </p><p>After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant. </p><p><strong>Bog Mummy:</strong> The lionweres’ residual mystical energy from her dread tome King of Beasts proved sufficient to wake the vile priestess from her eternal rest as a bog mummy and unleash her on an unsuspecting world. </p><p><strong>Shadow Rat Swarm:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/117085/Enemies-of-NeoExodus-Cyrix-PFRPG?affiliate_id=17596" target="_blank">Enemies of NeoExodus: Cyrix</a>[spoiler]</p><p><strong>Necrotic Golem:</strong> A necrotic golem is crafted of flesh taken from undead creatures.</p><p>A result of Cyrix’s arcane research, a necrotic golem is a cross between a flesh golem and a necrostruct.</p><p>Its body is crafted from undead flesh and reinforced with armored plates bolted to flesh and bone.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89892/Enemies-of-NeoExodus-Folding-Circle-PFRPG?affiliate_id=17596" target="_blank">Enemies of NeoExodus: Folding Circle</a>[spoiler]</p><p><strong>Haru Anon:</strong> Haru Anon is a bizarre form of undead. It was forged of the souls of every person killed by Makesh’s death touch ability, none of whom could travel to the afterlife when killed in that manner</p><p>Haru’s true nature is actually the condensed terror, hatred, and pain of thousands of deaths, locked into eternity.</p><p><strong>Trevor Catalan:</strong> Trevor Catalan was never a healthy child. He had suffered a variety of ailments since he was a baby, but more pressing than any of his fevers and poxes was his temperament. Trevor was terrified. Of what, he could never explain, but when night fell and shadows pooled in his bedroom, sleep did not come without a fight. In fact, Trevor would rather not sleep at all, for every second that he spent asleep was ample time for another horrifying dream to rip him, screaming, from rest.</p><p>The only thing that could calm Trevor back to sleep was a lullaby, a gentle tune that his mother would sing to him, and that he would join in as she cradled him in her arms. Every night, often several times per night, Trevor’s mother would make her way to his room to soothe the tormented boy. When daytime arrived she would sleep herself, exhausted from the night’s ordeal.</p><p>The problem did not diminish as Trevor grew into a school-aged boy. Soothsayers, holy men, and wizards were consulted yet none could discover any underlying problem. One did have a solution, however – the wizard provided Trevor’s mother with a parcel of sleeping herbs and instructions – a small amount of the magical plant, brewed in a tea, could turn her lullaby into a gentle sleep spell powerful enough to affect a child and quiet his turbulent dreams. Trevor’s mother agreed readily, hoping against hope that this would finally be the cure for her son’s nightmares.</p><p>As night fell, Trevor sat in bed, ready for his mother to come and sing her lullaby. “Are you sure I’ll be okay, mom?” He asked as she sat down next to him, the herbal tea in his hands. “Of course dear. I’ll see you tomorrow, when the sun comes up.” And so she began her song, and he sang along until he drifted away.</p><p>Trevor tumbled deeper into sleep, and once more the fear took hold of him. Shadows pooled around him as his terror mounted – he had to wake up. He had to wake up. Trevor strained to open his eyes, but they would only open to the same scene – shadows around him, pulling at his legs like thick, cold mud. The shadows were parting – Trevor could see something there – something terrible.</p><p>He tried to scream, but there was no sound in this world, no motion except for the terrible thing, becoming more and more clear with each passing second. He had to wake up. He couldn’t wake up. Trevor’s eyes were fixed in front of him, riveted on a scene that no one in this world should ever see – and then there was nothing at all.</p><p></p><p><strong>Wight:</strong> Any humanoid creature that is slain by Trevor Catalan becomes a wight itself in only 1d4 rounds.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/90375/Monsters-of-NeoExodus-Harvester-of-Sorrow-PFRPG?affiliate_id=17596" target="_blank">Enemies of NeoExodus: Harvester of Sorrow</a>[spoiler]</p><p><strong>Harvester of Sorrow:</strong> A humanoid who dies of a harvester of sorrow's seed of hate disease immediately rises as a harvester of sorrow.</p><p>Harvesters are created when the souls of suicide victims are refused entry into the afterlife, cast back to the world and forced to walk the world in their old bodies for ever feeling the pain that drove them to such desperation.</p><p>Reanimated at the height of its own emotional despair a harvester of sorrow seeks solace in the creation of its own kind, constantly wandering on the edges of society looking for other harvesters or better yet the suffering and the weak to inculcate.</p><p>A harvester of sorrow can be created with create undead (12th+ caster level).</p><p>A humanoid who dies of a dread harvester's seed of hate disease immediately rises as a harvester of sorrow.</p><p><strong>Dread Harvester:</strong> A dread harvester of sorrow has spent a generation successfully creating others of its kind.</p><p></p><p>Disease (Su) seed of hate: bite—injury; save Fort DC 15; frequency 1/round; effect 1d4; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of seed of hate immediately rises as a harvester of sorrow.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93235/Enemies-of-NeoExodus-Widowmaker-Scarlet-PFRPG?affiliate_id=17596" target="_blank">Enemies of NeoExodus: Widowmaker Scarlet</a>[spoiler]</p><p><strong>Widowmaker Scarlet, the Undead Horror:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/230057/Faces-of-Vathak-Survivors?affiliate_id=17596" target="_blank">Faces of Vathak: Survivors</a>[spoiler]</p><p><strong>Cannibalistic Cleric, Ghoul Brawler 2 Ex-Cleric 3:</strong> When duty keeps the clergy from departing, they continue a cursed existence between their god and their animalistic hunger.</p><p>Service to the One True God is often an absolute; a duty that the clergy gladly rises to in order to end the corruption and madness that plagues Vathak. But Vathak is anything but a safe place, and even the blessings of the One True God cannot protect everyone. In time, death claims more than its fair share of priests and returns them to the Church Triumphant. Some, however, refuse to answer that call. Whether cursed by an improper burial or bound to unfinished duties, these clergymen remain trapped between life and death, plaguing the mortal coil with their heretical existence. Serving a God that no longer recognizes them and performing bloody deeds they would never have committed in life, these tenacious clerics have survived death itself.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/79060/Fallen-of-Obsidian-Twilight-Asi-Magnor-PFRPG?affiliate_id=17596" target="_blank">Fallen Of Obsidian Twilight: Asi Magnor (PFRPG)</a>[spoiler]</p><p><strong>Asi Magnor, Mummy Cleric 10, Fighter 15:</strong> Asi Magnor sought ways to conquer the only thing left to him, death itself. The Shaan had long had elaborate death rituals and had raised the undead as guardians of their fabulous necropolis. This was not enough for him though, to return as some husk did not appeal to him, he wanted to live forever and bent his will towards accomplishing that goal, rejecting undeath and seeking for some other path.</p><p>He failed, time and again and, in his bitterness as he approached his death he took his legions with him into the grandest necropolis ever built. None returned, all had been interred with him as he died, legions of the dead to protect the greatest and richest tomb ever conceived.</p><p>When the cataclysm occurred and the great meteor fell from the sky, Asi Magnor, who had rejected undeath for himself, rose from his grave. As did the other warrior kings that had been interred in the other necropolis, their servants, their soldiers, their wives and concubines, their horses and everything else that had once been alive in the tombs. Their sacred geometry enhanced the energy of the meteor and the legions of the dead poured out of their tombs under the command of Asi Magnor and wiped out the living Shaan, who had grown weak and scholarly in the intervening millennia, raising them to swell the ranks of their armies.</p><p><strong>Calix Sabinus, Vampire Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/69006/Fallen-of-Obsidian-Twilight-Calix-Sabinus-PFRPG?affiliate_id=17596" target="_blank">Fallen Of Obsidian Twilight: Calix Sabinus</a>[spoiler]</p><p><strong>Calix Sabinus, Vampiric Lich Aristocrat 2, Wizard 20, Eldritch Knight 10:</strong> It was during one of these sojourns into Aos’ underside that he met Sabine, an alluring and sophisticated woman from the distant northern islands. Calix was enchanted by her, but more importantly for him she sponsored him financially and made sure that his studies into necromancy could continue unabated. She even supplied a great many rare tomes for him to explore and understand all the greater the magic of death.</p><p>In time she revealed herself to him, she was a vampire and she was sponsoring him to search for a cure to her condition. He was torn, his studies had twisted his mind and he had become obsessed by undeath and immortality and here was the woman he loved, rejecting the very things he sought. Their argument raged and she nearly killed him before they parted company with his promise that he would search for a cure.</p><p>When she returned to him two years later he swore to her that he had a means to return her to living, breathing mortality and they renewed their relationship. Once he had her in his laboratory however he showed the steely core of treachery and self-interest that would serve him so well in later years. He rendered her helpless with magics and devices and used her blood to turn himself, becoming all that he had ever wished to be before he destroyed her.</p><p>Calix is a cunning and deadly fighter but lacks the power and prowess to take Asi Magnor’s armies on in a full frontal assault. Realising this he switches to defensive tactics while he completes his magical studies, finally emerging, his forces beaten back almost to his stronghold, transformed for a second time by magic, become the first and only vampiric lich, all but as powerful as a god and annihilating Asi Magnor’s forces and leading his desperate army to a final victory.</p><p><strong>Sabine, Vampire:</strong> ?</p><p><strong>Asi Magnor:</strong> ?</p><p></p><p><strong>Vampire:</strong> Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/77809/Fallen-of-Obsidian-Twilight-Zebadiah-PFRPG?affiliate_id=17596" target="_blank">Fallen Of Obsidian Twilight: Zebadiah</a>[spoiler]</p><p><strong>Calix Sabinus, Vampire Lich:</strong> ?</p><p><strong>Asi Magnor:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/121847/Fat-Goblin-Travel-Guide-To-Horrible-Horrors--Macabre-Monsters?affiliate_id=17596" target="_blank">Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters</a> [spoiler]</p><p><strong>Bone Gorger:</strong> ?</p><p><strong>Death Hallow Necrophidius:</strong> ?</p><p><strong>Masked Ghoul:</strong> Ghoul Fever: Bite-injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d4 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that dies of a masked ghoul’s ghoul fever rises as a Masked Ghoul at the next midnight.</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of a bone gorger’s wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them.[/spoiler]</p><p></p><p>Fell Beasts Volume 1[spoiler]</p><p><strong>Canopic Jar:</strong> One of the more prized and closely guarded secrets among necromancers is the method for creating a canopic jar. The process begins with the preparation of an enchanted jar inscribed with the holy symbol of an evil deity. The jar is then filled with a special alchemical fluid. These are but the containers, though, for the main component: a humanoid brain. The jar is then sealed and bound with further enchantments. The end result is an undead servant brain bound within a jar and able to wield unholy magics.</p><p><strong>Greenmold Bones:</strong> When magic -- especially druidic magic -- interacts with war and battle, strange things can result. One such are Greenmold Bones, undead creatures that form in symbiosis with plants magically animated and then slain. </p><p>The body of any creature slain by a Greenmold Bones and left to lie among them will rise as one of them.[/spoiler]</p><p></p><p>Fell Beasts Volume 2[spoiler]</p><p><strong>Deadsoul Elemental:</strong> A deadsoul elemental is a creature created through a depraved ritual. A large number of innocents are slain, in a manner specific to each of the four known rites, and their souls are kept briefly trapped by potent magic. Then an elemental of large size is summoned, using the materials resulting from the murders, and it, too, is killed, and its physical form, before it can discorporate, it merged with the trapped souls, creating a hybrid creature that is, in fact, a type of undead.</p><p>Deadsoul elementals cannot come into existence by accident, nor can they propagate themselves as other undead do.</p><p><strong>Deadsoul Elemental Charnelsmoke:</strong> They are created in much the same way as pyreborns, but instead of using the flame, the creators use the smoke and befouled air.</p><p><strong>Deadsoul Elemental Chokewater:</strong> They are created by the deliberate drowning of at least a dozen sentient beings in a brackish, diseased, tidal pool, followed by the summoning and slaughter of a water elemental.</p><p><strong>Deadsoul Elemental Graveearth:</strong> They are created by summoning, and then slaying, an earth elemental above a mound of dirt and soil created by desecrating a graveyard.</p><p><strong>Deadsoul Elemental Pyreflame:</strong> They are created by the incineration of the living -- at least a dozen -- in an unhallowed space, with that flame used to summon a fire elemental, which is then slain and recreated as a pyreflame.</p><p><strong>Fear Monger:</strong> A fear monger is the spirit of a deceased person that was betrayed by someone she trusted.</p><p></p><p><strong>Fast Zombie:</strong> A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie.[/spoiler]</p><p></p><p>Fell Beasts Volume 3[spoiler]</p><p><strong>Dark Fire Creature:</strong> Any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin that dies as a result from Aramus the Black Flame’s burn ability returns in 1d4 rounds as a dark-fire creature. Aramus literally consumes the victim’s soul, burning it away, leaving behind a portion of its own essence.</p><p>“Dark Fire” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.</p><p><strong>Soul Knight:</strong> Soul knights are suits of armor animated by the spirit of a warrior.</p><p>A soul knight can be created with the corpse of an evil warrior through the use of a create undead spell. The caster must be at least 12th level. A full suit of armor is required, as the spirit animates the armor (so a suit of half plate would work, but a breastplate and greaves would not). The armor must include a helmet, gauntlets, and boots.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/85247/PFRPG-Forgotten-Foes?affiliate_id=17596" target="_blank">Forgotten Foes</a>[spoiler]</p><p><strong>Bodak:</strong> The bodak is the physical remnants of a humanoid slain in an encounter with absolute evil.</p><p>Bodaks are evil undead created when a humanoid dies in the presence of absolute evil.</p><p><strong>Crypt Thing:</strong> They are created by spellcasters to guard such areas and they neither leave their assigned area nor can be compelled to do so.</p><p><strong>Nightshades:</strong> ?</p><p><strong>Nightshade Nightcrawler:</strong> ?</p><p><strong>Nightshade Nightswimmer:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Skeleton Black:</strong> These unusual undead are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and, within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p>The distinctive two-weapon style a black skeleton displays is theorized to be a connection to the very first of its kind—a warrior who wielded twin short blades. Sages believe that a spell was used to duplicate the coal-black undead this warrior became and that, since the creature’s birth, all subsequent undead are influenced to taking up the same weapons. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/141764/Freeport-The-City-of-Adventure-for-the-Pathfinder-RPG?affiliate_id=17596" target="_blank">Freeport City of Adventure</a>[spoiler]</p><p><strong>Ancient Void Zombie:</strong> ?</p><p></p><p><strong>Huecuva:</strong> The undead Brother Molen, the priest who betrayed his brothers to Jalie Squarefoot, a duke of Hell. He is now risen as an huecuva. Aiding the devil in a grand deception that eventually caused the destruction of his order and home, Brother Molen sealed his fate when he cast the bell from the church’s tower and thereby removed the final protection the Church of Retribution had against their diabolic foes. For his betrayal, he rose after death, eternally tormented and reminded of his guilt, doomed to dwell forever in the place he most cherished; he was the Chief Librarian of the order, and it was the promise of greater understanding that weakened his resolve.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/125630/Free20-Lesser-Nemesis-Bestiary?affiliate_id=17596"" target="_blank">Free20 Lesser Nemesis Bestiary</a>[spoiler]</p><p><strong>Taxidermy Revenant:</strong> Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence. Taxidermy Revenants have antlers taken from a trophy buck above a dusty, stitched head of a lion or stag; glass eyes stare at the world with endless malice.</p><p>“I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall.”[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/83359/Freeport-Companion-Pathfinder-RPG-Edition?affiliate_id=17596"" target="_blank">Freeport Companion Pathfinder RPG Edition</a> [spoiler]</p><p><strong>Fire Spectre:</strong> Fire spectres are undead creatures that arise when a black-hearted villain is burned alive. Their hatred burns so strong that the fires transform them into supernatural terrors.</p><p>“Fire Spectre” is an acquired template that can be added to any evil humanoid or monstrous humanoid creature that dies by fire.</p><p><strong>Fire Spectre Rogue 12:</strong> In life, Captain Kothar was a vicious pirate noted for his bloodthirsty tactics and wanton cruelty. After he and his crew attacked and murdered their rivals, claiming their vessel the Winds of Hell for themselves, they were captured, tried, and executed for their crimes. The Captains’ Council decreed they should be lashed to the deck of their bloody ship while the vessel burned down to the waterline. Kothar’s hate ran hotter than the flames and he refused to go to the Nine Hells until he got his vengeance.</p><p><strong>Flayed Man:</strong> A flayed man is a vile undead creature created when a mortal necromancer botches his efforts to transcend the mortal coil and become a lich.</p><p>Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. The flesh sloughs from the necromancer’s body in pieces, leaving curled bits of skin to writhe atop of the glistening muscle and sinew. The newly created flayed man has, in some respects, attained its goal, but lacks the power it held in life.</p><p><strong>Skin Cloak:</strong> A skin cloak, or hollow man, is the animated skin of a mortal humanoid.</p><p>It is the animated remains of a skinned humanoid.</p><p>A hollow man consists of the skinned hide of a human or humanoid creature. The flesh is tanned, with any cut marks closed with a heavy thread, and is often tattooed. The curing process results in shrinking the overall hide and thus these creatures are often smaller than they were in life, standing about four feet tall and weighing twenty pounds or less.</p><p>A spellcaster with an intact hide of a sentient humanoid or monstrous humanoid can create a skin cloak with a create undead spell.</p><p><strong>Skulldugger:</strong> ?</p><p><strong>Ghost Human Rogue 1:</strong> The Sea Lord’s Guard chose this night to begin their war and swept through the Eastern District, rounding up anyone they suspected of being affiliated with the Guild. As the sounds of screams and fighting broke out all around, Melanie fled to her home on the edge of Scurvytown, only to find her house in flames and her friends fighting for their lives against a band of Guardsmen. Melanie grabbed the knife from the pouch and threw herself into the combat, terrified and desperate to get to her boys. She lashed out with the blade, unaware that it slew everyone it touched, her eyes fixed only on the small, smoking shapes on her porch. She nearly reached the bodies of her children when a steel-tipped quarrel punched through her middle, piercing her heart. She fell within an arm’s reach of her children’s bodies, and as she lay dying, she whispered that she’d get her vengeance, make the bastards pay.</p><p>A strange thing happened. The knife flared with sickly green light, growing brighter even as the light in her eyes faded. Melanie Crump’s body died, but somehow her spirit lived on, trapped within the accursed knife, bound by her vow until she gets her revenge.</p><p></p><p><strong>Zombie:</strong> Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/214051/GMs-Miscellany-Alternate-Dungeons?affiliate_id=17596" target="_blank">GM's Miscellany: Alternate Dungeons</a>[spoiler]</p><p><strong>Mad Monk:</strong> The remnant of a priest who went insane as the result of his enforced departure from the temple where he spent his life.</p><p><strong>The Hanged Priest:</strong> ?</p><p><strong>The Nettling Demon:</strong> ?</p><p><strong>The Hungry Nursery:</strong> ?</p><p><strong>The Lonely Tavern:</strong> ?</p><p><strong>Undead Frost Worm:</strong> ?</p><p><strong>Anguish:</strong> ?</p><p><strong>Dancing Decor:</strong> ?</p><p><strong>Slamming Door:</strong> ?</p><p></p><p><strong>Undead:</strong> Once per day, a feast materializes on a table in a communal room. Depending on the temple’s alignment, the food provides the benefits of the heroes’ feast spell or acts as create undead should a PC eating the food die within 24 hours of consuming it.</p><p><strong>Allip:</strong> One of the many types of undead creatures that can arise in abandoned temples, allips were insane humanoids under the care of the temples’ priests who succumbed to their madness. The creatures also may have once been priests driven mad by the circumstances that led to the temple’s abandonment.</p><p><strong>Ghost:</strong> Clergy who feel they had unfinished business or wish to see their temples restored remain to haunt these locations. Fully restoring the temple or destroying it puts these undead to rest.</p><p>Lonesome spirits, mere shades of what they once were. What better place for a ghost to haunt than a place so keenly reminiscent of its own tragic existence? Almost any undead creature might identify with the ruination of a once-warm and lively place, but ghosts—with their tendency to linger over unfinished business—are more likely than any other kind to haunt the places they knew best in life.</p><p>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><strong>Huecuva:</strong> Many times, a religion fails due to betrayal by its supposed leaders, or a cleric may do something that is anathema to his or her deity to spite those forcing out worship of the deity. In such cases, the fallen return as huecuvas that infest the temples in which they used to minister.</p><p><strong>Skeleton:</strong> The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.</p><p><strong>Zombie:</strong> The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.</p><p><strong>Ghoul:</strong> The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.</p><p><strong>Spectre:</strong> The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.</p><p>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.</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>Vampire:</strong> The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.</p><p><strong>Haunt:</strong> Temples deserted under negative circumstances, or those that carried out vile rites, attract spirits that cannot manifest as incorporeal undead. This makes them no less dangerous.</p><p>If tragedy befell the village, undead citizenry might haunt the adventure site.</p><p>Haunts are typically created by restless souls or pervading evil, but an abandoned village can almost have a “spirit” of its own.</p><p>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>Manors are often at the apex of these death knell curses because a witch’s vengeance is directed at an individual or specific group of people, who quickly perish from her supernatural vengeance or flee from their homes for fear of a grisly demise. Products of a witch’s death knell curse last for hundreds of years and typically are not stopped until someone is able to find the spirit and slay it, destroying its strange hold upon the building and the surrounding region.</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. </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>When it comes to planar magic, mages are often tinkering with forces they scarcely comprehend, let alone control. A single misspoken word or a stray line within a magic circle can cause a spell to backfire with tremendous force, calling an outsider into the mortal realm. In rare circumstances, the outsider may be physically unable to leave the place it was summoned within for reasons even it is unlikely to understand. Perhaps the mage’s home is inscribed with warding runes as a fail-safe or the magic is unstable, preventing the creature from straying far from its point of summoning. Even more horrifying are the outsiders who possess unfettered access to the Material Plane, retreating to abandoned structures by daylight only to prey again on mortal flesh come dusk.</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>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>Fifty years ago, a vile witch attempted to summon a powerful demon by offering it the soul of a local baker’s girl. Although the witch was caught, tried and hanged thanks to the efforts of a party of adventurers, with her final breath she scorned the city and its people, promising to return to drag all of their souls to the depths of the Abyss.</p><p>On the night of the first full moon after the witch’s death, eerie lights and sounds began to plague her victim’s home. In fear, the family left the city and moved into the hamlet of Greenborough to escape the horror. Unfortunately, the haunting followed the family and they all died in their newly constructed manor within one moon of their arrival. Local legends claim the witch’s angry spirit now holds the family’s souls captive within the manor with the assistance of a malevolent force from outside the mortal realms.</p><p><strong>Attic Whisperer:</strong> An attic whisperer is the spirit of a small child who met his or her end as a result of neglect.</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><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.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/133198/GMs-Miscellany-Dungeon-Dressing?affiliate_id=17596" target="_blank">GM's Miscellany: Dungeon Dressing</a>[spoiler]</p><p><strong>Unliving Span:</strong> ?</p><p><strong>Unliving Span Reasonably Large:</strong> ?</p><p><strong>Unliving Span Zombie:</strong> ?</p><p><strong>Unliving Span Ghoul:</strong> ?</p><p><strong>Advanced Mummy:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.</p><p><strong>Heartless Zombie:</strong> The doorway exiting this room is keyed to the souls of seven undead creatures. These undead creatures have been empowered by the removal of their still‐beating hearts, which now reside atop seven columns within the room, and are protected by iridescent prismatic layers.</p><p><strong>Heartless Ghast:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.</p><p><strong>Heartless Mummy:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.</p><p><strong>Wailing Portcullis:</strong> Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis.</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Ghast:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts.</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Undead:</strong> Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature.</p><p>Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Zombie:</strong> Necrotic Pool.</p><p>Zombie Rot disease.</p><p><strong>Banshee:</strong> ?</p><p><strong>Devourer:</strong> This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus.</p><p></p><p>NECROTIC POOL</p><p>A three‐foot high wall of well‐mortared brownish stone encircles a pool of smoky black water.</p><p>Perception or Heal (DC 15) The stone’s unique colouring is due to copious amounts of dried blood.</p><p>Perception (DC 20) Faint writing is carved into the pool’s encircling wall.</p><p>Knowledge (arcana, DC 20) The writing is arcane and deals with the school of necromancy.</p><p>Knowledge (arcana, DC 25) The spells woven into the pool deal with binding negative energy in the same way that is used to create undead.</p><p>Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool.</p><p>Effect (Drinking) Any creature drinking from the pool suffers 3d61 negative energy damage. In addition, the water induces zombie rot2 in the drinker. A DC 17 Heal check identifies the malady after the first day. The rot can be removed by a successful application of remove disease.</p><p>Effect (Immersion) A living creature in the pool takes 3d61 negative energy a round. As long as they do not swallow any of the water, they do not suffer from the zombie rot effect.</p><p>Effect (Immersion [corpse]) The pools animates any intact corpse placed into the pool into a zombie (Pathfinder Bestiary). This takes 10 minutes. Unless a creature has the Command Undead feat or other way to control undead, the zombie attacks nearby creatures. The pool can create 20 HD of zombies a week.</p><p>1: DC 14 Will save halves.</p><p>2: Zombie Rot: Type disease (ingested); save: Fortitude DC 17; onset: 1 day; frequency 1/day; effect: 1d2 Con damage, a creature whose Constitution score reaches 0 animates one day later as a zombie; cure: 2 saves.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/208899/GMs-Miscellany-Places-of-Power?affiliate_id=17596" target="_blank">GM's Miscellany: Places of Power</a>[spoiler]</p><p><strong>Mistress Amelya Van Fersker, Human Vampire Enchanter 10:</strong> Born 300 years ago, Amelya Van Fersker was a renowned beauty. Rather than getting engrossed in the politics of her day, she actively pursued one of the greatest wizards of her time, forcibly separating him from his wife and becoming both his apprentice and mistress.</p><p>Her brilliant mind made her a quick study, but the nobleman wizard was a terrible teacher. As Amelya approached her 35th birthday, she grew angry with the pace set by the old man and brutally murdered him in his sleep. Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can.</p><p><strong>Solalith Evdrearn, Ghost Half-Elf Druid 3 Sorcerer 8:</strong> ?</p><p><strong>Alikandara Lat, Human Ghost Ex-Paladin 12:</strong> The shrine was established several centuries ago in the name of Alikandara Lat, a great paladin until she was seduced into a murderous act of evil by a fiend. Horrified, Alikandara fled into the remotest wilderness, seeking atonement.</p><p>She died alone in her self-imposed exile but her tale wasn't forgotten. Those inspired by the example of her early life soon became as fervent about the latter part. They journeyed into the woods, intending to find and bring back her body. Unsuccessful, they instead founded a shrine in her name, welcoming all in need of respite and redemption.</p><p>Legend holds that those who pray at Alikandara's cenotaph are sometimes visited by the fallen paladin's spirit, which still seeks to make up for her misdeed in life.</p><p><strong>Rideth Cyelrae, Ghost Elf Druid 13:</strong> ?</p><p><strong>Anshelm Chellas, Ghast Rogue 6:</strong> ?</p><p><strong>Naillae Aralivar, ghost elf druid 6:</strong> ?</p><p><strong>Tahlys Vonothvar, ghost elf druid 7:</strong> ?</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Vampire Spawn:</strong> A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days.</p><p><strong>Undead:</strong> Other forgotten tunnels host the undead remnants of prisoners trapped when the castle fell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/238188/GMs-Miscellany-Places-of-Power-II?affiliate_id=17596" target="_blank">GM's Miscellany: Places of Power II</a>[spoiler]</p><p><strong>Lich:</strong> In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought.</p><p>If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/131653/GMs-Miscellany-Urban-Dressing?affiliate_id=17596" target="_blank">GM's Miscellany: Urban Dressing</a>[spoiler]</p><p><strong>Fuut, Ghoul Rogue 2:</strong> Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery.</p><p><strong>Tooq, Ghoul Rogue 2:</strong> Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery.</p><p></p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/120871/GMs-Miscellany-Village-Backdrops?affiliate_id=17596" target="_blank">GM's Miscellany: Village Backdrops</a>[spoiler]</p><p><strong>Dunn Fewin, Ghoul Cleric 2:</strong> Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul.</p><p>One of Ashford’s priests, Dunn Frewin (CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere. He has risen as a ghoul and now lurks in the southernmost pit, in a cramped burrow among the suppurating corpses of his dead congregation.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/137979/GMs-Miscellany-Village-Backdrops-II?affiliate_id=17596" target="_blank">GM's Miscellany: Village Backdrops II</a>[spoiler]</p><p><strong>Thegn Delthur Werlann, Skeletal Champion Dwarf Aristocrat 2/Fighter 4:</strong> Consumed with lust to slay orcs and other evil humanoids he has returned to unlife as a skeletal champion.</p><p><strong>Skeletal Champion Dwarf Fighter 3:</strong> ?</p><p></p><p><strong>Lacedon:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/160041/GMs-Miscellany-Village-Backdrops-III?affiliate_id=17596" target="_blank">GM's Miscellany: Village Backdrops III</a>[spoiler]</p><p><strong>Mirja Sianio, Human Ghost Witch 6:</strong> Mirja Sianio (CE female ghost human witch 6) in life was a wise woman who lived on the outskirts of the village. Notoriously pagan, she was kept at arm's length by much of the village, who distrusted her lack of faith but appreciated her efforts to treat their ills with herbs and magic. But when the sickness struck and neither she nor Syrave Teury were able to stop it, the grief‐stricken villagers took their anger out on her. Found guilty of the deaths of a number of villagers, including several members of the children's choir, she was burned at the stake in front of her home, which the villagers then torched for good measure.</p><p>Mirja's ghost now haunts the site, crying out for vengeance against any who approach (the villagers themselves steer well clear of the desecrated ground). She blames the village's faith for her death and can only be laid to rest by burning the Cathedral of the Sun and the Sun‐Song Hall to the ground and rebuilding her own home. She will lift the curse only if every member of the village disavows their faith in Darlen.</p><p><strong>Hagruk Stormrider, Ghast Fighter 5:</strong> Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast.</p><p></p><p><strong>Ghoul:</strong> Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast.</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/194142/GMs-Miscellany-Village-Backdrops-IV?affiliate_id=17596" target="_blank">GM's Miscellany: Village Backdrops IV</a>[spoiler]</p><p><strong>Wytchelyte:</strong> ?</p><p><strong>Hungry Dead:</strong> "Hungry Dead" is an acquired template that can be added to any corporeal undead creature.</p><p><strong>Hungry Dead Zombie:</strong> Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template.</p><p>The Hunger Disease.</p><p><strong>Damiella Nightingale, human vampire bard 11:</strong> ?</p><p><strong>Keren Zaris, vampire halfling expert 7:</strong> ?</p><p><strong>Quentin Roarg, elf vampire wizard 12:</strong> ?</p><p><strong>Zuzu Mellavious, halfling vampire bard 13:</strong> ?</p><p></p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p></p><p>The Hunger</p><p>Type Disease (injury); Save DC 13 Fortitude</p><p>Onset 1d4 days; Frequency 1/day</p><p>Effect 1d3 Con and 1d3 Cha damage; Cure 2 consecutive saves</p><p>Note Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template. The Hunger can only be cured by a heal or more powerful magic. The Hunger is spread by the bite of the infected, living or dead. When infected, the victim develops a fever and suffers from constant hunger pains that only subside after consuming fresh meat. As the disease progresses it becomes harder and harder to assuage the hunger, forcing the victim to search for more meat. It is not uncommon for those in later stages of the disease to become maddened with hunger and attack friends or family.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/221487/GMs-Miscellany-Village-Backdrops-V?affiliate_id=17596" target="_blank">GM's Miscellany: Village Backdrops V</a>[spoiler]</p><p><strong>Aldrich Hellbrooke, human vampire cleric 4:</strong> ?</p><p></p><p><strong>Undead:</strong> An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead.</p><p>Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures. The creatures never attack the halflings, instead roaming the nearby countryside.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/126812/GMs-Miscellany-Wilderness-Dressing?affiliate_id=17596" target="_blank">GM's Miscellany: Wilderness Dressing</a>[spoiler]</p><p><strong>Burning Skull:</strong> ?</p><p><strong>Falling Rocks:</strong> ?</p><p><strong>Shrieking Woman:</strong> ?</p><p><strong>Killer in the Flames:</strong> ?</p><p><strong>The Pit:</strong> ?</p><p><strong>Bloody Battle:</strong> ?</p><p><strong>Akh‐en‐Tholus, human lich necromancer 11:</strong> ?</p><p></p><p><strong>Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/180605/Gonzo-2?affiliate_id=17596" target="_blank">Gonzo 2</a>[spoiler]</p><p><strong>Necromantic Frame:</strong> Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.</p><p><strong>Necromantic Frame Large:</strong> Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.</p><p><strong>Necromantic Frame Huge:</strong> Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.</p><p><strong>Necromantic Frame Gargantuan:</strong> Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.</p><p><strong>Necromantic Frame Colossal:</strong> Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/127885/Gothic-Campaign-Compendium?affiliate_id=17596"" target="_blank">Gothic Campaign Compendium</a> [spoiler]</p><p><strong>Ghost Raven:</strong> Ghost ravens are spectral creatures that arise when a raven dies in an area that is unusually spiritually active. As iconic harbingers of death, ravens have a supernatural connection with the spirit world. While this lies latent in most ravens, and is sometimes attributed to simple superstition or cultural iconography, in the case of many ravens it is quite real. This is especially true in the case of ravens that form close emotional bonds with the living, such as pets, familiars, and animal companions. They may haunt the dreams of owners or masters that are themselves spiritually sensitive, sometimes providing cryptic guidance. In the case of a ghost raven, however, this evanescent connection becomes something more intangible, as the spirit of the fallen lingers in the realm of the living.</p><p><strong>Fossil Skeleton:</strong> A fossil skeleton is animated from the petrified remnant of a primitive and primordial creature, its ossific remains calcified into eternal stone. Its massive stony structure has endured countless millennia and possesses great strength and ability to absorb punishment that would shatter skeletons of brittle bone, though it lacks some of the terrifying agility of an ordinary skeleton. This template can be stacked with other similar templates that modify the skeleton template, such as bloody and burning skeletons.</p><p><strong>Mummified Zombie:</strong> A mummified zombie is a creature whose desiccated corpse has been both naturally and magically preserved and given unholy life.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/111886/Gothic-Grimoires-To-Serve-a-Prince-Undying?affiliate_id=17596" target="_blank">Gothic Grimoires To Serve a Prince Undying</a>[spoiler]</p><p><strong>Revenant:</strong> <em>Revenancer's Rage</em> spell.</p><p><strong>Skeleton Warrior:</strong> <em>Revenancer's Rage</em> spell.</p><p></p><p>Revenancer’s Rage</p><p>School necromancy [evil]; Level antipaladin 4, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6</p><p>Casting Time 1 standard action</p><p>Components V, S, M (a vial of tears, a vial of unholy water, and an onyx gem worth 25 gp per Hit Die of the undead to be created)</p><p>Range touch</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>You cause a single creature who in life had sworn a Vow of Obedience to rise from the dead to serve their master beyond the grave. If their master is now dead, the corpse rises as a revenant determined to avenge its master. Any special abilities that would normally apply against the revenant’s own murderer apply instead to its master’s murderer. If the target’s master still lives (or has risen as a sentient undead), the target is instead reanimated as a skeletal champion, with its Vow of Obedience to its former master made permanent and unbreakable. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/162568/Holiday-Heroes--Horrors-2-Holiday-Horrorers?affiliate_id=17596" target="_blank">Holiday Heroes & Horrors 2 Holiday Horrorers</a>[spoiler]</p><p><strong>Zombie Frost:</strong> Any humanoid slain by a frost zombie will rise as a frost zombie once their body freezes solid—2d4 hours in left out in arctic conditions.</p><p>The frost zombies were raised from the frozen corpses that once dotted the landscape of White Hell.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/94343/Horrors-of-the-North?affiliate_id=17596"" target="_blank">Horrors of the North</a> [spoiler]</p><p><strong>Glacial Gaunt:</strong> Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight.</p><p>A glacial gaunt is commonly the result of captured travelers and common folk who are carried to the high places of the world and then sacrificed in the name of the old gods. </p><p><strong>Winter Wight:</strong> Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds.</p><p>These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/80998/Imperial-Gazetteer--Ghouls-and-Vampires-of-the-Midgard-Campaign-Setting?affiliate_id=17596"" target="_blank">Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean</a>[spoiler]</p><p><strong>Bone Collective:</strong> Bone collectives are a creation of the Necrophagi, the undead mages of the Imperium. Each collective itself is a creature built of small bones—often those of gnomes, bats, and lizards—combined into a swarm of small, quick, 10-inch-tall skeletons.</p><p><strong>Darakhul:</strong> Darakhul are born when a creature is infected with darakhul fever and survives the experience largely intact. Some necromancers have claimed that deliberately infecting oneself and then eating only living flesh improves the chances of survival.</p><p>“Darakhul” is an acquired template that can be added to any corporeal dragon, fey, giant, humanoid, magical beast, or monstrous humanoid creature.</p><p>Creatures that die while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever to survive the transition. They retain their Constitution bonus for this check, as the template has not yet been applied. Those that fail are simply dead and do not gain the template.</p><p>Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls and ghasts into darakhul.</p><p>A creature that dies while infected with a darakhul patrician's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>A creature that dies while infected with a ghoul hunter's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>A creature that dies while infected with a necrophagus savant's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>A creature that dies while infected with a priest of Vardesain's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>A creature that dies while infected with the darakhul fever of Nicoforus the Pale's must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>A creature that dies while infected with darakhul fever from a bonepowder ghoul or any other afflicted creature killed by a bonepowder ghoul rises as a darakhul immediately, gaining the darakhul template and the undead type.</p><p><strong>Darakhul Ogre:</strong> ?</p><p><strong>Ghoul Beggar:</strong> Dying while infected with Darakhul Fever.</p><p><strong>Ghoul Outcast:</strong> These beggar ghouls were once far more powerful members of the empire, but through misfortune and bad luck, they have found themselves destitute and unwelcome within the Imperium.</p><p><strong>Ghoul Imperial:</strong> Dying while infected with Darakhul Fever.</p><p><strong>Ghoul Ghast Imperial:</strong> ?</p><p><strong>Ghoul Legionnaire:</strong> ?</p><p><strong>Ghoul Ghast Legionnaire:</strong> ?</p><p><strong>Ghoul Iron:</strong> ?</p><p><strong>Ghoul Ghast Iron:</strong> ?</p><p><strong>Ghoul Iron Captain:</strong> ?</p><p><strong>Ghoul Ghast Iron Captain:</strong> ?</p><p><strong>Darakhul Patrician:</strong> ?</p><p><strong>Ghoul Hunter:</strong> ?</p><p><strong>Necrophagus Savant:</strong> ?</p><p><strong>Priest of Vardesain:</strong> ?</p><p><strong>Emperor Nicoforus the Pale:</strong> ?</p><p><strong>Ghost Knight of Morgau:</strong> ?</p><p><strong>Ghost Rider Templar:</strong> ?</p><p><strong>Ghostly Mount:</strong> ?</p><p><strong>Ghoul Bonepowder:</strong> Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist.</p><p>A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind most of its remnant flesh and becoming animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies.</p><p><strong>Lich Hound:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Dying while infected with Darakhul Fever.</p><p>A humanoid who dies of an imperial ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.</p><p>A humanoid who dies of a legionnaire ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.</p><p>A humanoid who dies of an iron ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.</p><p>A humanoid who dies of an iron ghoul captain's ghoul fever rises as a ghoul or darakhul at the next midnight.</p><p></p><p>A creature that dies while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.</p><p>Darakhul are created from ghoul fever, a disease that transforms a living creature into one of the undead.</p><p>Endurance Check Result</p><p>9 or lower Target dies</p><p>10-12 Target becomes a ghoul</p><p>13-17 Target becomes a beggar ghoul</p><p>18-20 Target becomes an imperial ghoul</p><p>21-24 Target becomes a darakhul warrior</p><p>25 or higher Target becomes a darakhul noble </p><p>Creatures that do not make at least a DC 10 Endurance check do not become ghouls. The disease kills them. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil characters to deliberately infect themselves, and join the ranks of the empire.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/124631/Into-the-Breach-The-Summoner-PFRPG?affiliate_id=17596" target="_blank">Into the Breach The Summoner</a>[spoiler]</p><p><strong>Skeleton:</strong> Necrosummoner Undead Eidolon power.</p><p><strong>Zombie:</strong> Necrosummoner Undead Eidolon power.</p><p><strong>Fast Zombie:</strong> Necrosummoner Undead Eidolon power 4th level.</p><p><strong>Burning Skeleton:</strong> Necrosummoner Undead Eidolon power 4th level.</p><p><strong>Ghost:</strong> Necrosummoner Undead Eidolon power 8th level.</p><p><strong>Skeleton:</strong> Necrosummoner Undead Eidolon power 8th level.</p><p></p><p>Undead Eidolon (Ex)</p><p>A necrosummoner can choose to apply either the skeleton or zombie template to his eidolon every time it is summoned (he retains the ability to not use a template as well).</p><p>At 4th level a necrosummoner may choose to add either the fast zombie or burning skeleton templates to his eidolon when summoning it.</p><p>At 8th level a necrosummoner may choose to add either the vampire or the ghost templates to his eidolon when summoning it.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/203792/Intrigue-Archetypes?affiliate_id=17596" target="_blank">Intrigue Archetypes</a>[spoiler]</p><p><strong>Ghoul:</strong> Pitiless Economies feat.</p><p><strong>Undead:</strong> Pitiless Economies feat.</p><p></p><p>Pitiless Economies</p><p>Your devotion to rapacious greed leaves poverty and suffering in your wake.</p><p>Prerequisite: Lawful evil or neutral evil alignment, character level 9th.</p><p>Benefit: You gain a +2 morale bonus on all attack and damage rolls against sentient humanoids with a lower cost-of-livingCRB level than your own. You likewise gain a +5 morale bonus on Bluff, Diplomacy and Intimidate checks against such creatures. You automatically confirm all critical hits against sentient humanoids with a cost-of-living level of Destitute.</p><p>If you confirm a critical hit in melee against a sentient humanoid, you may forgo the normal additional damage in order to force the target to succeed on a Will save or have its cost-of-living level reduced by one step (DC 10 + 1/2 your character level + your Charisma modifier). This does not reduce its actual living expenses, just the benefits it receives for expenses already paid, and this persists until the end of the current month. The target can resume its former status in the following month by paying its normal cost of living. If the target is already Destitute and fails its save, it immediately loses 1,000 gp worth of non-magical wealth, including coins, gems, art, livestock, buildings, or other possessions, including (but not limited) to those currently being carried or worn. The effect of multiple failed saving throws stacks. This is a supernatural curse effect.</p><p>If you are a living creature, you do not age as long as at least one creature is subject to this curse. In addition, each time you afflict a creature with this curse, you become one day younger for each creature affected. You cannot become younger than the base starting age for your race with this feat. If you are slain while not aging, you rise as a ghoul (or other undead creature, as if a caster whose level equaled your Hit Dice had cast create undead or create greater undead upon your body) within 24 hours.</p><p>If you are already undead and you are slain while at least one creature is afflicted by this curse, you rise again in 2d4 days (similar to the rejuvenation ability of a ghost), though when you rise again any creature currently afflicted by your curse gains a new saving throw to end the effect.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/148648/Journals-of-Dread-Book-1-Secrets-of-the-Oozes?affiliate_id=17596" target="_blank">Journals of Dread Book 1 Secrets of the Ooze</a>[spoiler]</p><p><strong>Slime Zombie:</strong> Anyone who dies while infected with slime rot rises as a slime zombie in 2d6 hours.</p><p></p><p>Slime Rot: slam; save Fort DC = 10 + 1/2 the zombie’s Hit Dice + the zombie’s Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a slime zombie in 2d6 hours.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/239518/Journals-of-Dread-Vol-II-Secrets-of-the-Skeleton?affiliate_id=17596" target="_blank">Journals of Dread Vol. II Secrets of the Skeleton</a>[spoiler]</p><p><strong>Skeleton:</strong> "Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.</p><p><strong>Exoskeleton:</strong> An exoskeleton is an empty husk, an animated carapace of vermin infused with the power of a necromancer, though a few are spontaneous creations.</p><p>Animating an exoskeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 exoskeletons.</p><p>"Exoskeleton" is an acquired template that can be added to any corporeal vermin that has an exoskeleton.</p><p><strong>Haunted Exoskeleton:</strong> Rarely, an exoskeleton is haunted by the lost spirit of a stubborn soul. This wreaks havoc on the spirit, wiping away most of its memories but giving the exoskeleton an Intelligence score of 10, along with all of the feats and skill ranks its Hit Dice would afford.</p><p><strong>Bloody Skeleton:</strong> Animating a bloody skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 bloody skeletons.</p><p><strong>Burning Skeleton:</strong> Animating a burning skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 burning skeletons.</p><p><strong>Cackling Skeleton:</strong> Animating a cackling skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 cackling skeletons.</p><p><strong>Crystalline Skeleton:</strong> Animating a crystalline skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 crystalline skeletons.</p><p>Further, this also replaces the material component of the animate dead spell, causing it to require glass or obsidian worth at least 25 gp per Hit Dice of the undead, instead of the normal onyx gems (though this can be mixed and matched, to create a variety of skeleton types with one casting).</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>Elemental Skeleton:</strong> Animating an elemental skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 elemental skeletons.</p><p><strong>Mechanical Skeleton:</strong> Animating a mechanical skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 mechanical skeletons.</p><p><strong>Skeleton Champion:</strong> Some skeletons retain their intelligence and cunning, making them formidable warriors.</p><p>Unlike many other skeletons, a skeleton champion cannot be animated through the use of animate dead. Instead, these skeletons are free-willed, rising up from the dead only through extraordinary circumstances, similar to those that cause the rise of ghosts, via rare and vile rituals, or through the actions of an angry deity.</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>Twice-Transcended Skeleton:</strong> The twice-transcended skeletons are a particularly strange type of skeleton, who were once animated, killed, and then restored to a semblance of their old bodies, except these bodies are now only the spiritual memories of the existing body.</p><p>Animating a twice-transcended skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 twice-transcended skeletons.</p><p><strong>Vampiric Skeleton:</strong> Animating a vampiric skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 vampiric skeletons.</p><p>This also requires the caster of animate dead to know vampiric touch and lose the spell for that day (if the caster must prepare spells each day. Otherwise they expend a single use of vampiric touch, similar to casting it normally), though this does not otherwise affect the casting of animate dead.</p><p><strong>Black Skeleton:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p><strong>Skeletal Drake:</strong> The skeletal drake is the animated remains of a dragon or wyvern who was killed in an area strong in necromantic magic (such as that created by unhallow), and which is left undisturbed for that time. The skeletal drake rises a year later, a mindless automation seeking only the destruction of living things.</p><p><strong>Skeletal Master:</strong> Skeletal masters are the result of a spellcaster trying to ascend to lichdom and failing. They are exceedingly rare, as normally any spellcaster failing to become a lich simply dies or is destroyed. For the skeletal masters to happen, the spellcaster must almost succeed, only to fall at the final hurdle. Where a lich becomes more powerful if the experiment succeeds, the skeletal master is reduced to a mere shade of its former power, and it knows it.</p><p><strong>Skeletal Tutor:</strong> Skeletal tutors are not created in the manner that other skeletons are. Instead, they arise spontaneously at the whim of the gods of the undead when one of their servants create normal skeletons with the animate dead spell.</p><p><strong>Skeleton Noble:</strong> Skeleton nobles were once brave knights of the cold counties of the world, pledged to defend their lands. As time ravaged them, however, and they grew older, they saw younger, fitter, heroes taking their place on the front lines, and resentment grew. Eventually, they turned to dark powers to regain their vigor, pleading themselves to the lords of Hell, in exchange for eternal vigor.</p><p>Their wish was granted, and they became skeleton nobles, standing ever vigilant against younger heroes, fighting on battlefields where they no longer belong and destroying anything that they held dear while still alive.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/157241/Knowledge-Check-Last-Rites?affiliate_id=17596" target="_blank">Knowledge Check: Last Rites</a>[spoiler]</p><p><strong>Undead:</strong> Cremating corpses to keep them from rising as undead.</p><p>Some religions include the need to anoint the corpse as part of the funeral rites. The anointing is usually done by a priest or other religious leader, and involves placing oil, incense, perfume, or other holy liquids on various parts of the body, usually while saying a prayer. These anointing rites are usually to protect or cleanse the corpse after death, and in some areas serve as proof against reanimation as undead. (In an ironic twist, very similar rites are usually used to create undead).</p><p>Simply put, cremation is burning a body until there is nothing left to burn. There are several ways to accomplish this, but in a typical medieval setting the most common is to build a pyre of some sort, place the corpse on top, and set it alight. Cremation is the funeral rite of choice for religions heavy on fire symbolism, while a few instead use it to free the spirit by removing the body it was attached to. As a side benefit, it also tends to keep them from coming back as undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206622/Legendary-Villains-Wicked-Witches?affiliate_id=17596" target="_blank">Legendary Villains: Wicked Witches</a>[spoiler]</p><p><strong>Isitoq Lesser:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/221881/Legendary-Worlds-Carsis?affiliate_id=17596" target="_blank">Legendary Worlds: Carsis</a>[spoiler]</p><p><strong>Undead:</strong> The restless spirits of the shattering.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/240001/Legendary-Worlds-Jowchit-Pathfinder?affiliate_id=17596" target="_blank">Legendary Worlds: Jowchit</a>[spoiler]</p><p><strong>Undead Dinosaur:</strong> ?</p><p></p><p><strong>Undead:</strong> Hidden deep within its depths is Ghostcaller, an absurdly powerful lute whose music has the power to create undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/222518/Legendary-Worlds-Terminus-Pathfinder?affiliate_id=17596" target="_blank">Legendary Worlds: Terminus</a>[spoiler]</p><p><strong>Blackfire Wight:</strong> Any humanoid creature that is slain by a blackfire wight becomes a blackfire wight itself in 1d6 rounds. Spawn so created are less powerful than typical blackfire wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the control of the blackfire wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed blackfire wights.</p><p>Blackfire wights are humanoid residents of Terminus who rise as undead after being killed by blackfire.</p><p><strong>Blackfire Wight Spawn:</strong> Any humanoid creature that is slain by a blackfire wight becomes a blackfire wight itself in 1d6 rounds. Spawn so created are less powerful than typical blackfire wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD.</p><p></p><p><strong>Undead:</strong> Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly.</p><p><strong>Mohrg:</strong> Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs.</p><p><strong>Corporeal Undead:</strong> Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.</p><p><strong>Incorporeal Undead:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/119501/Liber-Vampyr?affiliate_id=17596"" target="_blank">Liber Vampyr</a>[spoiler]</p><p><strong>Nosferatu:</strong> Nosferatu are corpses possessed by malevolent fiends who desire nothing more than to spread disease and suffering through the mortal world.</p><p>“Nosferatu” is a template that can be applied to any living creature with 5 or more hit dice.</p><p>While nosferatu resemble the creature whose corpse they animate, and sometimes even possess that creature’s memories and, to a certain extent, personality, they are not truly that creature. Rather, a nosferatu is a fiendish entity that has possessed the corpse of the deceased creature and is using it as a means to interact with the mortal world.</p><p>The exact process for creating a nosferatu is dangerous and complex, but can be performed by suitably powerful wizards and clerics.</p><p><strong>Revenant:</strong> “Revenant” is a template which can be applied to any living humanoid or monstrous humanoid.</p><p>With GM permission, a character could also become a revenant by performing a special ritual, much in the same way that a character can become a lich by performing a ritual and creating a phylactery. It requires a DC 15 Knowledge (religion) check to successfully identify the nature of this ritual, or to learn about it through research in a library or other place of accumulated knowledge. The ritual itself requires an hour to perform, and requires 500 gp in rare incense, ointments, and ritual objects. At the end of the ritual, the would-be revenant must wound himself (typically be cutting his wrist with a ritually-anointed dagger) and bleed into a special ceremonial bowl for an extended period of time. During this time, the character suffers 1 point of damage per round, which can be stopped at any time by a successful Heal check (DC 15). If the character reaches 0 hit points, then at the beginning of his turn each round, when he takes damage from the bleeding, he may make a DC 15 Wisdom check. If the check succeeds, the bleeding stops, and the character immediately becomes a revenant. The character can attempt this check once per round until he either succeeds, the bleeding is stopped, or he dies.</p><p></p><p><strong>Vampire:</strong> Vampire myths are as old as time, and it seems that for every myth there is a different way in which one becomes a vampire. Many vampires spread their affliction through their bite, either indiscriminately, or only when they choose to “embrace” their target. Others spread vampirism as a literal disease, which can be inflicted in a number of ways. In other tales, there is no way to “spread” vampirism, and each person who rises as one of the undead does so because of some grave sin that he connected in life. Below are some popular legends about what can cause a person to rise as a vampire. Note that these are just guidelines, and GMs should feel free to pick and choose which of these will work in a given game, and which are simply myth. Some GMs might determine that anyone who is subject to a certain number of these conditions will rise as a vampire, but any one condition is not enough. Others might determine that some or all of these can cause a corpse to rise as a vampire, unless simple steps are taken to prevent that from happening, etc. A corpse might rise as a vampire if…</p><p>• …the corpse is jumped over by an animal.</p><p>• …the body bore a wound which had not been treated with boiling water.</p><p>• …the corpse was an enemy of the church in life.</p><p>• …the corpse was a mage in life.</p><p>• …the corpse was born a bastard.</p><p>• …the corpse converted away from a “true” faith (historically, the Eastern Orthodox Church).</p><p>On the other hand, these countermeasures are supposed to prevent a corpse from rising as a vampire:</p><p>• A good person need not fear rising as a vampire.</p><p>• Crossing oneself before initiating sex spares any resulting children from becoming a vampire.</p><p>• Certain blessings performed over the body can prevent the corpse from rising as a vampire.</p><p>• Burying the corpse face-down may not prevent the corpse from becoming a vampire, but supposedly prevents him from rising out of his grave.</p><p><strong>Zombie:</strong> Any creature slain by a nosferatu’s energy drain attack immediately rises as a zombie.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/148871/Lords-of-the-Night?affiliate_id=17596" target="_blank">Lords of the Night</a>[spoiler]</p><p><strong>Vampire Alternate:</strong> Vampire is an acquired template that can be added to any living, corporeal humanoid, fey, or monstrous humanoid.</p><p>To create a vampire, the base creature must first be slain by a vampire’s bite attack, then buried in earth or soil. At the next new moon, the vampire which slew the base creature may sacrifice XP sufficient to reduce his level by 1, placing him at the minimum XP needed for that level (vampires with only 1 level cannot create vampires).</p><p><strong>Undead:</strong> Undead Familiar feat.</p><p><strong>Human Vampire Warlord 15 Astrid the Flayed Queen:</strong> ?</p><p><strong>Ghoul Rogue 4 Gnaws-His-Arms:</strong> ?</p><p><strong>Elf Vampire Bard 11 Lady Windharpe:</strong> ?</p><p><strong>Human Vampire Psion 3 Isoldt:</strong> ?</p><p><strong>Merg Vampire Soul Hunter Stalker 7/Sussurratore 2 Izzie Redwaters:</strong> ?</p><p><strong>Gnome Vampire Daevic 7/Black Templar 5 Loras Blacknail:</strong> ?</p><p><strong>Human Vampire Ranger 9 Jannis:</strong> ?</p><p><strong>Animal Companion Undead Wolf Garm:</strong> ?</p><p><strong>Cairn Wight Blackblade:</strong> ?</p><p><strong>Young Human Vampire Cryptic 11 The Waif:</strong> </p><p></p><p>Undead Companion [General]</p><p>Your companion or familiar becomes undead.</p><p>Prerequisites: animal companion, dark messenger, or familiar</p><p>Benefit: Your animal companion, dark messenger, or familiar gains the undead type (if you have more than one of these features, choose one upon gaining this feat). Do not recalculate its base attack bonus, hit points, saving throws, or skill points. If the creature’s Charisma score was less than its Constitution score would permanently alter the affected creature’s type (such as the sorrow’s shadow class feature), instead improve its positive energy resistance by +5 and its before becoming undead, its Charisma score becomes equal to its former Constitution. Additionally, it gains channel resistance +4. If another ability you possess channel resistance by +2.</p><p>Special: You may take this feat multiple times. Each time you do, choose another animal companion, dark messenger, or familiar that you possess to be affected. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176538/Lost-Lore-The-Headhunter?affiliate_id=17596" target="_blank">Lost Lore: The Headhunter</a>[spoiler]</p><p><strong>Animated Severed Head:</strong> Animated severed heads are a product of shamanistic and magic-using headhunters experimenting with the creation of familiars. They are a gruesome parody of the dead arcane spell casters they are made from, possessing rudimentary intelligence and personalities. </p><p>“Severed Head” is an acquired template that can be added to any living Medium creature possessing arcane spell casting levels. </p><p>Oracle Mystery of the Head's Final Revelation.</p><p><strong>Jaquel's Head:</strong> Jaquel was a village midwife and herbalist — as well as a semi-professional witch, in a village raided by a gang of headhunters. The headhunter shaman slew her and took her head as a severed head familiar as part of a rite of passage.</p><p>Jaquel’s Head is derived from a 2nd-level witch, and she belonged to a headhunter with 6 sorcerer levels, 3 barbarian levels, and 3 headhunter levels. </p><p></p><p>Oracle Mystery of the Head Final Revelation: Upon reaching 20th level, you become acephalic, and able to remove your own head without dying, or even to have your own head removed by violence harmlessly. No ability that derives its power from possession of your head can be used by another creature. Your head becomes capable of hovering with a speed of 30 ft. (clumsy), and takes a quarter of your hp with it; the head can travel up to one mile from the your body, and retains command over both itself and the headless body, which is still conscious and motile, and aware of the surroundings around its body as if using the scrying spell (caster level equals the oracle’s class level). An acephalic oracle may cast spells from the location of her head, and if the body is slain or destroyed, the hovering head continues to exist. Destroying the head (and the head alone) slays the oracle. You must still satisfy your body’s physical need for sustenance, unless these needs are provided for otherwise, and hence you must reattach your head for to provide for these, according to the rules for starvation and thirst in the Core rulebook. If the body is destroyed, the oracle’s head needs an alternate means of feeding itself to remain alive. Acephalous oracles who cannot do so become free-willed animate severed heads after their deaths, as per the description under the headhunter class, with the oracle’s former hit dice and abilities being used to calculate the undead head’s statistics as if the oracle had been its own master. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/195715/Lunar-Knights?affiliate_id=17596" target="_blank">Lunar Knights</a>[spoiler]</p><p><strong>Serbian Lycanthrope:</strong> These monsters are men who would return from the grave to haunt their widows.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93055/Malevolent--Benign-Pathfinder-Edition?affiliate_id=17596"" target="_blank">Malevolent and Benign</a>[spoiler]</p><p><strong>Autmnal Mourner:</strong> Autumn mourners are the lingering spirits of the neglected dead. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.</p><p>Autumnal mourners arise from the bodies of the unburied and forgotten dead.</p><p>While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation.</p><p><strong>Avatar of Famine:</strong> Being a follower of the god of famine comes at a high toll, especially for those who strive to be its avatar. In order to become an avatar of famine, a tomb must be built and at least 500 sentient creatures sacrificed in the tomb. Their lives are not taken by violence however. They are closed into the tomb and die one by one of starvation. The last to die of starvation becomes the avatar of famine, bound to the tomb and that which they were created to guard.</p><p><strong>Bone Sovereign:</strong> Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity.</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p><strong>Dark Voyeur:</strong> A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror, the mirror that reflected its death and trapped a portion of its departing soul within its glass.</p><p><strong>Foul Spawner:</strong> ?</p><p><strong>Gray Lady:</strong> Many a seaman who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies.</p><p>A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea.</p><p><strong>Harbinger:</strong> If a paladin dies in a state of disgrace without having atoned, there is a chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil.</p><p><strong>Haze Horror:</strong> Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested.</p><p>Some sages claim that there are haze horrors in the terrible northern climes whose touch is deathly cold and who appear as mists upon glaciers and in ice caverns.</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. Hearth horrors are typically houses, although they can be groves, caverns, or even enormous castles or complexes. Hearth horrors may come in many shapes and sizes, but they all have one thing in common: their physical form has collapsed, decayed, or been destroyed.</p><p>A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil.</p><p>The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction.</p><p><strong>Hellscorn:</strong> Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover. Phantasmal blood incessantly pours from the gaping punctures and slashes staining the spirit’s burial garb. In a similar vein, hellscorns killed by poison continuously froth and foam at the mouth, indefinitely regurgitating the toxin responsible for their death.</p><p><strong>Inscriber:</strong> It has been said that the search for knowledge can be a soul-consuming pursuit. The unfortunate case of the inscribers proves the saying’s literal truth. Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.</p><p><strong>Lostling:</strong> A creature reduced to 0 points of Wisdom from a lostling's wisdom drain falls into a deep, nightmare-plagued slumber. As a result of this catatonic state, the unfortunate victim eventually dies from starvation or thirst. Creatures dying in this manner transform into lostlings within 1d3 days.</p><p>Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness.</p><p><strong>Neverlasting:</strong> The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife; never truly living, yet never dying, these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron.</p><p><strong>Sabulous Husk:</strong> Sabulous husks are walking corpses filled with sand, the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence of their own and are animated through the will of the desert itself, being mere containers for the scourging sand within.</p><p><strong>Skelton Black:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p><strong>Slavering Mouther:</strong> Slavering mouthers are thought to be undead gibbering mouthers brought back from the dead by dark powers.</p><p></p><p><strong>Undead:</strong> A deadwood’s power over the undead is awe-inspiring. Its influence over a forest is so strong that the body of any animal or person who falls dead within miles of a deadwood rises as undead creatures, which will most likely spend the rest of their existences guarding the deadwood.</p><p>Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary. Some believe they would gain permanent command over the dead and others that they would be transformed into strange, powerful, and unique undead.</p><p><strong>Ghoul:</strong> The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.</p><p><strong>Ghoul Ghast:</strong> The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.</p><p><strong>Skeleton:</strong> As a standard action, a bone sovereign can create any number of skeletal monsters from its body.</p><p>The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.</p><p><strong>Zombie:</strong> The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/223381/Malevolent-Medium-Monsters?affiliate_id=17596" target="_blank">Malevolent Medium Monsters</a>[spoiler]</p><p><strong>Faithslain:</strong> When the devout follower of a non-evil deity falls to the overwhelming power of servants to evil deities, they sometimes rise as faithslain. These powerful undead return as the result of exceptionally powerful evil or negative energy attacks suffusing their bodies. Many faithslain rise in the aftermath of an antipaladin’s smite attacks, or from the channeled negative energy of a powerful divine caster. Regardless of how the faithslain originally died, it rises from death, animated by powerful negative energy coursing through its body.</p><p><strong>Faithborn:</strong> These are the animated souls of evil worshippers slain by the followers of good-aligned deities. Much like faithslain, the faithborn are raised into undeath, but as redeemed creatures seeking to spend their unlife righting the wrongs they made while alive.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/262690/Manastorm-World-of-Shinar-NPC-Codex?affiliate_id=17596" target="_blank">Manastorm: World of Shin'ar NPC Codex</a>[spoiler]</p><p><strong>Undead Black Dragon Wyrmlings:</strong>[/spoiler]</p><p></p><p><a href="https://froggodgames.com/frogs/product/marshes-of-malice-pathfinder-hardcoverpdf/" target="_blank">Marshes of Malice</a>[spoiler]</p><p><strong>Cheated Spirit:</strong> Some swamp cultures practice athletic competitions where individuals or teams compete against one another in an event with strong religious overtones. The stakes for the participants could not be higher. The victors bask in the glory and live to see another day. The losers, meanwhile, meet their permanent and ignominious end on the playing field. With life and death hanging in the balance, it comes as no surprise that some competitors may attempt to gain an unfair advantage over their rivals. They may bribe game officials to rule in their favor, use illegal equipment, or rely upon outside interference to get a leg up on their opponents. When their plans succeed, the adversary they cheated suffers the fatal consequences. Though the vanquished often fail to realize they were duped, seasoned foes who spot the telltale signs of a rigged outcome vow to avenge their loss. Unwilling to meekly accept undeserved defeat, these slighted souls rise from their graves as the sorest of losers. </p><p><strong>Unrequited:</strong> When a life is cut short under tragic circumstances long before Nature takes its toll on the mind, body, and spirit, the residual force left in its wake can take physical shape and coalesce into the embodiment of that person’s unrealized potential. An unrequited only forms from the enduring essence of an adolescent humanoid. Small children are too inexperienced and naïve to formulate the complex wants necessary to give rise to one of these creatures, while adults are too jaded and goal oriented to forsake their everyday responsibilities and instead dwell on what may come to pass. It takes at least a year for the creature’s consciousness to take on a life of its own; therefore the brain must remain well-preserved and intact during this strange metamorphosis. The introduction of foreign substances during the typical embalming process imbalances the brain’s unique chemistry and prevents the unrequited from springing into existence. However, corpses that undergo natural processes that impede decomposition, such as the cool, acidic environment found in a bog or fen, are ideal to giving rise to an unrequited. The means of death is another important ingredient for its genesis. Most of these vaporous undead coalesce from an adolescent who died suddenly and violently at another’s hands. Shortly after the being’s demise, the creature’s unfulfilled aspirations take physical form as wispy clouds of crimson vapor. In the coming weeks and months, the swirling scarlet gases gather together in close proximity to the decedent’s final resting place. When the disparate parts merge to create a singularity, the unrequited’s formation is complete and its desires become reality. </p><p>Needless to say, an unrequited is a creature borne of supernatural events rather than a natural occurrence. An unrequited appears as swirling, egg-shaped cloud of luminescent, crimson vapors vaguely resembling an angry child. Despite being created from the thoughts of a sentient being, the spiteful undead has no memory of its former existence. It acts upon pure impulse, directing its hatred towards its fellow humanoids, although it cannot distinguish any specific individual from another. An unrequited rarely strays far from its body, thus it is not uncommon to encounter more than one of these monsters in a particular area, especially a locale containing a mass grave associated with a bloody massacre or similar atrocity. Regardless of the number inhabiting that location, they all share the same, common goal — to slay other sentient creatures before they fulfill their hopes and aspirations by emptying their minds of any rational thought. In a few isolated cases, a humanoid adolescent slain by an unrequited later rises to join the ranks of its killer.</p><p>On this spot centuries ago the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequiteds coalesced at the spot. </p><p><strong>Tyler Ebbensflow, Advanced Draugr Captain:</strong> Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. </p><p><strong>William the Mad Crawdad, Duppy:</strong> The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a duppy. </p><p><strong>Human Meat Puppet:</strong> During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures. </p><p><strong>Hamish MacDuncan, Human Nosferatu Fighter 8:</strong> Hamish MacDuncan, a grizzled veteran of distant wars and expatriate of the upper regions of far-off Eamonvale, told the Viroeni matriarch that he knew of a safe path through the accursed bogs that he could guide them on and allow them to escape the confines of the Kingdoms of Foere for the promised freedom of Cailin Lee to the west. A mercenary to the core, though, MacDuncan told them he would do this only if the tribe paid him with all of the gold they had left. </p><p>Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed. </p><p>Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later. </p><p>The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them. </p><p>The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again. </p><p>But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. His immersion in the bog waters had not been kind to his physical body, so he emerged as a grotesque nosferatu, a foul caricature of the vitality he had known in life. </p><p><strong>Eladrian, Groaning Spirit:</strong> ?</p><p><strong>Swamp Mummy:</strong> The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. </p><p></p><p><strong>Draugr:</strong> Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. </p><p><strong>Undead:</strong> The PCs’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/237360/Midgard-Worldbook-for-5th-Edition-and-PFRPG?affiliate_id=17596" target="_blank">Midgard Worldbook for 5th Edition and Pathfinder</a>[spoiler]</p><p><strong>Sated Fang, Darakhul Monk:</strong> ?</p><p><strong>King Lucan, Vampire Fighter 9:</strong> ?</p><p><strong>Darakhul:</strong> ?</p><p><strong>Undead Centaur Ghost:</strong> ?</p><p><strong>Emperor Nicoforus The Pale, Darakhul:</strong> ?</p><p><strong>Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector fo the Fane of Blood, Heir to the Twin Thrones, Vampire Wizard 12:</strong> ?</p><p><strong>Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin, Vampire Sorcerer 9:</strong> ?</p><p><strong>Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights, Vampire Fighter 14:</strong> ?</p><p><strong>Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters, Vampire Rogue 8:</strong> ?<strong>Lord Mayor Rodyan, The Glutton of Hangksburg, Vampire Wizard 12:</strong> ?</p><p><strong>Countess Urzana Dolingen of Morgau, Vampire Wizard 13:</strong> ?</p><p><strong>Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean, Vampire Fighter 13:</strong> ?</p><p><strong>Commander Balenus of the Ghost Knights, Vampire Fighter 11:</strong> ?</p><p><strong>Shroudeater:</strong> ?</p><p><strong>Lady Chesmaya, Voivodina of the Verdant Tower, Lich:</strong> ?</p><p><strong>Liquid Zombie:</strong> ?</p><p><strong>Undead Purple Worm:</strong> ?</p><p><strong>Deathwisp:</strong> ?</p><p><strong>Count Warrin, Vampire Lord:</strong> ?</p><p><strong>Otmar the Sallow, Vampire Lord:</strong> ?</p><p><strong>Strigoi:</strong> ?</p><p><strong>Draugir:</strong> ?</p><p><strong>Ibbalan the Illustrious, Ancient Undead Gold Dragon:</strong> ?</p><p><strong>Gray Thirster:</strong> ?</p><p><strong>Undead Gnoll:</strong> ?</p><p><strong>Ghul King:</strong> ?</p><p><strong>God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal:</strong> ?</p><p><strong>Hungry Shade:</strong> Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them.</p><p><strong>Catfolk Mummy:</strong> ?</p><p><strong>Menet-Ka:</strong> Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place.</p><p><strong>Ghost Head Goblin Horror:</strong> This infamous tribe contains</p><p>as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.”</p><p><strong>Kamelk Twice-Killed:</strong> ?</p><p><strong>Undead Giant:</strong> Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst.</p><p>With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants.</p><p><strong>Vaettir:</strong> ?</p><p><strong>Will o' Wisp:</strong> ?</p><p><strong>Vilmos Marquering, The Black Fang:</strong> ?</p><p><strong>Beggar Ghoul:</strong> ?</p><p><strong>Duke Wierdunn Bonehand:</strong> ?</p><p><strong>Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard:</strong> ?</p><p><strong>Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain:</strong> ?</p><p><strong>Duke Borag the Executioner, Warlord of Gallwheor:</strong> ?</p><p><strong>Duchess Mikalea Soulreaper, Lorekeeper of Ossean, Darakhul Wizard:</strong> ?</p><p><strong>Valengurd the Confessor, Darakhul Wizard:</strong> ?</p><p><strong>Imperial Ghoul:</strong> ?</p><p><strong>Iron Ghoul:</strong> ?</p><p><strong>Vizorakh the Ravenous, Cave Dragon Dracolich:</strong> Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind.</p><p></p><p><strong>Undead:</strong> The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities.</p><p>The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead.</p><p>Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Ghost:</strong> When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave.</p><p><strong>Zombie:</strong> When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Burning Skeleton:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Ghast:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/145294/Monster-Advancement-Enhanced-Undead?affiliate_id=17596" target="_blank">Monster Advancement Enhanced Undead</a>[spoiler]</p><p><strong>Enhanced Undead Creature Template:</strong> “Enhanced Undead Creature” is an inherited or acquired template that can be added to any corporeal undead creature with a minimum CR of 2 (before applying this template) and an Intelligence score of 4 or more. At the GM’s discretion, the template might be added to incorporeal undead creatures as well.</p><p><strong>Enhanced Dwarf Skeletal Champion Warrior 1:</strong> ?</p><p><strong>Enhanced Cairn Wight Rogue 2:</strong> ?</p><p><strong>Enhanced Elf Zombie Lord Wizard 8:</strong> ?</p><p><strong>Enhanced Lamia Juju Zombie Inquisitor 6:</strong> ?</p><p><strong>Enhanced Mummy Cleric 13:</strong> ?</p><p><strong>Enhanced Skeletal Champion Fighter 16:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/114100/Monster-Focus-Ghouls?affiliate_id=17596" target="_blank">Monster Focus: Ghouls</a>[spoiler]</p><p><strong>Ghast Lord:</strong> A ghast lord can be made by casting create undead by a 14th level caster.</p><p><strong>Gluttonous Ghoul:</strong> These variants can be created using create undead by a 12th level caster.</p><p><strong>Leaping Ghoul:</strong> These variants can be created using create undead by a 12th level caster.</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> A ghoul’s bite carries a terrible disease that can rot flesh and dull the reflexes. Those who die from it become a ghoul themselves.</p><p>A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast.</p><p><em>Animate Ghoul</em> spell.</p><p><strong>Ghast:</strong> A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast.</p><p>Ghast Tooth alchemical item.</p><p></p><p>Animate Ghoul</p><p>School necromancy [evil]; Level antipaladin 4, cleric 4, sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S, M (piece of rotting flesh and an onxy gemstone worth 100 gp)</p><p>Range touch</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>This spell causes one humanoid corpse to rise as a ghoul under your control. As long as the corpse is a Medium humanoid, it rises as a standard ghoul, regardless of any class levels, Hit Dice, or abilities it had in life. This spell can also be used on a Small humanoid to create a Small ghoul. If the caster is 11th level or higher, it can be used on the corpse of a Large humanoid to create a Large ghoul. If the caster is at least 13th level, this spell can be used to create a ghast instead, but the material component changes to an onyx gemstone worth at least 200 gp. Undead created by this spell are loyal to the caster, but are subject to the usual Hit Dice limit for the number of undead that can be controlled (as per animate dead).</p><p></p><p>Ghast Tooth: This alchemical component is made from the yellowed fang from a slain ghast. If imbedded into the tongue of a dead creature before casting animate ghoul or create undead, the ghast tooth causes the creature to rise up as a ghast, regardless of caster’s level and material component used. In addition, the ghast receives a +2 racial bonus to the DC of its stench ability.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/115000/Monster-Focus-Gravelings?affiliate_id=17596" target="_blank">Monster Focus: Graveling</a>[spoiler]</p><p><strong>Graveling:</strong> Made from dead flesh stretched over an odd assortment of bones, this small twisted thing moves with surprising speed.</p><p>Created by fledgling necromancers, these undead things can often be found skulking about their lair performing menial tasks.</p><p>Necromancy is a dangerous art to master. Such black magic tampers with the forces of life and death and the resulting creations are usually lethal. While many are reckless in their pursuit of power, those that start off cautiously often create gravelings. These tiny undead creatures are little more than a collection of dead flesh held together by simple stitches, and animated with the most rudimentary of skills.</p><p><em>Animate Graveling</em> spell.</p><p></p><p>Animate Graveling</p><p>School necromancy [evil]; Level antipaladin 1, cleric 1, sorcerer/wizard 1</p><p>Casting Time 1 standard action</p><p>Components V, S, M (an onyx gemstone worth 25 gp per graveling created)</p><p>Range touch</p><p>Target one or more lumps of flesh touched</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>This spell functions like animate dead, but it causes one or more lumps of flesh and bone to animate as a graveling under your control. You can animate one graveling per casting of this spell, plus one additional graveling for every two caster levels you possess, maximum 5. These gravelings count against the total number of undead you can control, as per animate dead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/115994/Monster-Focus-Liches?affiliate_id=17596" target="_blank">Monster Focus: Liches</a>[spoiler]</p><p><strong>Apprentice Lich:</strong> Some liches do not gain the full powers of their kind, either as the result of a failed transformation or due to the soul vessel spell. In either case, the magic of these lesser liches slowly wanes over time and unless they can find a way to stabilize the necromantic power that grants them unlife, they eventually crumble to dust. Known as apprentice liches, they are no less deadly, even if they are slowly falling apart.</p><p>A powerful necromancer just recently attempted to become a lich, but his formulas were flawed and although he did not die, he is now an apprentice lich.</p><p><em>Soul Vessel</em> spell.</p><p><strong>Blackfrost Lich:</strong> ?</p><p><strong>Gloom Lich:</strong> As the centuries fade away, some liches begin to learn that their corporeal forms are deteriorating. As they crumble, the lich gains even greater control over what remains.</p><p></p><p><strong>Lich:</strong> ?</p><p></p><p>Soul Vessel</p><p>School necromancy; Level cleric 8, sorcerer/wizard 8</p><p>Casting Time 1 minute</p><p>Components V, S, F (gen encrusted phylactery worth 10,000 gp)</p><p>Range personal</p><p>Target you</p><p>Duration 1 hour/level</p><p>This spell hides a portion of your soul away in a specially prepared phylactery. If you are slain at any point during the duration of this spell, and the phylactery is undamaged, it immediately shatters, releasing a black vapor that solidifies over the next hour to form a new body for you. At the end of this time, you are brought back to life with 1 hit point. You do not take any negative levels as a result of this spell, but any gear or magic items that were on your body are not transferred to your new form, unless of course you retrieve them. If the congealing vapor is disturbed at all during the 1 hour required to form your new body, the spell fails and you remain dead. You can only have on instance of this spell in operation at one time. Any subsequent castings fail. If you are slain by a death effect and your body is animated using create greater undead, the black vapor quickly flows to the undead form, causing you to rise as an apprentice lich, free from the control of the creature that cast create greater undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/114787/Monster-Focus-Mummies?affiliate_id=17596" target="_blank">Monster Focus: Mummies</a>[spoiler]</p><p><strong>Decrepit Mummy:</strong> After centuries spent locked away inside a tomb, the magic that binds some mummies begins to falter.</p><p><strong>Mummy Priest:</strong> When a high priest is mummified, they sometimes retain some of the powers they had in life, granting them the ability to cast spells and use other foul powers.</p><p>These variants can be created using create undead by a 17th level caster.</p><p><strong>Shifting Mummy:</strong> These variants can be created using create undead by a 17th level caster.</p><p></p><p><strong>Mummy:</strong> Made from a desiccated and preserved corpse, wrapped in sacred bandages, this undead creature is known as a mummy.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/112563/Monster-Focus-Skeletons?affiliate_id=17596" target="_blank">Monster Focus: Skeletons</a>[spoiler]</p><p><strong>Decrepit Skeleton:</strong> These skeletons are so ancient that the magic that binds them is beginning to fail. They are often missing parts of their bodies, such as an arm or a number of ribs. Some even lack legs and instead must crawl about. Decrepit skeletons cannot be intentionally created.</p><p><strong>Monstrous Skeleton:</strong> Skeletons made from the bodies of larger monsters have been known to have a wide variety of abilities and this simple addition allows them to retain some of the abilities they had in life. A monstrous skeleton can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.</p><p><strong>Skeletal Lord:</strong> A skeletal lord cannot be created without powerful evil rituals.</p><p></p><p><strong>Skeleton:</strong> The creature is a skeleton, an undead abomination created from the bones of a dead creature.</p><p><em>Animate Dead Minor</em> spell.</p><p><em>Call the Dead</em> spell.</p><p>Bone Sword magic item.</p><p><strong>Zombie:</strong> <em>Animate Dead Minor</em> spell.</p><p><strong>Bleeding Skeleton:</strong> <em>Call the Dead</em> spell.</p><p><strong>Burning Skeleton:</strong> <em>Call the Dead</em> spell.</p><p><strong>Skeletal Champion:</strong> ?</p><p></p><p>Animate Dead, Minor</p><p>School necromancy [evil]; Level cleric 1, sorcerer/wizard 2</p><p>Target one corpse touched</p><p>Duration 1 day</p><p>This spell functions as animate dead except that it can create one standard humanoid skeleton or zombie with a maximum number of HD equal to your caster level, to a maximum 5 Hit Dice at 5th level. You cannot have more than one undead creature under your control through this spell. If you cast this spell a second time, the first creature immediately crumbles to dust. This creature counts against your maximum limit of undead creatures you can control.</p><p></p><p>Call the Dead</p><p>School necromancy [evil]; Level cleric 8, sorcerer/wizard 9</p><p>Casting Time 4 hours</p><p>Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp)</p><p>Range medium (100 ft. + 10 ft./level)</p><p>Targets all corpses in a 100-ft. spread</p><p>Duration 1 hour/level (D)</p><p>Saving Throw none; Spell Resistance no</p><p>Calling on the grim powers of death, you cause all the corpses in the area to rise up as skeletons under your control. This spell affects corpses buried underground as well, up to a depth of 10 feet, although such undead take 1d4 minutes to claw their way up to the surface. These skeletons can be made into burning or bleeding skeletons at the time of casting by reducing the duration to 10 minutes per level. These undead do not count against your Hit Die limit for the amount of undead you can control. These undead must be commanded as a single group and cannot be split up to perform multiple tasks. If you are slain, these undead immediately crumble to dust.</p><p></p><p>Bone Sword</p><p>Aura moderate necromancy; CL 10th</p><p>Slot none; Price 16,315 gp; Weight 4 lbs.</p><p>This ancient blade appears to be made from bone, but it is as hard as steel. Once per day, when this +2 longsword is used to deliver the killing blow to a humanoid creature, the bone sword can be used as a swift action to cause the creature’s flesh to melt away and its body to rise up as a skeleton under the wielder’s control, as if using lesser animate dead (Ultimate Magic). The skeleton can have no more than 5 Hit Dice when created in this way. The sword wielder cannot control more than one skeleton in this way at a time. If the sword is used again to create a skeleton, any previous skeleton created by the sword immediately crumbles to dust. This skeleton does not count against the Hit Die limit of undead that the wielder can control, but if the wielder ever loses the bone sword the undead becomes uncontrolled until a creature picks up the sword, gaining control of the skeleton.</p><p>Construction Craft Magic Arms and Armor, lesser animate dead; Cost 8,315 gp[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/113123/Monster-Focus-Zombies?affiliate_id=17596" target="_blank">Monster Focus: Zombies</a>[spoiler]</p><p><strong>Corpse Field:</strong> Even once destroyed, the severed limbs and heads of zombies are not completely dead. Such undead refuse is often left littering the field of battle, although it is sometimes known to erupt from the ground in a cemetery suffused with evil.</p><p><strong>Brood Zombie:</strong> A brood zombie can be made by casting create undead and summon swarm or insect plague by a 15th level caster.</p><p><strong>Swarm of Undead Beetles, Centipedes, and Ants:</strong> ?</p><p><strong>Relentless Zombie:</strong> A relentless can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.</p><p><strong>Virulent Zombie:</strong> A virulent can be created with animate dead, but it counts as twice the number of Hit Dice for that spell.</p><p></p><p><strong>Zombie:</strong> <em>Flesh Rot</em> spell.</p><p>Ash Pendant magic item.</p><p><strong>Plague Zombie:</strong> Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours.</p><p></p><p>Flesh Rot</p><p>School necromancy [evil]; Level antipaladin 3, cleric 4,</p><p>sorcerer/wizard 5</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Will partial; Spell Resistance yes</p><p>This spell causes a creature’s flesh to rot from its bones and if slain, to rise as a zombie under your control. When you cast this spell, your hand takes on sickly green aura. Using this spell requires a melee touch attack. If the attack hits, the target takes 1d6 points of damage per caster level you possess, to a maximum of 12d6 points of damage. If the target is slain by this attack, it rises as a zombie under your control on the following round (as if using animate dead, maximum 12 Hit Dice). The target is allowed a Will save to reduce the damage to 1 point per caster level. If the save is successful, the target does not rise as an undead, even if the attack kills it. Any bonuses on saving throws against disease apply to this effect. This spell has no effect on targets that are immune to disease.</p><p></p><p>Zombie Plague</p><p>School necromancy [evil]; Level cleric 3, sorcerer/wizard 4</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range touch</p><p>Target living creature touched</p><p>Duration instantaneous</p><p>Saving Throw Fortitude negates; Spell Resistance yes</p><p>This spell infects the target with zombie rot. The disease is contracted immediately upon a failed Fortitude save (no onset time). If the target dies while under the effects of this disease, this spell does not confer control of the zombie to the spellcaster.</p><p>Zombie Rot—spell; save Fort DC as per the spell; onset none; frequency 1 day; effect 1d2 Con damage; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.</p><p></p><p>Ash Pendant</p><p>Aura faint necromancy; CL 5th</p><p>Slot neck; Price 750 gp; Weight 1 lbs.</p><p>This pale white pendant is carved from the heartwood of an ash tree grown in a cemetery. One end of the pendant contains a silver reservoir filled with ashes. These ashes can be spread upon the forehead of a corpse that died within the past day, causing it to animate as a zombie with up to 5 Hit Dice on the following round. This zombie is under the control of the pendant’s wearer and does not count against the total number of Hit Dice of undead that the wearer can control. The pendant can only be used once and it crumbles to dust if the zombie is destroyed.</p><p>Construction Craft Wondrous Item, animate dead; Cost 375 gp[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/138053/Monster-Hunters-RPG-Dark-Europe?affiliate_id=17596" target="_blank">Monster Hunters Dark Europe</a>[spoiler]</p><p><strong>Banshee:</strong> A banshee is the restless spirit of a powerful fae creature.</p><p><strong>Banshee Lesser:</strong> A banshee is the restless spirit of a powerful fae creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/90422/Monster-Menagerie-Oceans-of-Blood?affiliate_id=17596" target="_blank">Monster Menagerie Oceans of Blood</a>[spoiler]</p><p><strong>Toothwraith:</strong> Toothwraiths are apex predators that refused to release their grip on life. Originally massive sharks (or more rarely great crocodiles or dragon turtles), a toothwraith has willed itself back into existence.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/101624/Monster-Menagerie-Ravagers-of-Time?affiliate_id=17596" target="_blank">Monster Menagerie Ravagers of Time</a>[spoiler]</p><p><strong>Time Wraith:</strong> A humanoid or monstrous humanoid slain while it has any temporary damage on it from a temporal wraith’s dissonance power becomes a temporal wraith in 1d4 rounds (regardless of what actually slays it).</p><p>Temporal wraiths are the spirits of those killed while in contact with the timestream, or by powerful chronal magics.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/162170/Monster-Menagerie-Seasonal-Stars-Pumpkin-Stalker?affiliate_id=17596" target="_blank">Monster Menagerie Seasonal Stars Pumpkin Stalker</a>[spoiler]</p><p><strong>Death-o-Lantern Pumpkin Stalker Mohrg:</strong> The death-o-lantern is among the most dangerous of pumpkin stalkers, generally created by powerful evil forces bargaining to grant a servant to a druid grieving terrible loss and seeking vengeance, a coven of hags, or powerful diabolist-necromancer.</p><p></p><p><strong>Zombie Fast:</strong> Humanoid creatures killed by a pumpkin stalker mohrg rise immediately as fast zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/83199/Monster-Menagerie-The-Kingdom-of-Graves?affiliate_id=17596" target="_blank">Monster Menagerie: The Kingdom of Graves</a>[spoiler]</p><p><strong>Bean Chaointe:</strong> Bean chaointe, or keening women, are the spirits of strong willed women that die tragically, often from betrayal.</p><p>Bean chaointe are often part of a noble line, or a family that served such a line loyally, and they are bound to haunt their families serving as both boon and curse.</p><p><strong>Bloodknight Human Vampire Fighter 11:</strong> A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.</p><p><strong>Dark Messenger:</strong> ?</p><p><strong>Lich Tyrant Human Lich Aristocrat 10:</strong> Typically created from an aging nobleman or king who has a deep seated fear of death, and who refuses to yield their power, they make pacts with dark powers for immortality.</p><p>Unlike its more powerful kin, a lich tyrant does not have to create its own phylactery, instead having it crafted by others. The lich’s greatest weakness is that the phylactery must bear his or her likeness. It may be a masterful painting, a carefully carved gem, or an entire statue. This makes them far more obvious (and thus vulnerable) to bold heroes.</p><p><strong>Masque Ghul:</strong> A humanoid that dies of a masque ghul's ghoul fever rises as a masque ghul at the next midnight.</p><p><strong>Night Dragon:</strong> Night dragons form from the collective unconscious and spirit of a land ravaged by the horrors of the undead, or by fiendish incursion. It is a heraldic symbol of the land itself, rising in an attempt to repair the massive damage. They are most common where the dragon was once a common symbol of rank and nobility, but honor and duty have been abandoned in favor of undeath and/or debauchery.</p><p>Night dragons are formed from the scraps of many different dragons, brought together by unknowable magic belonging to nature itself. In lands where dragons are unknown, or not heraldic symbols, sometimes massive lions, or great eagles rise in their place.</p><p><strong>Rot Giant:</strong> Rot giants are typically created as living siege engines and bodyguards by the most powerful of undead rulers, although in rare cases they do arise spontaneously.</p><p><strong>Soul Harvester:</strong> They are born of local officials, usually tax collectors or judges, who used their position to leach off those they were meant to serve. Most are killed in an act of revenge for some sin committed on their neighbors, only to return and take up literally feeding on the mortals they abused while still alive.</p><p></p><p><strong>Skeleton:</strong> A rot giant can take a full round action to gape its jaws like a snake and consume the corpse of a Medium or smaller target. On the next round, as a standard action it can disgorge a skeleton with HD equal to the consumed victim.</p><p><strong>Vampire:</strong> A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/139332/Monster-Movie-Matinee?affiliate_id=17596" target="_blank">Monster Movie Matinee</a>[spoiler]</p><p><strong>Unstoppable Maniac:</strong> These human-looking abominations are created when a suitable victim dies does of neglect or another traumatic experience.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89445/Monsters-of-NeoExodus-Scythians-PFRPG?affiliate_id=17596" target="_blank">Monsters of NeoExodus: Scythian</a>[spoiler]</p><p><strong>Scythian Cemetery:</strong> Scythian cemeteries sometimes form in areas where many Scythians have died (such as the site of a battle where extensive necromantic magic was used). </p><p><strong>Skeleton Scythian:</strong> Skeletons created with Scythian bones are all burning exploding skeletons, except they inflict piercing damage instead of fire. Their immunity to fire is replaced by immunity to piercing weapons.[/spoiler] </p><p></p><p><a href="http://www.drivethrurpg.com/product/125341/Monsters-of-Porphyra?affiliate_id=17596" target="_blank">Monsters of Porphyra</a>[spoiler]</p><p><strong>Barrow Wight:</strong> Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds.</p><p>The barrow wight is a product of material greed. When a being so corrupted by their own greed dies through a covetous action or simple neglect for their own well-being, they possess the potential to rise as a barrow wight. This potential becomes a certainty, if they are buried alongside their wealth.</p><p><strong>Fukuranbou:</strong> Its own vanity eventually led to the creature’s death and resurrection as an unholy abomination.</p><p><strong>Iron Lich:</strong> “Ironclad Lich” is an acquired template that can be applied to any psionic creature capable for creating the required mechanical body.</p><p>An integral part of becoming an ironclad lich is the creation of the body in which the character stores his soul and the soul cages it traps its memory and psionic energy within.</p><p>Each ironclad lich must create its own ironclad body using the Craft Construct feat and its own soul cages by using the Craft Cognizance Crystal feat. The character must be able to manifest powers and have a manifester level of 11th or higher. The iron body costs 24,500 gp to create and its soul cages for 30,000 gp a piece.</p><p>The most common form of soul cage is a metal lantern with an embedded crystal that radiates light in a 30 ft. radius. The lantern is sealed and has psionic sigils covering its surface. The soul cage is tiny has 40 hit points, hardeness 20, and break DC of 40.</p><p><strong>Pattern of Suffering Ironclad Lich Human Cryptic 11:</strong> ?</p><p><strong>Knollman:</strong> ?</p><p><strong>Octospine:</strong> The octospine is a hideous creature, believed to be the creation of a demon lord.</p><p><strong>Sage Whisperer:</strong> Some say, that the sage whisperers are the undying souls of the lost Savants of the Fifth Element, but these are merely speculations.</p><p><strong>Shebbah:</strong> Shebbah (translated to ‘pitied one’) is the restless spirit of a geniekind, its soul torn from its body by terrible divine magic.</p><p><strong>Undead Elementals:</strong> ‘Ordinary’ elementals may also be bound to the Material Plane through energy level drain from spell or creature.</p><p><strong>Vampiric Dragon:</strong> “Vampiric dragon” is an acquired template that can be applied to any dragon.</p><p>A dragon or magical beast slain by a vampiric dragon’s energy drain attack rises as a vampiric thrall 1d4 days after death.</p><p><strong>Auroscruour Ancient Vampiric Gold Dragon:</strong> He allowed the necromancers of The Empire of the Dead to transform him into a vampire.</p><p>The majority of vampiric dragons have been created by way of a vain, old dragon, or one with a task that needs a very long time to complete, trading a significant amount of treasure in exchange for a necromantic process that leaves the dragon a free-willed, though blood-desiring undead.</p><p><strong>Vampiric Thrall:</strong> A vampiric thrall is normally created when a living creature willingly takes a blood gift from a vampire or vampire scion. The master must give up at least 10 hp in blood (this heals normally), and gains 1 negative level for every 4 HD of thralls it creates (round down).</p><p>A vampiric dragon can also create a vampiric thrall simply by reducing a creature’s Constitution to 0 through blood drain. It does not incur negative levels for doing so.</p><p>“Vampiric thrall” is a acquired template that can be applied to any corporeal animal or magical beast.</p><p><strong>Vampiric Thrall Giant Frog:</strong> ?</p><p><strong>Vampiric Thrall Axe Beak:</strong> ?</p><p><strong>Zombie Rat:</strong> Whenever one zombie rat dies, another 1d6 zombie rats spawns from its womb.</p><p></p><p><strong>Ghoul:</strong> The sickness of vanity that consumed the soul of the fukuranbou now manifests itself as a powerful wasting curse that it can inflict with its claws. Several small villages have been lost to this curse. Victims who die this way sometimes come back from the dead as ghouls.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/184120/Monsters-of-Porphyra-2?affiliate_id=17596" target="_blank">Monsters of Porphyra 2</a>[spoiler]</p><p><strong>Arborgeist:</strong> When a treant meets a gruesome end at the hands of fire and great evil, the pain and horror of this fate sometimes proves too intense for the benign spirit to find rest even in death. The treant’s soul becomes twisted and corrupted, returning as a terrible spirit of vengeance known as an arborgeist. </p><p><strong>Assassin Spirit:</strong> When an assassin or contract killer dies and is barred from the afterlife their unclean soul continues to haunt the world as an assassin spirit. </p><p><strong>Besieged Undead:</strong> Besieged undead are unholy creatures created in times of great peril with limited resources. A single well-preserved corpse is used to make a three undead creatures (along with some nails, wire, bindings, and unholy luck). </p><p><strong>Bonesman:</strong> ?</p><p><strong>Muscleman:</strong> These gruesome foes are composed of stitched together muscle, grafted weapons, and a spirit of malice. </p><p><strong>Gritman:</strong> Gritmen are created from the skin of a humanoid creature that has been stitched together and filled with sand to replace its muscles and bones. </p><p><strong>Burning One:</strong> In the earliest days of the NewGod Wars, the forces of Gerana met with terrible defeat as a number of Lady Justice’s paladins and knights fell to Ashamar Shining’s forces. These unfortunate souls were corrupted and transformed into the first burning ones and made to turn against their former allies.</p><p><strong>Defidi:</strong> A grippli that dies of disease and is subsequently animated by necromantic magic becomes more than a mere zombie, bearing faint traces of its former tribal existence and a desire to serve evil powers. </p><p>Some few grippli achieve undeath to defidi through personal evil behavior and death by disease; these would be the solitary encounters of these undead frog-people. </p><p><strong>Ghost of the Hunt:</strong> When an animal is brutally killed and its bones are left to rot, the animal’s spirit may not escape the mortal remains and instead animate its remains as an undead spirit. </p><p><strong>Kuchisake-Onna:</strong> Kuchisake-onna are disturbed and vengeful spirits of mutilated women. </p><p><strong>Janhutu-Imra:</strong> ?</p><p><strong>Qutrub:</strong> Qutrub that incapacitate humans, usually through ghoulish paralysis, will restrain and take them to their lairs. During the next new moon, the qutrub will force their victims to eat humanoid flesh, completing a ritual that will turn them into a qutrub within 1d12 minutes. Only humans are affected, and can become qutrub.</p><p>The ancient curse of the qutrub is said to have been placed upon the followers of an arrogant ancient king, who defied the Elemental Lords and was turned to stone for his perfidy. His petrified body was cast into the sky, and remains today as the First Moon. His similarly defiant followers became the qutrub, bound by the light of the moon to exist in horrific ghoulish shape, or the moon-worshiping great wolves that howl their defiance, as that primeval king once did. </p><p><strong>Malison:</strong> A malison is a foul and spiteful undead formed by the union of a humanoid’s fury with the dying curse of a god. </p><p>This likely mirrors the death cry of minor godlings that perish throughout the Multiverse, their death-spark giving rise to the creation of a malison, with the dying rage of sentients in any given location. There is no known way to replicate the creation of a malison with necromantic magic, though circumstances could certainly be manipulated, should the evil being doing so know enough about this type of undead. </p><p><strong>Nang Tani:</strong> They come into existence when a young humanoid female dies before marrying or having children, and her spirit enters a banana tree which grows near her village. </p><p><strong>Walking Disease:</strong> Humanoid creatures killed by a walking disease’s massive infection rise as a new walking disease in 1d4 days.</p><p>Nearly all of these infectious agents remain simple, non-sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge. </p><p></p><p><strong>Undead:</strong> Those killed by death elementals often return as undead creatures.</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. </p><p><strong>Bhuta:</strong> A yaksha that dies on the Material Plane sometimes becomes a foul and dreaded bhuta, undead manipulator of animals; possibly a lingering curse from the betrayed Elemental Lords.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/114792/Monsters-of-Sin-Collection-Pathfinder-RPG?affiliate_id=17596" target="_blank">Monsters of Sin Collection</a>[spoiler]</p><p><strong>Bone Swarm:</strong> Life drives the world forward in a way that the undead, even mindless undead like skeletons, recall and yearn to relive. On rare occasions, this yearning brings the pugnacious spirits of fallen undead together, bonded together by a common craving: to feel alive again. They gather up what is left of their bones from life, as well as any other bones they come across, and form bone swarms.</p><p><strong>Lovelorn:</strong> Lovelorn are ghosts who died with broken hearts. Their lives were ruined when they were jilted in their every attempt at love or latched onto a selfish lover, the emotional damage they suffered remaining with them beyond death.</p><p><strong>Spiteful Spirit:</strong> An undead spirit duplicate that rises from the body of a warrior killed in battle, a spiteful spirit is raw fury made manifest. Enraged by the manner in which it died, or just too caught up in the intensity of combat to notice that it’s dead, the combative core of the warrior continues to fight without thought until it’s defeated or it finally fades away.</p><p>“Spiteful Spirit” is an acquired template that can be added to any living creature with 2 or more Hit Dice immediately after it dies.</p><p>A spiteful spirit rises instantly upon the death of its corporeal form.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93140/PFRPG-Mor-Aldenn-Creature-Compendium?affiliate_id=17596" target="_blank">Mor Aldenn Creature Compendium</a>[spoiler]</p><p><strong>Black Glass Undead:</strong> They only come into existence through radically powerful spells and artifacts. They are never created by accident, but only through a dedicated effort to create a creature of very dark power and overwhelming evil.</p><p>“Black Glass Undead” is an acquired template that can be added to any corporeal undead creature.</p><p><strong>Black Glass Wight:</strong> ?</p><p></p><p><strong>Wight:</strong> Any humanoid creature that is slain by a black glass wight becomes a wight itself in only 1d4 rounds. </p><p>[/spoiler]</p><p></p><p><a href="https://froggodgames.com/frogs/product/mountains-of-madness-pathfinder-hardcoverpdf/" target="_blank">Mountains of Madness</a>[spoiler]</p><p><strong>Summiteer:</strong> Some individuals that take up mountain climbing find that as they get closer to the summit and face the ever-increasing dangers of continuing become more consumed with reaching their desired goal than surviving the harrowing ordeal. Experienced mountaineers refer to the obsession as “summit fever.” Those suffering from this affliction let mania replace judgment. At these extreme altitudes, there is no room for error. Bone-chilling cold, howling winds, and the lack of oxygen cause mistakes fatal. The brave souls that succeed in this perilous mission tragically pass by the frozen corpses of those that failed on their way to and from the top of the mountain. There are times though, when the harsh elements and even death itself cannot sate the ambitions of determined mountaineers. These driven individuals rise from their icy, trailside graves at the highest elevations to deny others pursuing the prize that eluded them in life. </p><p>Though many humanoids races have died in their vain attempts to defeat the mountain, summiteers are exclusively human. </p><p><strong>Sphinx Zombie:</strong> During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today. </p><p></p><p><strong>Skeleton:</strong> Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. </p><p>Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. </p><p><strong>Zombie:</strong> Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. </p><p>Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. </p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. </p><p><strong>Undead:</strong> She tells the PCs that she fears that the individuals plundering the burial mound may be disturbing the final resting place of Gurdkin Feycleaver, an ancient dwarf thane with a reputation for savagery and evil. Myths and legends claim that the covetous royal vowed to defend his earthly treasures even after he departed this world. Naturally, she is very worried that Gurdkin may fulfill his promise and return to the land of the living as an undead horror. </p><p>For Thanopsis, the act of dying irreparably corrupts the individual, regardless of whether the soul embarks on an eternal journey into the afterlife or not, or the body or spirit is reanimated by an arcane or divine force. </p><p>The building’s current resident transformed some of his former colleagues into his undead servants.</p><p>The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. (This is a false rumor.) </p><p>The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. </p><p><strong>Barrow Wight:</strong> At the time of her son’ s death, his mother beseeched her priests to prevent others from animating her son’s corpse as an undead abomination, but they could do nothing to quell the evil that burned within his malevolent soul. The wicked thane underwent the transformation into a barrow wight shortly after being sealed in his coffin. </p><p>Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. </p><p><strong>Lantern Goat:</strong> ?</p><p><strong>Spellgorged Zombie:</strong> If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. </p><p><strong>Hoar Spirit:</strong> ?</p><p><strong>Crypt Thing:</strong> Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. </p><p><strong>Greater Shadow:</strong> At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 20 Perception check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow. </p><p><strong>Huecuva:</strong> The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas.[/spoiler] </p><p></p><p><a href="http://www.drivethrurpg.com/product/140287/MKoM-Haunted-Eve-Monsters-Only-Pack-Pathfinder?affiliate_id=17596" target="_blank">Mystical Kingdom of Monsters Haunted Eve Monster Pack</a>[spoiler]</p><p><strong>Festrog Pup:</strong> Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. </p><p><strong>Festrog:</strong> Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. </p><p><strong>Festrog Dire:</strong> Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. The alphas who lead these packs also use this temporary boost in power to become dire festrogs.</p><p><strong>Pumpkin Lord:</strong> The oldest of jack-o’-lanterns and scarecrows become pumpkin lords.</p><p><strong>Crawling Claw:</strong> When the Scribe’s Brush started its twisted transformation into a swamp, investigators and slayers were hired by the king to find out why it was happening. On several occasions, the creatures that these adventurers found would lash out, maiming or outright killing them. Eventually, only slayers would venture into the marsh at night, and only under direct orders to do so. Still, many never returned whole.</p><p>As time passed and monster training became the prevalent occupation within the Kingdom, researchers and scouts would take the place of the slayers, capturing monsters and researching them. The magic used by the trainers seeped into the ground, filling the area in which so many had lost limb and life.</p><p>The side effect of these events is the crawling claw; a creature some fear for its eerie resemblance to a humanoid hand.</p><p><strong>Nightwalker:</strong> Like the humans who are transformed into foulspawn, fey beings that are touched by the Void sometimes become shadowy monstorin known as nightshades.</p><p><strong>Skeleton Monsters:</strong> Unlike traditional skeletons, skeleton monsters are not the reanimated remains of their dead ilk. They are, instead, a collection of monsters that take on the likeness of other creatures in order to gain access to their essence and magic. For this reason, a trainer’s normal monster cannot grow into a skeleton monster; he would have to capture one, but a breeder can augment hers using advanced monster growth. Some researchers have also been able to craft specialized monster scrolls that can change a monster into its skeleton monster counterpart, but such items are very difficult to find.</p><p>Skeleton monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer.</p><p><strong>Crurotaur Skeleton:</strong> ?</p><p><strong>Owlbear Skeleton:</strong> ?</p><p><strong>Scoundrite Skeleton:</strong> ?</p><p><strong>Zombie Monster:</strong> Zombie monsters are brutish, unthinking recreations of their former selves. While any trainer with a flare for necromancy, or a friend with such talents, could technically create a zombie monster from what is left of their companions, doing so is seen as a perversion of monster training and of the bond between trainer and monster. As such, most zombie monsters are naturally occurring or brought into being by breeders who can change their companions without first killing them.</p><p>Zombie monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer.</p><p><strong>Gray Render Zombie:</strong> ? </p><p><strong>Hydra Zombie:</strong> ?</p><p><strong>Moncroak Zombie:</strong> During Haunted Eve, the moncroaks of the Scribe’s Marsh take on a disturbing visage as the magic of the holiday twists and tears their skin, changing them into zombies.</p><p><strong>Treant Zombie:</strong> Treant zombies reanimate from the remains of treants left</p><p>in the swamps of the Kingdom during Haunted Eve.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/118824/Mythic-Magic-Core-Spells?affiliate_id=17596" target="_blank">Mythic Magic Core Spells</a>[spoiler]</p><p><strong>Undead:</strong> Mythic <em>Create Undead</em> spell.</p><p>Mythic <em>Create Greater Undead</em> spell.</p><p></p><p>Create Undead</p><p>You can use this spell to create any corporeal, non-extraplanar undead creature whose CR does not exceed your caster level -10. If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell.</p><p>Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell.</p><p></p><p>Create Greater Undead</p><p>You can use this spell to create any incorporeal or extraplanar undead creature whose CR does not exceed your caster level -9. If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell.</p><p>Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/141486/Mythic-Magic-Expanded-Spells-I?affiliate_id=17596" target="_blank">Mythic Magic Expanded Spells I</a>[spoiler]</p><p><strong>Undead:</strong> Mythic <em>Soulreaver</em> spell.</p><p></p><p>SOULREAVER Mo</p><p>You can expend one use of mythic power to raise creatures killed by this effect as undead thralls. You can animate a number of Hit Dice worth of undead up to double your tier as if you had animated them with animate dead. The undead created by this spell count toward the total number of Hit Dice worth of undead you can control.</p><p>Augmented (8th): If you expend two uses of mythic power, you can raise slain foes as undead creatures chosen from the list of undead for create undead. By expending three uses of mythic power, you can select from the list for create greater undead. The total number of Hit Dice worth of undead created in this way can’t exceed double your tier. Created undead are not automatically under your control. If you are capable of commanding undead, you may attempt to command the undead creatures as they form.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/192432/Mythic-Magic-Horror-Spells?affiliate_id=17596" target="_blank">Mythic Magic: Horror Spells</a>[spoiler]</p><p><strong>Zombie:</strong> <em>Mythic Flesh Puppet</em> spell.</p><p><em>Mythic Flesh Puppet Horde</em> spell.</p><p><em>Mythic Flesh Wall</em> spell.</p><p><em>Torpid Reanimation</em> spell.</p><p><strong>Skeleton:</strong> <em>Torpid Reanimation</em> spell.</p><p><strong>Agile Mythic Simple Skeleton:</strong> <em>Torpid Reanimation</em> spell.</p><p><strong>Agile Mythic Simple Zombie:</strong> <em>Torpid Reanimation</em> spell.</p><p><strong>Savage Mythic Simple Skeleton:</strong> <em>Torpid Reanimation</em> spell.</p><p><strong>Savage Mythic Simple Zombie:</strong> <em>Torpid Reanimation</em> spell.</p><p><strong>Mythic Skeleton:</strong> <em>Torpid Reanimation</em> spell.</p><p></p><p>FLESH PUPPET</p><p>You ignore the spell’s material component cost, and add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. You also add your mythic tier to your caster level for the purposes of determining the bonus on your Disguise check made to disguise the zombie, and the maximum length of the string created by the spell. As a standard action, you can direct the zombie to make a single melee attack.</p><p></p><p>FLESH PUPPET HORDE</p><p>You ignore the spell’s material component cost, and add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. You also add your mythic tier to your caster level for the purposes of determining the bonus on your Disguise check made to disguise the zombie, and the maximum length of the string created by the spell. You can issue directions to multiple zombies with a single swift action, provided that you issue the same instructions to each zombie. You can issue different directions to any number of zombies as a move action. Finally, you can direct zombies created by this spell to attack without them gaining the staggered quality or ruining their disguises.</p><p></p><p>FLESH WALL</p><p>Each 5-foot square of the flesh wall has a number of hit points equal to 10 + 5 per mythic tier you possess, rather than the normal amount. Additionally, each section of the wall (and each zombie created from the wall) gains a bonus on attack and damage rolls equal to 1/2 your mythic tier. If a section of the all successfully damages a creature with its slam attack, it can attempt a combat maneuver check as a free action to attempt to pull the creature inside the wall, where it becomes trapped in the same fashion as a creature that failed a Strength check to move through the wall.</p><p></p><p>TORPID REANIMATION</p><p>Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore this spell’s material component cost. Additionally, add your mythic tier to your caster level when determining the spell’s duration. Finally, until the animation is triggered, the spell’s aura is hidden as though with a magic aura spell, making it difficult to detect the spell’s presence before the corpses are animated.</p><p>Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic simple template. This template last for a number of days equal to your tier. Alternatively, if you expend six uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/131713/Mythic-Mastery--Mythic-Mummies?affiliate_id=17596" target="_blank">Mythic Mastery Mythic Mummies</a>[spoiler]</p><p><strong>Dry Mummy:</strong> Unlike most types of mummies, dry mummies are generally created by accident, when a humanoid creature dies in a particularly dry and sandy area that is protected enough from the elements to preserve its corpse. Not all creatures that are accidentally mummified become dry mummies, and in fact the transformation is very rare. It is generally believed that dry mummies tend to arise when a particular confluence of factors surrounding the death occur: the most important seems to be the means of death, with dry mummies being far more likely to come from those who die of thirst or starvation, as opposed to those who die a violent death. The religious beliefs of the subject also seem to carry some weight, but not as much as that person’s overall force of will and personality.</p><p>Of course, dry mummies are occasionally created intentionally, usually by necromancers located in desert regions, who find their particular suite of abilities to be useful. While it is rumored that there are spells that can transform any corpse into a dry mummy, such claims have not been substantiated, and most necromancers in need of a dry mummy are forced to starve and dehydrate their victims. Suffusing the suffering victim with necrotic energies during this period increases the odds of creating a dry mummy substantially, but even then, success is not guaranteed.</p><p><strong>Mythic Dry Mummy:</strong> ?</p><p><strong>Pitch Mummy:</strong> It is common practice for a mummified creature to be filled with a black, tar-like substance in order to help preserve the body against the ravages of time. One heretical sect takes this practice further, however, and stuffs their mummified corpses with a magical black tar that not only preserves the corpse, but also serves as the source of its animation.</p><p><strong>Mythic Pitch Mummy:</strong> Mythic pitch mummies are believed to have been created in much the same way as a standard pitch mummy, though since the process of their creation was deliberately destroyed millennia ago, it is difficult to say for certain why some pitch mummies become mythic and others do not. Theories abound on the subject, ranging from it being dependent on the status of the individual being mummified, to being a matter of age (with pitch mummies becoming mythic pitch mummies if they survive long enough), to how much pitch was used in their creation, or the possibility that the nature of the pitch itself might be different. Each of these theories has its merits, and scholars that support it, but without further historical evidence, all that can be said is that mythic pitch mummies are very different from their lesser kin.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/132285/Mythic-Mastery--Mythic-Nabasu-and-Shadow-Demons?affiliate_id=17596" target="_blank">Mythic Mastery Mythic Nabasu and Shadow Demons</a>[spoiler]</p><p><strong>Mythic Ghoul:</strong> A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.</p><p>There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. Many creatures are capable of creating mythic ghouls, either with powerful necromancy spells, or with innate abilities, such as those possessed by the mythic nabasu. In very rare cases, it is rumored that particularly obscene acts of cannibalism, such as eating the corpse of one’s brother, may be enough to cause an individual to become a mythic ghoul, but such claims are generally poorly documented.</p><p>Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control.</p><p></p><p><strong>Ghoul:</strong> As a free action once per day per growth point (minimum of 1/day), a mythic nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 19 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the mythic nabasu’s control. A mythic nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the mythic nabasu picks which human becomes a ghoul. The save DC is Charisma-based.</p><p>Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control.</p><p>A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.</p><p>There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. </p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/197215/Mythic-Module-Monsters-Red-Throne-2?affiliate_id=17596" target="_blank">Mythic Module Monsters Red Throne 2</a>[spoiler]</p><p><strong>Mythic Daughter of the Dead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/197680/Mythic-Module-Monsters-Red-Throne-3?affiliate_id=17596" target="_blank">Mythic Module Monsters Red Throne 3</a>[spoiler]</p><p><strong>Mythic Rajput Anbari:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/171914/Mythic-Module-Monsters-Rune-Lords-1?affiliate_id=17596" target="_blank">Mythic Module Monsters Rune Lords 1</a>[spoiler]</p><p><strong>Mythic Attic Whisperer:</strong> An attic whisperer is a tortured soul that takes form by combining dust and trash into a corporeal form.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/172604/Mythic-Module-Monsters-Rune-Lords-2?affiliate_id=17596" target="_blank">Mythic Module Monsters Rune Lords 2</a>[spoiler]</p><p><strong>Mythic Carrionstorm:</strong> ?</p><p><strong>Mythic Revenant:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/174590/Mythic-Module-Monsters-Rune-Lords-3?affiliate_id=17596" target="_blank">Mythic Module Monsters Rune Lords 3</a>[spoiler]</p><p><strong>Mythic Smoke Haunt:</strong> ?</p><p><strong>Mythic Totenmaske:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/175256/Mythic-Module-Monsters-Rune-Lords-4?affiliate_id=17596" target="_blank">Mythic Module Monsters Rune Lords 4</a>[spoiler]</p><p><strong>Mythic Deathweb:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/176077/Mythic-Module-Monsters-Rune-Lords-5?affiliate_id=17596" target="_blank">Mythic Module Monsters Rune Lords 5</a>[spoiler]</p><p><strong>Mythic Witchfire:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/118342/Mythic-Monsters-1-Demons?affiliate_id=17596" target="_blank">Mythic Monsters 1: Demons</a>[spoiler]</p><p><strong>Mythic Bodak:</strong> ?</p><p></p><p><strong>Bodak:</strong> A humanoid slain by a mythic bodak’s death gaze rises as a bodak 24 hours later.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/124851/Mythic-Monsters-7-Inner-Planes?affiliate_id=17596" target="_blank">Mythic Monsters 7: Inner Planes</a>[spoiler]</p><p><strong>Mythic Ghul:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/126685/Mythic-Monsters-9-Undead?affiliate_id=17596" target="_blank">Mythic Monsters 9: Undead</a>[spoiler]</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Count Dracula:</strong> ?</p><p><strong>Mythic Undead:</strong> Undead are deadly at any time, but mythic undead are doubly so. Their origins are varied, and a great many undead arise from awful curses, bearing their corruption in life into a tormented undeath, or have been dragged unwillingly into the ranks of the undead as slaves spawned by their deathless masters. Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich.</p><p><strong>Mythic Baykok:</strong> ?</p><p><strong>Mythic Demilich:</strong> ?</p><p><strong>Mythic Devourer:</strong> ?</p><p><strong>Mythic Dullahan:</strong> ?</p><p><strong>Mythic Ghoul:</strong> ?</p><p><strong>Mythic Ghast:</strong> ?</p><p><strong>Mythic Pickled Punk:</strong> ?</p><p><strong>Mythic Spectre:</strong> ?</p><p><strong>Mythic Totenmaske:</strong> ?</p><p><strong>Mythic Wight:</strong> ?</p><p><strong>Mythic Witchfire:</strong> ?</p><p><strong>Mythic Wraith:</strong> ?</p><p><strong>Advanced Fast Zombie:</strong> Humanoid creatures killed by a mythic mohrg rise immediately as advanced fast zombies under the mythic mohrg’s control.</p><p><strong>Jigsaw Man:</strong> When a talented, unrepentant serial killer is executed by quartering, the murderer can sometimes animate its own shredded remains through sheer force of will and rise as an undead monstrosity bent on continuing its homicidal existence.</p><p>As if a dozen mythic undead were not enough, we also bring you the severed slasher that is the jigsaw man; hanging was too good for him in life, so drawn and quartered he remains in undeath, his disparate parts driven by a malign will to sever the thread of life for any mortals unlucky enough to cross its path.</p><p></p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Zombie:</strong> <em>Animate Dead Lesser</em> spell.</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead Lesser</em> spell.</p><p><strong>Lich:</strong> ?</p><p><strong>Mythic Skeleton:</strong> Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich.</p><p><strong>Mythic Lich:</strong> Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich.</p><p><strong>Baykok:</strong> ?</p><p><strong>Ghoul:</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>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>Mohrg:</strong> ?</p><p><strong>Fast Zombie:</strong> ?</p><p><strong>Pickled Punk:</strong> The body of a humanoid creature killed by a mythic pickled punk shrinks, contorts, and rises as a nonmythic pickled punk 1d6 rounds later.</p><p><strong>Spectre:</strong> Any humanoids slain by a mythic spectre become nonmythic spectres themselves in one round.</p><p><strong>Totenmaske:</strong> ?</p><p><strong>Wight:</strong> Any humanoids slain by a mythic wight become nonmythic wights themselves in one round.</p><p><strong>Witchfire:</strong> ?</p><p><strong>Wraith:</strong> A humanoid slain by a mythic wraith becomes a wraith in 1 round.</p><p></p><p>ANIMATE DEAD, LESSER</p><p>This spell functions as mythic animate dead, but creates only a single Small or Medium skeleton or zombie.</p><p></p><p>Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p></p><p>Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of a mythic ghast's ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/127262/Mythic-Monsters-10-Sea-Monsters?affiliate_id=17596" target="_blank">Mythic Monsters 10: Sea Monsters</a>[spoiler]</p><p><strong>Mythic Draugr Crew:</strong> ?</p><p></p><p><strong>Draugr:</strong> Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save.</p><p><strong>Draugr Captain:</strong> Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save.</p><p><strong>Lacedon:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/129226/Mythic-Monsters-12-Fairy-Tale-Creatures?affiliate_id=17596" target="_blank">Mythic Monsters 12: Fairy Tale Creatures</a>[spoiler]</p><p><strong>Mythic Banshee:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/131432/Mythic-Monsters-14-Giants?affiliate_id=17596" target="_blank">Mythic Monsters 14: Giants</a>[spoiler]</p><p><strong>Mythic Brute Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/132388/Mythic-Monsters-16-Monstrous-Humanoids?affiliate_id=17596" target="_blank">Mythic Monsters 16: Monstrous Humanoids</a>[spoiler]</p><p><strong>Zombie:</strong> Any creature slain by a pukwudgie’s poisonous quills rises in 24 hours as a zombie.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/139328/Mythic-Monsters-22-Emissaries-of-Evil?affiliate_id=17596" target="_blank">Mythic Monsters 22: Emissaries of Evil</a>[spoiler]</p><p><strong>Advanced Juju Zombie:</strong> Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie.</p><p><strong>Agile Mythic Juju Zombie:</strong> Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie.</p><p><strong>Invicible Mythic Juju Zombie:</strong> Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie.</p><p></p><p><strong>Juju Zombie:</strong> Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/140203/Mythic-Monsters-23-Worms?affiliate_id=17596" target="_blank">Mythic Monsters 23: Worms</a>[spoiler]</p><p><strong>Mythic Ghast:</strong> Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.</p><p></p><p><strong>Ghast:</strong> Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.</p><p>A humanoid of less than 3 Hit Dice rises as a ghast.</p><p>A humanoid of 3–9 Hit Dice rises as a wight.</p><p>A humanoid of 10 HD or more rises as a morhg.</p><p>There is no limit to the number of undead a conqueror worm can create with its slime.</p><p><strong>Wight:</strong> Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.</p><p>A humanoid of less than 3 Hit Dice rises as a ghast.</p><p>A humanoid of 3–9 Hit Dice rises as a wight.</p><p>A humanoid of 10 HD or more rises as a morhg.</p><p>There is no limit to the number of undead a conqueror worm can create with its slime.</p><p><strong>Mohrg:</strong> Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life.</p><p>A humanoid of less than 3 Hit Dice rises as a ghast.</p><p>A humanoid of 3–9 Hit Dice rises as a wight.</p><p>A humanoid of 10 HD or more rises as a morhg.</p><p>There is no limit to the number of undead a conqueror worm can create with its slime.</p><p><strong>Ghoul:</strong> Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/146760/Mythic-Monsters-25-Lords-of-Law?affiliate_id=17596" target="_blank">Mythic Monsters 25: Lords of Law</a>[spoiler]</p><p><strong>Sakathan:</strong> Sakathans were once ancient kings of the lizardfolk race on a now-forgotten Material Plane who bargained with the infernal powers and found themselves bound by corrupted wishcraft into a dreadful blood pact and cursed with a twisted form of vampirism.</p><p>Sakathans were the high noble caste of an ancient lizardfolk empire, but so great was their ambition and their pride that lordship over their kind was not enough to slake their thirst for power. A cabal of sakathans came together to tap into secret spells that promised great power to those who spoke into existence what they wished to be their destiny. The sakathans wished to unleash the divine spark within themselves, to make their strength eternal and authority absolute, so they could drink deeply from the wells of power and revel in the suffering of their enemies. What they meant for a simple affirmation of purpose, however, became so much more when they their prayers answered and their wishes granted by the scaled masters of Stygia, in the heart of Hell. The sakathans were indeed crowned in power and glory, ascending to heights of power undreamed of, overthrowing rulers not part of their cabal and conquering on every hand. After 13 years enthroned as god-kings adored, however, their Stygian benefactors revealed that their gift was not without cost. Yes, they had become as gods, but their great power was bought with a price. now a hellish hunger awoke within them and the shining sun burned their accursed flesh.</p><p><strong>Sakathan Spawn:</strong> A sakathan can elect to create a sakathan spawn instead of a full-fledged sakathan when using its create spawn ability after slaying a reptilian humanoid with its blood drain or energy drain.</p><p>A sakathan can create spawn out of reptilian humanoids it slays with blood drain or energy drain. The victim rises from death as a sakathan spawn in 1d4 days, under the control of the sakathan that created it, and remains enslaved until its master’s destruction.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/148983/Mythic-Monsters-27-COLOSSAL?affiliate_id=17596" target="_blank">Mythic Monsters 27: COLOSSAL</a>[spoiler]</p><p><strong>Mythic Zombie Titan:</strong> ?</p><p></p><p><strong>Fast Zombie:</strong> Whenever a non-mythic creature with fewer than 10 Hit Dice dies within 30 feet of a mythic zombie titan, that creature rises again 1 round later as a fast zombie (DC 15 Fortitude negates). These zombies are uncontrolled but do not attack the zombie titan. If a mythic titan zombie expends one use of mythic power as an immediate action when a creature dies within 30 feet, the save DC increases to 20 and it can affect mythic creatures and creatures with 10 or more Hit Dice. Mythic creatures add their mythic rank or tier as a bonus on this saving throw.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/161708/Mythic-Monsters-31-Daemons?affiliate_id=17596" target="_blank">Mythic Monsters 31: Daemons</a>[spoiler]</p><p><strong>Mythic Ghast Advanced:</strong> Humanoid creatures slain by a mythic meladaemon must succeed on a DC 23 Will save or rise as mythic ghasts (see Mythic Undead) with the advanced template on their next turn. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/164450/Mythic-Monsters-32-Shadow?affiliate_id=17596" target="_blank">Mythic Monsters 32 Shadow</a>[spoiler]</p><p><strong>Mythic Nighwalker:</strong> ?</p><p><strong>Mythic Shadow:</strong> ?</p><p><strong>Shadow:</strong> A humanoid creature killed by a mythic shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/195280/Mythic-Monsters-41-India?affiliate_id=17596" target="_blank">Mythic Monsters 41: India</a>[spoiler]</p><p><strong>Mythic Bhuta:</strong> ?</p><p><strong>Mythic Rajput Ambari:</strong> ?</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Bhuta:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7598112, member: 2209"] [b]Pathfinder 1e C-M[/b] Pathfinder 1e C-M[spoiler] [URL=https://www.drivethrurpg.com/product/242854/Call-to-Arms-Decks-of-Cards?affiliate_id=17596]Call to Arms: Decks of Cards[/URL][spoiler] [b]Lich:[/b] Deck of Many Things Dark Fate card. [b]Grave Knight:[/b] Deck of Many Things Dark Fate card. [b]Vampire:[/b] Deck of Many Things Dark Fate card. The Dark Fate (Ace of Clubs): An evil undead duplicate of the drawer is created. The exact nature of the undead is based on what class the drawer is; If the drawer is a spellcaster, the duplicate is a lich, if they are a martial class, the duplicate is a Grave Knight, if they are any other class, the duplicate is a vampire. The has the same attributes and class levels as the drawer, and copies of all their magical items (modified to evil equivalents where applicable). The duplicate is utterly dedicated to opposing the drawer’s every action and undoing everything they have ever achieved. In addition, the duplicate can only be destroyed by the drawer; if anyone else strikes the final blow, the duplicate will rejuvenate within 24 hours.[/spoiler] [URL=https://www.drivethrurpg.com/product/202094/Call-to-Arms-Horses-and-Mules?affiliate_id=17596]Call to Arms: Horses and Mules[/URL][spoiler] [b]Ghost Horse, Combat Trained Heavy Horse:[/b] The ghost horse died in the throes of crippling terror. This was a war-ready mount that died tragically with its master in bloody combat. [b]Nightmare Mount, Unhallowed Bloody Skeletal Champion Nightmare:[/b] The Nightmare Steed is an undead horse drawn back from the spirit world and commanded as a mount. [b]Skeleton Mount:[/b] Skeletal mounts are normal skeletons made from combat-trained heavy horses.[/spoiler] [URL=https://www.drivethrurpg.com/product/241904/Campaign-Backdrop-Caves--Caverns?affiliate_id=17596]Campaign Backdrops: Caves and Caverns[/URL][spoiler] [b]Last Nail:[/b] Last Nail was born again as a vampire after a vampiric drider slew him. [b]Vampiric Drider:[/b] ? [b]Mistress Amelya Van Fersker, Human Vampire Enchanter 10:[/b] Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can. [b]Urshak'xhul:[/b] Members of the priest caste conducted profane rites on selected members, transforming them into the blasphemous Urshak’xhul (Holy Guardians). [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Shadow:[/b] A humanoid creature slain (when its Strength damage equals or exceeds its Strength score) by a shadow’s Strength damage becomes a shadow under the control of the killer in 1d4 rounds. [b]Wraith:[/b] A humanoid slain by a wraith becomes a wraith in 1d4 rounds. [b]Ghost:[/b] ? [b]Vampire Spawn:[/b] A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days. Last Nail can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is an aberration. The victim rises from death as a vampire in 1d4 days. [b]Allip:[/b] ? [b]Banshee:[/b] ? [b]Crawling Hand:[/b] ? [b]Crypt Thing:[/b] ? [b]Devourer:[/b] ? [b]Dullahan:[/b] ? [b]Giant Crawling Hand:[/b] ? [b]Greater Shadow:[/b] ? [b]Huecuva:[/b] ? [b]Juju Zombie:[/b] ? [b]Lich:[/b] ? [b]Mohrg:[/b] ? [b]Mummy:[/b] ? [b]Necrophidius:[/b] ? [b]Poltergeist:[/b] ? [b]Red Wyrm Ravener:[/b] ? [b]Revenant:[/b] ? [b]Shadow:[/b] ? [b]Skaveling:[/b] ? [b]Skeletal Champion:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Totenmaske:[/b] ? [b]Vampire:[/b] ? [b]Vargouille:[/b] ? [b]Wight:[/b] ? [b]Winterwight:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/182680/Campaign-Backdrop-Forests--Woodlands?affiliate_id=17596]Campaign Backdrops: Forests & Woodlands[/URL][spoiler] [b]Garilax, Ghoul Barbarian 1:[/b] ? [b]Valentin Pannanen, Human Ghost Wizard 5:[/b] Sadly for the PCs, the spirit of a dead mage, killed when the bridge collapsed during a storm, haunts the waters beneath the shattered arch. [b]Naillae Aralivar, Ghost Elf Druid 6:[/b] ? [b]Rideth Cyelrae, Ghost Elf Druid 13, Ghost Half-Elf Druid 3/Sorcerer 8:[/b] ? [b]Tahlys Vonothvar, Ghost Elf Druid 7:[/b] ? [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul (or ghast if it had more than 4 HD) at the next midnight.[/spoiler] [URL=https://www.drivethrurpg.com/product/183994/Campaign-Backdrop-Hills--Mountains?affiliate_id=17596]Campaign Backdrops: Hills & Mountains[/URL][spoiler] [b]Cairn Wight:[/b] ? [b]Skeletal Champion, Human Skeletal Champion Warrior 1:[/b] ? [b]Wight:[/b] The grave robbers, risen as undead. Humanoids the cairn wight slays become wights themselves in 1d4 rounds. [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. A small adventuring party once got trapped within and starved to death. Risen as ghouls, the undead lurk in the crypt creeping forth when released by the hermit to dine up on his guests. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Poltergeist:[/b] The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life and death could not wholly claim them. A few days after their death these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since.[/spoiler] [URL=https://www.drivethrurpg.com/product/185367/Campaign-Backdrop-Marshes--Swamps?affiliate_id=17596]Campaign Backdrops: Marshes & Swamps[/URL][spoiler] [b]Lizardfolk Zombie:[/b] The creature in the portal the Bonescale tribe worship as their god is a globster that is both unaware and uncaring towards their devotion. This strange ooze creature, normally found on ocean coasts, made its way inland following a ready supply of food in the marsh. It became trapped when it entered a pond that was also a nexus to the Negative Energy Plane. Like the lizardfolk, the creature has been altered by its exposure to the portal. Creatures that die or that are already dead when it swallows them are transformed into zombies after an hour in the creature’s belly. They then claw their way back out of the globster’s mouth. [b]Hungry Dead:[/b] "Hungry Dead" is an acquired template that can be added to any corporeal undead creature. [b]Zombie:[/b] The creature in the portal the Bonescale tribe worship as their god is a globster that is both unaware and uncaring towards their devotion. This strange ooze creature, normally found on ocean coasts, made its way inland following a ready supply of food in the marsh. It became trapped when it entered a pond that was also a nexus to the Negative Energy Plane. Like the lizardfolk, the creature has been altered by its exposure to the portal. Creatures that die or that are already dead when it swallows them are transformed into zombies after an hour in the creature’s belly. They then claw their way back out of the globster’s mouth. [b]Ghoul:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/239930/Campaign-Backdrop-Sun--Sand?affiliate_id=17596]Campaign Backdrops: Sun & Sand[/URL][spoiler] [b]Akh-en-Tholus, Human Lich Necromancer 11:[/b] ? [b]Zombie Gnoll:[/b] ? [b]Gnoll Bloody Skeleton Corpse Companion:[/b] ? [b]The Vulture King, Ghast Cleric 3:[/b] The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water. [b]Ghoul Warrior, Ghoul Warrior 2:[/b] The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water. [b]Lacedon Acolyte, Ghoul Lacedon Adept 2:[/b] The Vulture King and his followers are the remains of a caravan of tengu pilgrims driven off their route by a sandstorm years ago. Trapped at this necrotic cyst they were forced to cannibalize the dead and eventually turned upon one another. They survive now as ghouls, lacedons and merchants of the most precious resource of all: water. [b]Mummy:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/119730/Cerulean-Seas-Beasts-of-the-Boundless-Blue?affiliate_id=17596]Cerulean Seas Beasts of the Boundless Blue[/URL][spoiler] [b]Cihuateotl:[/b] Cihuateotl are the undead remnants of women who drowned or died violently while pregnant. [b]Calcified Skeleton:[/b] Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura. Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure. [b]Dread Pirate:[/b] A dread pirate is the restless, hateful body of an executed pirate. [b]Lich Ice:[/b] The phylactery of an ice lich must be carved from ice made from the purest possible water. “Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery. [b]Ship of the Damned:[/b] Ships of the damned are the slowly rotting remains of vessels that experienced an evil so great that the spirits of the dead infused into the ship itself. [b]Ship of the Damned Medium:[/b] ? [b]Ship of the Damned Large:[/b] ? [b]Ship of the Damned Huge:[/b] ? [b]Ship of the Damned Gargantuan:[/b] ? [b]Ship of the Damned Colossal:[/b] ? [b]Sinkling:[/b] Any creature killed by or within 100 yards of a sinkling swarm adds its spirit to the swarm, breaking up into as many individual sinklings as it has hit dice. Casting bless or hallow on the body within 1d4 rounds after death prevents this from happening. Sinklings are the hateful spirits of the drowned, always wanting for the company of the living in the depths. [b]Snag:[/b] Any humanoid killed by a snag that touches the bottom of the waterway the snag came from within 24 hours of its death becomes a snag in 1d4 rounds. Snags are the animated corpses of fishermen lost at sea. [b]Wraith Water:[/b] Any humanoid, monstrous humanoid or trueform slain by a water wraith rises as one in 1d6 hours. [b]Ghoul Lacedon:[/b] Any humanoid killed by a cihuateotl's energy drain ability rises as a lacedon under her control in 1d3 rounds.[/spoiler] [URL=http://www.drivethrurpg.com/product/141557/Cerulean-Seas-Celadon-Shores?affiliate_id=17596]Cerulean Seas Celadon Shores[/URL][spoiler] [b]Phi Thale:[/b] Phi thale form in areas of over fishing, when even the spirits of such simple creatures as fish feel seething anger. Many believe that they are the product of the collective will of sea creatures hard hit by humanoid pressures, or the vengeance of a sea god, punishing the guilty.[/spoiler] [URL=http://www.drivethrurpg.com/product/109095/Cerulean-Seas-Indigo-Ice?affiliate_id=17596]Cerulean Seas Indigo Ice[/URL][spoiler] [b]Ice Lich:[/b] “Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery. The phylactery of an ice lich must be carved from ice made from the purest possible water. This ice is enchanted to become as strong as any other phylactery, although if exposed to magical fire it is destroyed in a single round. [b]Undead:[/b] The witch goddess Talakasha is rumored to be the source of all true evil and undeath in the realm.[/spoiler] [URL=http://www.drivethrurpg.com/product/104881/Cerulean-Seas-Waves-of-Thought?affiliate_id=17596]Cerulean Seas Waves of Thought[/URL][spoiler] [b]Calcified Skeleton:[/b] Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura. Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure.[/spoiler] [URL=http://www.drivethrurpg.com/product/187044/Classes-of-NeoExodus-Protean-Scribe-PFRPG?affiliate_id=17596]Classes of NeoExodus: Protean Scribe[/URL][spoiler] [b]Undead Creature:[/b] Protean Scribe Death Word storied creature with spending 2 additional points of eloquence.[/spoiler] [URL=https://www.drivethrurpg.com/product/249810/Close-Encounters-NPC-Codex?affiliate_id=17596]Close Encounters: NPC Codex[/URL][spoiler] [b]Vid Star Host, Mummy:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/139645/Compendium-Arcanum-Vol-4-3rdLevel-Spells-PFRPG?affiliate_id=17596]Compendium Arcanum Vol. 4: 3rd-Level Spells[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. ANIMATE DEAD School necromancy [evil]; Classes antipaladin, cleric/oracle; Domain death 3, souls 3 CASTING Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) EFFECT Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no DESCRIPTION This spell turns corpses into undead skeletons or zombies that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. Diminished Effects The spell’s target changes to one corpse and you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies. Heightened Effects Variant skeletons and zombies created by animate dead count as their normal number of Hit Dice (instead of twice their normal number of Hit Dice; see Variant Skeletons). Caution! Spells Merge! This spell combines the effects of the following spells: animate dead and lesser animate dead. [/spoiler] [URL=http://www.drivethrurpg.com/product/144835/Compendium-Arcanum-Vol-5-4thLevel-Spells-PFRPG?affiliate_id=17596]Compendium Arcanum Vol. 5: 4th-Level Spells[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Shadow Projection:[/b] [i]Shadow Projection[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. ANIMATE DEAD School necromancy [evil]; Classes sorcerer/wizard CASTING Casting Time 1 standard action Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) EFFECT Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no DESCRIPTION This spell turns corpses into undead skeletons or zombies that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. SHADOW PROJECTION School necromancy [evil]; Classes sorcerer/wizard CASTING Casting Time 1 minute Component S EFFECT Range personal Target you Duration 1 hour/level (D) DESCRIPTION With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect. While projecting your shadow, you gain a shadow's darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature's create spawn ability, nor its skill ranks or Hit Dice. Your shadow has Hit Dice and hit points equal to your own. Your shadow projection has the undead type and may be turned or affected as undead. If your shadow projection is slain, you return to your physical body and are immediately reduced to –1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize. Diminished Effects The spell’s duration becomes 10 minutes per caster level. Heightened Effects Your shadow is treated as if it were an undead shadow with the advanced creature template (+2 on all rolls and special ability DCs; +4 to AC and CMD; +2 hp/HD). [/spoiler] [URL=http://www.drivethrurpg.com/product/151433/Compendium-Arcanum-Vol-7-6thLevel-Spells-PFRPG?affiliate_id=17596]Compendium Arcanum Vol. 7: 6th-Level Spells[/URL][spoiler] [b]Juju Zombie:[/b] [i]Create Undead[/i] spell. [b]Zuvembe:[/b] [i]Create Undead[/i] spell 14th level caster. [b]Revenant:[/b] [i]Create Undead[/i] spell 17th level caster. [b]Vampire:[/b] [i]Create Undead[/i] spell 19th level caster. [b]Ghoul:[/b] [i]Create Undead[/i] spell diminished. [b]Ghast:[/b] [i]Create Undead[/i] spell diminished 12th level caster. [b]Mummy:[/b] [i]Create Undead[/i] spell diminished 15th level caster. [b]Mohrg:[/b] [i]Create Undead[/i] spell diminished 18th level caster. [b]Shadow:[/b] [i]Create Undead[/i] spell heightened. [b]Wraith:[/b] [i]Create Undead[/i] spell heightened 16th level caster. [b]Spectre:[/b] [i]Create Undead[/i] spell heightened 18th level caster. [b]Devourer:[/b] [i]Create Undead[/i] spell heightened 20th level caster. CREATE UNDEAD School necromancy [evil]; Domain death 6 (diminished), evil 6 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 13th or lower Juju Zombie 14th–16th Zuvembie 17th–18th Revenant 19th or higher Vampire You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/152520/Compendium-Arcanum-Vol-8-7thLevel-Spells-PFRPG?affiliate_id=17596]Compendium Arcanum Vol. 8: 7th-Level Spells[/URL][spoiler] [b]Juju Zombie:[/b] [i]Create Undead[/i] spell. [b]Zuvembe:[/b] [i]Create Undead[/i] spell 14th level caster. [b]Revenant:[/b] [i]Create Undead[/i] spell 17th level caster. [b]Vampire:[/b] [i]Create Undead[/i] spell 19th level caster. [b]Ghoul:[/b] [i]Create Undead[/i] spell diminished. [b]Ghast:[/b] [i]Create Undead[/i] spell diminished 12th level caster. [b]Mummy:[/b] [i]Create Undead[/i] spell diminished 15th level caster. [b]Mohrg:[/b] [i]Create Undead[/i] spell diminished 18th level caster. [b]Shadow:[/b] [i]Create Undead[/i] spell heightened. [b]Wraith:[/b] [i]Create Undead[/i] spell heightened 16th level caster. [b]Spectre:[/b] [i]Create Undead[/i] spell heightened 18th level caster. [b]Devourer:[/b] [i]Create Undead[/i] spell heightened 20th level caster. CREATE UNDEAD School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 13th or lower Juju Zombie 14th–16th Zuvembie 17th–18th Revenant 19th or higher Vampire You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/152521/Compendium-Arcanum-Vol-9-8thLevel-Spells-PFRPG?affiliate_id=17596]Compendium Arcanum Vol. 9: 8th-Level Spells[/URL][spoiler] [b]Juju Zombie:[/b] [i]Create Undead[/i] spell. [b]Zuvembe:[/b] [i]Create Undead[/i] spell 14th level caster. [b]Revenant:[/b] [i]Create Undead[/i] spell 17th level caster. [b]Vampire:[/b] [i]Create Undead[/i] spell 19th level caster. [b]Ghoul:[/b] [i]Create Undead[/i] spell diminished. [b]Ghast:[/b] [i]Create Undead[/i] spell diminished 12th level caster. [b]Mummy:[/b] [i]Create Undead[/i] spell diminished 15th level caster. [b]Mohrg:[/b] [i]Create Undead[/i] spell diminished 18th level caster. [b]Shadow:[/b] [i]Create Undead[/i] spell heightened. [b]Wraith:[/b] [i]Create Undead[/i] spell heightened 16th level caster. [b]Spectre:[/b] [i]Create Undead[/i] spell heightened 18th level caster. [b]Devourer:[/b] [i]Create Undead[/i] spell heightened 20th level caster. CREATE UNDEAD School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 13th or lower Juju Zombie 14th–16th Zuvembie 17th–18th Revenant 19th or higher Vampire You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Diminished Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg Heightened Effects: The type or types of undead you can create are based on your caster level, as shown on the table below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer Merged! This spell combines the effects of the following spells: create undead and create greater undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/149464/Compendium-Imaginarium?affiliate_id=17596]Compendium Imaginarium[/URL][spoiler] [b]Fleshrender:[/b] When a humanoid has consumed another sentient being's flesh, there is a chance that the cannibal will return as a fleshrender after death. In rare and heinous circumstances, entire remote villages or wilderness parties become fleshrenders during a hard winter or famine. [b]Phantasm:[/b] A phantasm is created when a sentient being whom has killed an innocent of its own race dies due to non-violent causes. The angst and turmoil of the unresolved murder can sometimes cause a phantasm to emerge from the body of the deceased murderer. [b]Magus Wraith:[/b] A magus wraith is created when a necromancer vies for magical immortality beyond the grave by targeting themselves in the casting of create greater undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/194503/Creature-Components-Vol-1?affiliate_id=17596]Creature Components Volume 1[/URL][spoiler] [b]Zombie:[/b] A single humanoid creature killed by a spell with the death descriptor incorporating a wight’s ichor arises as a zombie 1d4 rounds later. [b]Zombie Fast:[/b] Any creatures killed by a spell with the death descriptor incorporating a mohrg’s saliva arise as a zombie (fast zombie variant) 1d4 rounds later.[/spoiler] Creature Monthly[spoiler] [b]Blood Shadow:[/b] A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death. While not much is known of how these creatures came to be formed, many sages speculate that they once existed as a race of wicked humanoids which were drawn into the plane of negative energy during some great calamity hundreds of thousands of years ago. Once drawn into the boarders of their new home, the foul energy of the plane consumed them slowly, turning them into the undead creatures. Their mortal forms faded into shadows, yet the darkness within them continued to be driven by the murderous lust and depravity that led them in life. [b]Glacial Gaunt:[/b] Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight. There are many ways in which these foul creature are created, the most common occurrence being an evil humanoid creature succumbing to the elements of the frozen landscape. Once such a creature has died, it is only a short time before the corpse’s eyes open and a new horror is born. Tales are told of wicked druidic cults, eager to appease powerful nature spirits such as the Wendigo, capturing travelers and common folk who are then carried high into the frigid mountains and left to die. [b]Storm Wraith:[/b] A humanoid slain by a storm wraith becomes a lesser storm wraith 1d4 rounds after it’s death. [b]Winter Wight:[/b] Any humanoid creature that is slain by a winter wight becomes a lesser wight itself in only 1d4 rounds. These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras. Over long winters or on high mountain peaks, these human remains become freeze-dried husks with perfectly preserved hair, clothes, and skin, but without any liquid remaining in their flesh. These creatures arise to wander the reaches of the frozen north in search of victims, seeking any way to relieve the pain of their frozen existence through acts of cruelty and violence. Winter wights haunt places of avalanches, icefalls, and glaciers— places where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few which rise as these dreaded creatures. Those unfortunate enough to perish in the ice do not always remain at rest. It is as if the ice itself claims their souls, raising them as winter wights whose only goal is to have other suffer the same violent death.[/spoiler] [URL=http://www.drivethrurpg.com/product/155624/Creatures-of-Faerie?affiliate_id=17596]Creatures of Faerie[/URL][spoiler] [b]Avartagh:[/b] ? [b]Dullahan:[/b] Created by powerful curses, these legendary and rare undead aos sí are terrors to any who would travel dark roads at night. Every one of them has had their head removed as part of their creation, and they carry them everywhere they go. Created by ancient foul magics.[/spoiler] [URL=http://www.drivethrurpg.com/product/82051/Creepy-Creatures-Bestiary-of-the-Bizarre?affiliate_id=17596]Creepy Creatures Bestiary of the Bizarre[/URL][spoiler] [b]Bay-Kok:[/b] ? [b]Bone Druid:[/b] A bone druid is most often formed when a powerful druid dies in the process of corrupting, or with a great hatred of, the natural powers she once revered. [b]Ectoplasmic Stalker:[/b] Created by the lich Varquil while researching the creation of what would become the obitu, ectoplasmic stalkers are hardy undead soldiers. [b]Feymocker:[/b] Feymockers are created by evil fey or fey-blooded sorcerers in a perverse ritual. They are infused with the twisted sense of humor natural to their creators, along with a hatred for good aligned fey. [b]Fleshwarper:[/b] Any humanoid killed or reduced to 0 Charisma by a fleshwarper raises as one within 1d6 rounds. [b]Ghoul Sovereign:[/b] It is believed that exceptionally evil and depraved humans are cursed to become sovereign ghouls after death. [b]Gibbering Terror:[/b] Gibbering terrors are distilled evil essence, left over from the ending of a great malevolence [b]Hoard Haunt:[/b] Hoard haunts are the result of a numistian's innate connection with commerce degrading into pure greed. Once embraced by death, the mystical coins that make up the creatures blood instead coalesce into a pile of gleaming treasure. The numistian's consciousness inhabits these now purely physical coins. [b]Horsewraith:[/b] Any pack animal slain by a horsewraith's energy drain will rise as a horsewraith itself in 24 hours, unless the corpse is blessed. These tragic creatures are formed from their master’s cruelty. Despite their name, almost any domesticated pack animal may become one of these undead. [b]Leatherbound:[/b] Leatherbound are the twisted creations of necromantic magic. A living humanoid is bound in wet, oil and unguent soaked leather sheets, which are then twisted tight with iron rods, and left to dry. Create undead is then cast as the victim suffocates and is constricted to death. [b]Leatherbound Black:[/b] Wrapped in black leather inscribed with glowing arcane runes [b]Leatherbound Spiked:[/b] This leatherbound is riddled with iron spikes and studs, thus increasing its combat prowess. [b]Corpsehanger Tree:[/b] When a tree is used for hangings over the course of decades, some of the vengeful souls that died there enter the heart of the tree, instead of heading for their just rewards. In time, with enough evil or angry spirits infesting its wood, the tree dies, and the spirits within it animate it as an undead mockery. [b]Undead Gang:[/b] An undead gang may be formed wherever large numbers of souls perish in anger, fear, and pain. These spirits combine into a hateful being that exists simply to destroy. [b]Wight Marquis:[/b] Very rarely, a wight is spawned whose will is strengthened instead of weakened with the transformation to being unliving creature. These creatures are known as marquis wights. [b]:Wight Shadowfang[/b] Any humanoid slain by a shadowfang wight's energy drain becomes a shadowfang wight in 1d4 rounds. Any humanoid killed by the sword Shadowfang's energy drain rises as a shadowfang wight in 4 rounds. [b]Zombie Assassin:[/b] ? [b]Ghoul:[/b] Creatures below 5 HD within the cone of a plague dragon's deathless breath instantly die, and reanimate as ghouls under the dragon's control. Any humanoid that is two weeks or less dead within the sovereign ghoul's aura rise as a ghoul under its complete command in one round. Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. [b]Skeleton:[/b] A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. [b]Spectre:[/b] Creatures from 13+ HD within the cone of a plague dragon's deathless breath must make a Fortitude save or die and reanimate as spectres. [b]Wight:[/b] Creatures from 6-12 HD within the cone of a plague dragon's deathless breath must make a Fort save or die and reanimate as wights. Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. Any humanoid slain by a marquis wight's slam attacks, or its aura become a wight in 1d4 rounds. [b]Zombie:[/b] A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. Any creature reduced to 0 Wisdom by a gibbering terror's babble rises as a zombie under its control in 1d3 rounds. Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. [/spoiler] [URL=http://www.drivethrurpg.com/product/98826/Cultists-of-Havra-Zhoul?affiliate_id=17596]Cultists of Havra Zhoul[/URL][spoiler] [b]Havra Zhoul Human Ghost Inquisitor 10:[/b] At last, luck favored her when she slew Faylfarlu, an evil mystic theurge who trafficked with devils and the dead. In his lair, she found a detailed description of the ritual for becoming a lich. Faylfarlu had progressed quite far in this ritual, but had, for unknown reasons, declined to take the final step: to create a phylactery and bind his soul to it through ritual death. Havra had fewer qualms. She grabbed the opportunity and finished the ritual, intending to become a lich. As a phylactery, she chooses her prayer book, which held all her thoughts and secrets. Havra performed the ritual and took the poison that would kill her and bind her soul to the book. Unfortunately for her, the ritual was only partly successful. Maybe Fayldarlu’s magic was flawed, or maybe her own inexperience with magic caused her to perform it wrong. When she rose again, she was not the powerful being she had expected to become. Instead she has become a metaphorical shadow of herself. While she had the strength and fortitude of the undead, her body was slow and clumsy and she had lost much of her power. Moreover, she found that while her soul was tied to the book, she was unable to use it to possess others. When her adversaries finally discovered her lair, she was far weaker than if she had tried for lichdom. Alive, she may have prevailed. But in her wrecked undead state, she was no match for them and was quickly cut down by her enemies. Part of the ritual functioned. Her soul retreated into her phylactery, well hidden in the depths of her keep. Unable to send her spirit forth in any other form than a pale shadow, she remained trapped there, until finally Vederian Soulbright found her tome.[/spoiler] [URL=http://www.drivethrurpg.com/product/93764/Dangers--Discoveries-PFRPG?affiliate_id=17596]Dangers & Discoveries[/URL][spoiler] [b]Baron Culver's Balcony:[/b] Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home. [b]Bigot's Spire:[/b] In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd. When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke. [b]Black Taskmaster:[/b] The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy. [b]Boartooth's Righteous Rampage:[/b] When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage. [b]Butcher's Hill:[/b] The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away. [b]Camel's Graveyard:[/b] There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival. [b]Cast Upon the Rocks:[/b] The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau. So clear is the water that the wreck can almost be seen through three hundred feet of warm water Though the Escarda Din went down in a common shipping lane, no brave soul has attempted to salvage the wreck, and common sailors avoid its last known position. The ocean near the wreck site has ‘gone bad’ and regularly kills sailors with impossible weather. [b]Devil's Anvil:[/b] This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze. Whatever the truth of Hodge’s life, in death his small shop has been uniformly shunned. [b]Donovan's Kiln:[/b] Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded. Bria’s surviving nephew rushed to help, but was badly scarred by the blaze. Not wanting anything to do with his ruined inheritance, Andrew Donovan let the ground lie fallow. Over time his aunt’s pottery shop fell into memory and than into local legend, while Andrew grew into the town’s premier drunkard. The matter would of rested there, if not for the fact that on days when the temperature rises, during the worst part of summer, the kiln burns again with ghostly white fires. [b]Fatfinger's Last Dance:[/b] Terkin Fatfinger, brigand, rapist, counterfitter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him. Three days later the master-at-arms was dead of a broken neck after falling from his horse. [b]Gremlin's Hovel:[/b] ? [b]Grigori Chair:[/b] The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness. [b]Gut's Revenge:[/b] When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up. [b]Judge Wargrave's Bench:[/b] Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free. [b]Laughter Freezes:[/b] Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon. The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard. [b]Mugglesant's Endless Anger:[/b] The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit. Now, the house is plagued with gigantic spiders that seemingly come from out of nowhere. [b]Old Jonas' Critique:[/b] Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter. [b]Purple Pig Tavern:[/b] The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar. The barkeep thought that solved the problem, but in the last few weeks, horrors have killed three of his patrons, and driven most of the other drunks off. [b]Rapist's Mile:[/b] This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground. [b]Scribe du Rayneil's Odd Bequest:[/b] The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library. Quiet little curses that smelled like old dust would freeze patrons as they browsed and scribes as they worked. [b]Stores of Goodwatch Keep:[/b] Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge. [b]Surbicah the Apostate's Stone Pyre:[/b] Long ago, the druidess Surbicah renounced her faith and accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery. [b]Thirsting Gorge:[/b] Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation. [b]Undead:[/b] Ghost Water is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. [b]Ghost:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. [b]Wraith:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. [b]Haunt:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/119001/Dark-Fey-Pathfinder-RPG?affiliate_id=17596]Dark Fey[/URL][spoiler] [b]Mavka:[/b] These former dryads have been turned into vampiric monstrosities by the Black Prince of Morgau. Mavka are Dryads who have been perverted into undead monstrosities by the vampires of Morgau. The sages of Verrayne say they are three known mavka, once sisters, originally named Mica, Anthelia and Saramantha, but are now called Murthia, Ectopia and Lucretia, respectively. Upon his conquest of Morgau the Black Prince Lucian had the dryads and their trees killed, had raised the corpses as powerful undead, and bonded the new undead with cauchemar nightmares (Pathfinder RPG Bestiary) instead of trees as a final corruption. [/spoiler] [URL=http://www.drivethrurpg.com/product/117312/Dead-Mans-Chest--Pathfinder-Edition?affiliate_id=17596]Dead Man's Chest[/URL][spoiler] [b]Breath Taker:[/b] In life they were evil thieves who drowned at sea, pirates who took valuable goods at will from others that plied the waves. [b]Ghost:[/b] Occasionally sea serpents, when killed, are transformed into undead creatures, either accidentally or by design. When this occurs they may become ghosts, but otherwise they almost always return as a unique form of undead known as the undead sea serpent. [b]Undead Sea Serpent:[/b] Occasionally sea serpents, when killed, are transformed into undead creatures, either accidentally or by design. When this occurs they may become ghosts, but otherwise they almost always return as a unique form of undead known as the undead sea serpent. “Undead sea serpent” is an acquired template that can be added to any living sea serpent. [b]Undead Gilded Sea Serpent:[/b] ? [b]Draug Ship:[/b] The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. [b]Brine Zombie:[/b] The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. Those crew members killed by the fall of the ship or by drowning as it sank are still clinging to their final resting place. [b]Lacedon:[/b] The truth of the matter is this: Several months ago Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny. The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. In order to save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died even as the ship was sinking. Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rising up from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons. [b]Draug, Poshkin the Tame:[/b] ? [b]Human Juju Zombie Fighter 3:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/143491/Demon-Cults-3-The-Cult-of-Selket?affiliate_id=17596]Demon Cults 3 The Cult of Selket[/URL][spoiler] [b]Mummy Venomous:[/b] These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs. [/spoiler] [URL=http://www.drivethrurpg.com/product/146615/Demon-Cults-5-Servants-of-the-White-Ape?affiliate_id=17596]Demon Cults 5 Servants of the White Ape[/URL][spoiler] [b]Spellscourged Creature:[/b] In rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease. “Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities. Creatures with 9 or more hit dice that die from the spellscourge must make another Fortitude save against the disease. They retain their Constitution bonus for this saving throw. If the creature makes the save, it rises as a spellscourged creature. A failed saving throw means the creature dies of the disease and does not rise. [b]Spellscourged Couatl:[/b] This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair to recuperate but fell victim to the spellscourge that infected it during the combat with the white apes. The disease struck the couatl down, bringing it back in this tormented, undead form. [/spoiler] [URL=http://www.drivethrurpg.com/product/204195/Demon-Cults--Secret-Societies-for-PFRPG?affiliate_id=17596]Demon Cults & Secret Societies[/URL][spoiler] [b]Arikiine, Derro Vampire Alchemist 10:[/b] ? [b]Jasna Veldrik, Elf Darakhul Cleric 13:[/b] ? [b]Kazimir Ernis, Gnome Darakhul Necrophagus 14:[/b] ? [b]Performance Eater, Human Darkhul Barde 2/Expert 3:[/b] ? [b]Darkhul:[/b] Die from Darkhul fever and fort save 31+. [b]Ghoul:[/b] Die from Darkhul fever and fort save 10-16. [b]Ghast:[/b] Die from Darkhul fever and fort save 17-20. [b]Dread Ghoul:[/b] Die from Darkhul fever and fort save 21-26. [b]Dread Ghast:[/b] Die from Darkhul fever and fort save 27-30. [b]Greater Festrog:[/b] Like their smaller brethren, greater festrogs are created when a creature is killed by massive amounts of negative energy. In the case of greater festrogs, those killed are typically giants [b]Serrin, Advanced Greater Shadow Antipaldin 6:[/b] Nikolai kept tabs on her exploits after they parted ways and was dismayed to discover that a powerful shadow creature had slain her. Unbeknownst to him, however, she had returned to unlife and started a minor reign of terror, draining travelers on the road. [b]Contaminant Shade:[/b] Contaminant Shade Curse. [b]Cosmina Holrosu, Vampire Mesmerist 13:[/b] A manifestation of Marena appeared before Cosmina and caressed her face. Overwhelmed, Cosmina swore devotion to the goddess for eternity, and Marena's hand left its mark upon her skin as a reminder of the oath. Cosmina's new existence as a vampire affirms her promise. [b]Darakhul Mercenary, Darkahul Fighter 6:[/b] ? [b]Drekkan, Human Vampire Witch 8:[/b] ? [b]Revenant:[/b] The creature is a former crime boss in the city who recently vanished and was assume murdered by a rival. The undead is a revenant, recently slain in one of the Sanguine Path’s blood rites, and seeks venegance on the cult leader that sacrificed it. [b]Mummy Venomous:[/b] These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs. [b]Spellscourged Couatl:[/b] This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair but fell victim to the spellscourge that infected it during the battle. The disease struck the couatl down, bringing it back in this tormented, undead form. [b]Spellscourged:[/b] The spellscourge is a terrible disease and greatly feared by those who use magic. They would fear it all the more if they knew that, in rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease. “Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities. Disease (Su) Darakhul fever: Bite—injury; save Fortitude DC 17; onset 1 day; effect 1d6 Con and 1d3 Dex damage; cure 2 consecutive saves. A creature that dies while infected with darakhul fever must attempt a Fortitude save (see Darakhul Fever sidebar). If the result is high enough, it rises as a darakhul rather than as a standard ghoul within an hour. A darakhul is a free-willed undead. A creature that rises as a standard ghoul or ghast is controlled by the darakhul whose fever infected it. Darakhul fever When consulting this table, the infected creature must attempt a Fortitude saving throw to determine how accustomed the creature becomes to its new incarnation. Creatures that do not make at least a DC 10 do not become ghouls. The disease kills them instead. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil creatures to deliberately infect themselves, and optimize their chances with bear’s endurance, a belt of mighty constitution, and the like. Fortitude Save Result New Incarnation 10–16 Ghoul 17–20 Ghast 21–26 Dread Ghoul 27–30 Dread Ghast 31+ Darkhul Contaminant Shade Curse (Su) Creatures that take strength damage from contaminant shade’s lingering damage ability or who are reduced to 0 Str by the shade's touch attack must succeed at a DC 17 Will save or contract the contaminant shade curse. An afflicted creature shows no symptoms at first. However, when the creature is exposed to magical darkness, it transforms into a contaminant shade. This transformation persists for one hour after leaving the area of magical darkness, but it ends immediately upon exposure to a 3rd-level or higher spell with the light descriptor. If a creature remains transformed for four hours or longer, it must attempt another DC 17 Will save or become a contaminant shade permanently. The save DCs are Charisma-based. A remove disease or heal spell cast by a cleric with the Sun domain (or any of its subdomains) cures this curse. Alternatively, reducing an afflicted creature to 0 hp with a damaging spell with the light descriptor allows the creature to attempt a new Will save to shake off the curse. However, if a creature has transformed permanently, only a resurrection can restore it to its original form.[/spoiler] [URL=http://www.drivethrurpg.com/product/208257/Demon-Lords-of-Porphyra?affiliate_id=17596]Demon Lords of Porphyra[/URL][spoiler] [b]Shadow:[/b] Second Deific Boon of Balakor. Obedience Weep and howl at the outrage of losing your beloved city of demons, throwing gravel and sand over your head and wailing a chant to Balakor passed down from the first generation. Gain a +4 profane bonus to CMD vs. trip, and to saving throws to recover negative energy levels. Boons 1. Dispossession’s Legacy (Sp): porphyrite passage 3/day, shatter 2/day, or summon tatterdemalion 1/day 2. Field of Ghosts (Su): You can, once per day, cause the spirits of those whose were killed in spiteful conflict to rise from the stained earth they tried to keep and take vengeance on those nearby. You can scream out, as a full-round action, and cause a number of incorporeal shadows equal to your HD/3 to rise from the ground and attack who you designate. This only works above ground, on terrestrial terrain, and the shadows remain until the next sunrise, unless destroyed. 3. Vengeance of Bhaal-aak (Sp): Once per day you can inflict damage on structures as the spell earthquake, but only as it pertains to buildings.[/spoiler] [URL=http://www.drivethrurpg.com/product/112838/PFRPG-Dragon-Templates--Volume-1--A-to-H?affiliate_id=17596]Dragon Templates Volume 1[/URL][spoiler] [b]Ghost Dragon:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/231363/Dragoon-Base-Class--Lore?affiliate_id=17596]Dragoon (Base Class and Lore)[/URL][spoiler] [b]Dragoon Silent Order:[/b] ? [b]Zova'bor, Skeletal Dragonlich:[/b] In the far reaches of space lives the skeletal dragonlich Zova’bor (Zoe-va-bore). She is ancient and sorcerous blue dragon that turned herself into a lich and does not produce dragoons but instead steals them from other orders. [b]Dragoon Ravener:[/b] In the far reaches of space lives the skeletal dragonlich Zova’bor (Zoe-va-bore). She is ancient and sorcerous blue dragon that turned herself into a lich and does not produce dragoons but instead steals them from other orders. She cannot make True Scales so instead makes “Ravener Skulls”- magic artifacts made of humanoid skulls that take over the soul of a dragoon when placed where their head should be. However, Zova’bor can only control dragoons who stray from their oaths or have weakness in their hearts. Those that resist her temptations cannot be captured in the swayed by her in the future and any rejection wounds her soul (as rejection destroys the newly created phylactery and with it a piece of her soul). Those under her dominion are called “Thralls” and can be easily identified by their floating skulls with ominously glowing eyes. They have no will of their own, little better than zombies, and commit terrible acts on her behalf. Some accept her willingly and seek her out. These are rewarded with a degree of independence and autonomy, though Zova’bor is always watching. These “Raveners” are her elite troops, the generals of her armies, and her confidants.[/spoiler] [URL=http://www.drivethrurpg.com/product/175052/Dunes-of-Desolation?affiliate_id=17596]Dunes of Desolation[/URL][spoiler] [b]Desperado:[/b] A hole in the desert can hold many secrets, but sometimes it cannot keep an evil soul buried in the ground. Desperados are undead gunfighters that were so mean and despicable in life that even death was not enough to end their killing ways. Desperados never rise from a grave found in any habitat other than a desert, a fact that is often attributed to the climate’s ability to naturally mummify humanoid corpses. All desperados were once human to some degree. Though the vast majority of desperados are evil, there are a few tales of good men rising from their graves to right an unspeakable injustice or wreak revenge on those deserving of such a terrible fate. “Desperado” is an acquired template that can be added to any living creature with class levels in gunslinger. [b]Desperado Human Gunslinger 6:[/b] ? [b]El-Auren:[/b] Natural dangers claim their fair share of desert travelers every year. The bodies of most victims are forever lost beneath the dunes, but some emerge from their graves and resume their appointed tasks. These shambling cadavers are known as el-aurens. A long, hard trudge across the scalding desert is the furthest thing in the minds of most humanoids, but for a select few individuals the windswept dunes represent one of the world’s last frontiers. These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead. [b]Spectral Rider:[/b] Spectral riders are incorporeal undead created when a powerful genie curses a sorcerer that raised its ire. They appear as hooded figures devoid of any facial features, which the genie deliberately did to punish the offender with eternal anonymity. The effect works only on a living creature that shares the same bloodline as the genie uttering the curse. It is rumored, that a djinni created the first spectral rider when an evil sorcerer with the djinni bloodline challenged him to a race aboard his carpet of flying. When the genie prevailed, the sorcerer refused to accept defeat and cast bestow curse on his competitor. Outraged by the offense, the genie cursed the sorcerer instead and consigned him to spend the rest of eternity as a spirit aboard his carpet of flying. Either out of tradition or to preserve the punishment’s novelty, the capricious genies punish other mortals in the same manner. Although a djinni is responsible for creating the first spectral rider, the chaotic marids take credit for most spectral riders wandering the desert today. “Spectral rider” is an acquired template that can be added to any living creature with one of the following sorcerer bloodlines — djinni, efreeti, marid or shaitan. [b]Thirstmonger:[/b] These undead abominations are the risen earthly remains of those unfortunate humanoids that died of thirst in pursuit of fresh water only to be duped by an optical illusion. The desire for water is so intense that the creature joins the ranks of the undead within minutes of death; however its mission remains unchanged — it continues searching for water. Most victims of “mirage delirium” eventually collapse and die from dehydration within sight of a mirage. Many rise from their desert graves to begin an undead existence as a malevolent thirstmonger. [b]Devourer:[/b] Undeterred, Thozzaggard used his magic to transport himself into the cavern behind the door. This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature. Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination. In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door. [b]Ghost Human Bard 3:[/b] The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse. [b]Zombie Dire Rat:[/b] In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming dire rat zombies. [b]Draugr:[/b] The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs. [b]Poltergeist:[/b] It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings. [b]Juju Zombie Desert Giant:[/b] Fazzellon ceded his land to Eyegouger in life; however he is unwilling to relinquish his claim so easily. His burning desire to rule over his fiefdom fueled his transformation into something unnatural. After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant. [b]Bog Mummy:[/b] The lionweres’ residual mystical energy from her dread tome King of Beasts proved sufficient to wake the vile priestess from her eternal rest as a bog mummy and unleash her on an unsuspecting world. [b]Shadow Rat Swarm:[/b] ? [/spoiler] [URL=http://www.drivethrurpg.com/product/117085/Enemies-of-NeoExodus-Cyrix-PFRPG?affiliate_id=17596]Enemies of NeoExodus: Cyrix[/URL][spoiler] [b]Necrotic Golem:[/b] A necrotic golem is crafted of flesh taken from undead creatures. A result of Cyrix’s arcane research, a necrotic golem is a cross between a flesh golem and a necrostruct. Its body is crafted from undead flesh and reinforced with armored plates bolted to flesh and bone.[/spoiler] [URL=http://www.drivethrurpg.com/product/89892/Enemies-of-NeoExodus-Folding-Circle-PFRPG?affiliate_id=17596]Enemies of NeoExodus: Folding Circle[/URL][spoiler] [b]Haru Anon:[/b] Haru Anon is a bizarre form of undead. It was forged of the souls of every person killed by Makesh’s death touch ability, none of whom could travel to the afterlife when killed in that manner Haru’s true nature is actually the condensed terror, hatred, and pain of thousands of deaths, locked into eternity. [b]Trevor Catalan:[/b] Trevor Catalan was never a healthy child. He had suffered a variety of ailments since he was a baby, but more pressing than any of his fevers and poxes was his temperament. Trevor was terrified. Of what, he could never explain, but when night fell and shadows pooled in his bedroom, sleep did not come without a fight. In fact, Trevor would rather not sleep at all, for every second that he spent asleep was ample time for another horrifying dream to rip him, screaming, from rest. The only thing that could calm Trevor back to sleep was a lullaby, a gentle tune that his mother would sing to him, and that he would join in as she cradled him in her arms. Every night, often several times per night, Trevor’s mother would make her way to his room to soothe the tormented boy. When daytime arrived she would sleep herself, exhausted from the night’s ordeal. The problem did not diminish as Trevor grew into a school-aged boy. Soothsayers, holy men, and wizards were consulted yet none could discover any underlying problem. One did have a solution, however – the wizard provided Trevor’s mother with a parcel of sleeping herbs and instructions – a small amount of the magical plant, brewed in a tea, could turn her lullaby into a gentle sleep spell powerful enough to affect a child and quiet his turbulent dreams. Trevor’s mother agreed readily, hoping against hope that this would finally be the cure for her son’s nightmares. As night fell, Trevor sat in bed, ready for his mother to come and sing her lullaby. “Are you sure I’ll be okay, mom?” He asked as she sat down next to him, the herbal tea in his hands. “Of course dear. I’ll see you tomorrow, when the sun comes up.” And so she began her song, and he sang along until he drifted away. Trevor tumbled deeper into sleep, and once more the fear took hold of him. Shadows pooled around him as his terror mounted – he had to wake up. He had to wake up. Trevor strained to open his eyes, but they would only open to the same scene – shadows around him, pulling at his legs like thick, cold mud. The shadows were parting – Trevor could see something there – something terrible. He tried to scream, but there was no sound in this world, no motion except for the terrible thing, becoming more and more clear with each passing second. He had to wake up. He couldn’t wake up. Trevor’s eyes were fixed in front of him, riveted on a scene that no one in this world should ever see – and then there was nothing at all. [b]Wight:[/b] Any humanoid creature that is slain by Trevor Catalan becomes a wight itself in only 1d4 rounds.[/spoiler] [URL=http://www.drivethrurpg.com/product/90375/Monsters-of-NeoExodus-Harvester-of-Sorrow-PFRPG?affiliate_id=17596]Enemies of NeoExodus: Harvester of Sorrow[/URL][spoiler] [b]Harvester of Sorrow:[/b] A humanoid who dies of a harvester of sorrow's seed of hate disease immediately rises as a harvester of sorrow. Harvesters are created when the souls of suicide victims are refused entry into the afterlife, cast back to the world and forced to walk the world in their old bodies for ever feeling the pain that drove them to such desperation. Reanimated at the height of its own emotional despair a harvester of sorrow seeks solace in the creation of its own kind, constantly wandering on the edges of society looking for other harvesters or better yet the suffering and the weak to inculcate. A harvester of sorrow can be created with create undead (12th+ caster level). A humanoid who dies of a dread harvester's seed of hate disease immediately rises as a harvester of sorrow. [b]Dread Harvester:[/b] A dread harvester of sorrow has spent a generation successfully creating others of its kind. Disease (Su) seed of hate: bite—injury; save Fort DC 15; frequency 1/round; effect 1d4; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of seed of hate immediately rises as a harvester of sorrow.[/spoiler] [URL=http://www.drivethrurpg.com/product/93235/Enemies-of-NeoExodus-Widowmaker-Scarlet-PFRPG?affiliate_id=17596]Enemies of NeoExodus: Widowmaker Scarlet[/URL][spoiler] [b]Widowmaker Scarlet, the Undead Horror:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/230057/Faces-of-Vathak-Survivors?affiliate_id=17596]Faces of Vathak: Survivors[/URL][spoiler] [b]Cannibalistic Cleric, Ghoul Brawler 2 Ex-Cleric 3:[/b] When duty keeps the clergy from departing, they continue a cursed existence between their god and their animalistic hunger. Service to the One True God is often an absolute; a duty that the clergy gladly rises to in order to end the corruption and madness that plagues Vathak. But Vathak is anything but a safe place, and even the blessings of the One True God cannot protect everyone. In time, death claims more than its fair share of priests and returns them to the Church Triumphant. Some, however, refuse to answer that call. Whether cursed by an improper burial or bound to unfinished duties, these clergymen remain trapped between life and death, plaguing the mortal coil with their heretical existence. Serving a God that no longer recognizes them and performing bloody deeds they would never have committed in life, these tenacious clerics have survived death itself.[/spoiler] [URL=https://www.drivethrurpg.com/product/79060/Fallen-of-Obsidian-Twilight-Asi-Magnor-PFRPG?affiliate_id=17596]Fallen Of Obsidian Twilight: Asi Magnor (PFRPG)[/URL][spoiler] [b]Asi Magnor, Mummy Cleric 10, Fighter 15:[/b] Asi Magnor sought ways to conquer the only thing left to him, death itself. The Shaan had long had elaborate death rituals and had raised the undead as guardians of their fabulous necropolis. This was not enough for him though, to return as some husk did not appeal to him, he wanted to live forever and bent his will towards accomplishing that goal, rejecting undeath and seeking for some other path. He failed, time and again and, in his bitterness as he approached his death he took his legions with him into the grandest necropolis ever built. None returned, all had been interred with him as he died, legions of the dead to protect the greatest and richest tomb ever conceived. When the cataclysm occurred and the great meteor fell from the sky, Asi Magnor, who had rejected undeath for himself, rose from his grave. As did the other warrior kings that had been interred in the other necropolis, their servants, their soldiers, their wives and concubines, their horses and everything else that had once been alive in the tombs. Their sacred geometry enhanced the energy of the meteor and the legions of the dead poured out of their tombs under the command of Asi Magnor and wiped out the living Shaan, who had grown weak and scholarly in the intervening millennia, raising them to swell the ranks of their armies. [b]Calix Sabinus, Vampire Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/69006/Fallen-of-Obsidian-Twilight-Calix-Sabinus-PFRPG?affiliate_id=17596]Fallen Of Obsidian Twilight: Calix Sabinus[/URL][spoiler] [b]Calix Sabinus, Vampiric Lich Aristocrat 2, Wizard 20, Eldritch Knight 10:[/b] It was during one of these sojourns into Aos’ underside that he met Sabine, an alluring and sophisticated woman from the distant northern islands. Calix was enchanted by her, but more importantly for him she sponsored him financially and made sure that his studies into necromancy could continue unabated. She even supplied a great many rare tomes for him to explore and understand all the greater the magic of death. In time she revealed herself to him, she was a vampire and she was sponsoring him to search for a cure to her condition. He was torn, his studies had twisted his mind and he had become obsessed by undeath and immortality and here was the woman he loved, rejecting the very things he sought. Their argument raged and she nearly killed him before they parted company with his promise that he would search for a cure. When she returned to him two years later he swore to her that he had a means to return her to living, breathing mortality and they renewed their relationship. Once he had her in his laboratory however he showed the steely core of treachery and self-interest that would serve him so well in later years. He rendered her helpless with magics and devices and used her blood to turn himself, becoming all that he had ever wished to be before he destroyed her. Calix is a cunning and deadly fighter but lacks the power and prowess to take Asi Magnor’s armies on in a full frontal assault. Realising this he switches to defensive tactics while he completes his magical studies, finally emerging, his forces beaten back almost to his stronghold, transformed for a second time by magic, become the first and only vampiric lich, all but as powerful as a god and annihilating Asi Magnor’s forces and leading his desperate army to a final victory. [b]Sabine, Vampire:[/b] ? [b]Asi Magnor:[/b] ? [b]Vampire:[/b] Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days.[/spoiler] [URL=https://www.drivethrurpg.com/product/77809/Fallen-of-Obsidian-Twilight-Zebadiah-PFRPG?affiliate_id=17596]Fallen Of Obsidian Twilight: Zebadiah[/URL][spoiler] [b]Calix Sabinus, Vampire Lich:[/b] ? [b]Asi Magnor:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/121847/Fat-Goblin-Travel-Guide-To-Horrible-Horrors--Macabre-Monsters?affiliate_id=17596]Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters[/URL] [spoiler] [b]Bone Gorger:[/b] ? [b]Death Hallow Necrophidius:[/b] ? [b]Masked Ghoul:[/b] Ghoul Fever: Bite-injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d4 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that dies of a masked ghoul’s ghoul fever rises as a Masked Ghoul at the next midnight. [b]Ghoul:[/b] A humanoid who dies of a bone gorger’s wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them.[/spoiler] Fell Beasts Volume 1[spoiler] [b]Canopic Jar:[/b] One of the more prized and closely guarded secrets among necromancers is the method for creating a canopic jar. The process begins with the preparation of an enchanted jar inscribed with the holy symbol of an evil deity. The jar is then filled with a special alchemical fluid. These are but the containers, though, for the main component: a humanoid brain. The jar is then sealed and bound with further enchantments. The end result is an undead servant brain bound within a jar and able to wield unholy magics. [b]Greenmold Bones:[/b] When magic -- especially druidic magic -- interacts with war and battle, strange things can result. One such are Greenmold Bones, undead creatures that form in symbiosis with plants magically animated and then slain. The body of any creature slain by a Greenmold Bones and left to lie among them will rise as one of them.[/spoiler] Fell Beasts Volume 2[spoiler] [b]Deadsoul Elemental:[/b] A deadsoul elemental is a creature created through a depraved ritual. A large number of innocents are slain, in a manner specific to each of the four known rites, and their souls are kept briefly trapped by potent magic. Then an elemental of large size is summoned, using the materials resulting from the murders, and it, too, is killed, and its physical form, before it can discorporate, it merged with the trapped souls, creating a hybrid creature that is, in fact, a type of undead. Deadsoul elementals cannot come into existence by accident, nor can they propagate themselves as other undead do. [b]Deadsoul Elemental Charnelsmoke:[/b] They are created in much the same way as pyreborns, but instead of using the flame, the creators use the smoke and befouled air. [b]Deadsoul Elemental Chokewater:[/b] They are created by the deliberate drowning of at least a dozen sentient beings in a brackish, diseased, tidal pool, followed by the summoning and slaughter of a water elemental. [b]Deadsoul Elemental Graveearth:[/b] They are created by summoning, and then slaying, an earth elemental above a mound of dirt and soil created by desecrating a graveyard. [b]Deadsoul Elemental Pyreflame:[/b] They are created by the incineration of the living -- at least a dozen -- in an unhallowed space, with that flame used to summon a fire elemental, which is then slain and recreated as a pyreflame. [b]Fear Monger:[/b] A fear monger is the spirit of a deceased person that was betrayed by someone she trusted. [b]Fast Zombie:[/b] A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie.[/spoiler] Fell Beasts Volume 3[spoiler] [b]Dark Fire Creature:[/b] Any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin that dies as a result from Aramus the Black Flame’s burn ability returns in 1d4 rounds as a dark-fire creature. Aramus literally consumes the victim’s soul, burning it away, leaving behind a portion of its own essence. “Dark Fire” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. [b]Soul Knight:[/b] Soul knights are suits of armor animated by the spirit of a warrior. A soul knight can be created with the corpse of an evil warrior through the use of a create undead spell. The caster must be at least 12th level. A full suit of armor is required, as the spirit animates the armor (so a suit of half plate would work, but a breastplate and greaves would not). The armor must include a helmet, gauntlets, and boots.[/spoiler] [URL=http://www.drivethrurpg.com/product/85247/PFRPG-Forgotten-Foes?affiliate_id=17596]Forgotten Foes[/URL][spoiler] [b]Bodak:[/b] The bodak is the physical remnants of a humanoid slain in an encounter with absolute evil. Bodaks are evil undead created when a humanoid dies in the presence of absolute evil. [b]Crypt Thing:[/b] They are created by spellcasters to guard such areas and they neither leave their assigned area nor can be compelled to do so. [b]Nightshades:[/b] ? [b]Nightshade Nightcrawler:[/b] ? [b]Nightshade Nightswimmer:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Skeleton Black:[/b] These unusual undead are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen humanoids are contaminated and polluted by such evil and, within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. The distinctive two-weapon style a black skeleton displays is theorized to be a connection to the very first of its kind—a warrior who wielded twin short blades. Sages believe that a spell was used to duplicate the coal-black undead this warrior became and that, since the creature’s birth, all subsequent undead are influenced to taking up the same weapons. [/spoiler] [URL=http://www.drivethrurpg.com/product/141764/Freeport-The-City-of-Adventure-for-the-Pathfinder-RPG?affiliate_id=17596]Freeport City of Adventure[/URL][spoiler] [b]Ancient Void Zombie:[/b] ? [b]Huecuva:[/b] The undead Brother Molen, the priest who betrayed his brothers to Jalie Squarefoot, a duke of Hell. He is now risen as an huecuva. Aiding the devil in a grand deception that eventually caused the destruction of his order and home, Brother Molen sealed his fate when he cast the bell from the church’s tower and thereby removed the final protection the Church of Retribution had against their diabolic foes. For his betrayal, he rose after death, eternally tormented and reminded of his guilt, doomed to dwell forever in the place he most cherished; he was the Chief Librarian of the order, and it was the promise of greater understanding that weakened his resolve.[/spoiler] [URL='http://www.drivethrurpg.com/product/125630/Free20-Lesser-Nemesis-Bestiary?affiliate_id=17596"']Free20 Lesser Nemesis Bestiary[/URL][spoiler] [b]Taxidermy Revenant:[/b] Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence. Taxidermy Revenants have antlers taken from a trophy buck above a dusty, stitched head of a lion or stag; glass eyes stare at the world with endless malice. “I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall.”[/spoiler] [URL='http://www.drivethrurpg.com/product/83359/Freeport-Companion-Pathfinder-RPG-Edition?affiliate_id=17596"']Freeport Companion Pathfinder RPG Edition[/URL] [spoiler] [b]Fire Spectre:[/b] Fire spectres are undead creatures that arise when a black-hearted villain is burned alive. Their hatred burns so strong that the fires transform them into supernatural terrors. “Fire Spectre” is an acquired template that can be added to any evil humanoid or monstrous humanoid creature that dies by fire. [b]Fire Spectre Rogue 12:[/b] In life, Captain Kothar was a vicious pirate noted for his bloodthirsty tactics and wanton cruelty. After he and his crew attacked and murdered their rivals, claiming their vessel the Winds of Hell for themselves, they were captured, tried, and executed for their crimes. The Captains’ Council decreed they should be lashed to the deck of their bloody ship while the vessel burned down to the waterline. Kothar’s hate ran hotter than the flames and he refused to go to the Nine Hells until he got his vengeance. [b]Flayed Man:[/b] A flayed man is a vile undead creature created when a mortal necromancer botches his efforts to transcend the mortal coil and become a lich. Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. The flesh sloughs from the necromancer’s body in pieces, leaving curled bits of skin to writhe atop of the glistening muscle and sinew. The newly created flayed man has, in some respects, attained its goal, but lacks the power it held in life. [b]Skin Cloak:[/b] A skin cloak, or hollow man, is the animated skin of a mortal humanoid. It is the animated remains of a skinned humanoid. A hollow man consists of the skinned hide of a human or humanoid creature. The flesh is tanned, with any cut marks closed with a heavy thread, and is often tattooed. The curing process results in shrinking the overall hide and thus these creatures are often smaller than they were in life, standing about four feet tall and weighing twenty pounds or less. A spellcaster with an intact hide of a sentient humanoid or monstrous humanoid can create a skin cloak with a create undead spell. [b]Skulldugger:[/b] ? [b]Ghost Human Rogue 1:[/b] The Sea Lord’s Guard chose this night to begin their war and swept through the Eastern District, rounding up anyone they suspected of being affiliated with the Guild. As the sounds of screams and fighting broke out all around, Melanie fled to her home on the edge of Scurvytown, only to find her house in flames and her friends fighting for their lives against a band of Guardsmen. Melanie grabbed the knife from the pouch and threw herself into the combat, terrified and desperate to get to her boys. She lashed out with the blade, unaware that it slew everyone it touched, her eyes fixed only on the small, smoking shapes on her porch. She nearly reached the bodies of her children when a steel-tipped quarrel punched through her middle, piercing her heart. She fell within an arm’s reach of her children’s bodies, and as she lay dying, she whispered that she’d get her vengeance, make the bastards pay. A strange thing happened. The knife flared with sickly green light, growing brighter even as the light in her eyes faded. Melanie Crump’s body died, but somehow her spirit lived on, trapped within the accursed knife, bound by her vow until she gets her revenge. [b]Zombie:[/b] Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds.[/spoiler] [URL=https://www.drivethrurpg.com/product/214051/GMs-Miscellany-Alternate-Dungeons?affiliate_id=17596]GM's Miscellany: Alternate Dungeons[/URL][spoiler] [b]Mad Monk:[/b] The remnant of a priest who went insane as the result of his enforced departure from the temple where he spent his life. [b]The Hanged Priest:[/b] ? [b]The Nettling Demon:[/b] ? [b]The Hungry Nursery:[/b] ? [b]The Lonely Tavern:[/b] ? [b]Undead Frost Worm:[/b] ? [b]Anguish:[/b] ? [b]Dancing Decor:[/b] ? [b]Slamming Door:[/b] ? [b]Undead:[/b] Once per day, a feast materializes on a table in a communal room. Depending on the temple’s alignment, the food provides the benefits of the heroes’ feast spell or acts as create undead should a PC eating the food die within 24 hours of consuming it. [b]Allip:[/b] One of the many types of undead creatures that can arise in abandoned temples, allips were insane humanoids under the care of the temples’ priests who succumbed to their madness. The creatures also may have once been priests driven mad by the circumstances that led to the temple’s abandonment. [b]Ghost:[/b] Clergy who feel they had unfinished business or wish to see their temples restored remain to haunt these locations. Fully restoring the temple or destroying it puts these undead to rest. Lonesome spirits, mere shades of what they once were. What better place for a ghost to haunt than a place so keenly reminiscent of its own tragic existence? Almost any undead creature might identify with the ruination of a once-warm and lively place, but ghosts—with their tendency to linger over unfinished business—are more likely than any other kind to haunt the places they knew best in life. 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. [b]Huecuva:[/b] Many times, a religion fails due to betrayal by its supposed leaders, or a cleric may do something that is anathema to his or her deity to spite those forcing out worship of the deity. In such cases, the fallen return as huecuvas that infest the temples in which they used to minister. [b]Skeleton:[/b] The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. [b]Zombie:[/b] The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. [b]Ghoul:[/b] The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. [b]Spectre:[/b] The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. 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. 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]Vampire:[/b] The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples. [b]Haunt:[/b] Temples deserted under negative circumstances, or those that carried out vile rites, attract spirits that cannot manifest as incorporeal undead. This makes them no less dangerous. If tragedy befell the village, undead citizenry might haunt the adventure site. Haunts are typically created by restless souls or pervading evil, but an abandoned village can almost have a “spirit” of its own. 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. Manors are often at the apex of these death knell curses because a witch’s vengeance is directed at an individual or specific group of people, who quickly perish from her supernatural vengeance or flee from their homes for fear of a grisly demise. Products of a witch’s death knell curse last for hundreds of years and typically are not stopped until someone is able to find the spirit and slay it, destroying its strange hold upon the building and the surrounding region. 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. 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. When it comes to planar magic, mages are often tinkering with forces they scarcely comprehend, let alone control. A single misspoken word or a stray line within a magic circle can cause a spell to backfire with tremendous force, calling an outsider into the mortal realm. In rare circumstances, the outsider may be physically unable to leave the place it was summoned within for reasons even it is unlikely to understand. Perhaps the mage’s home is inscribed with warding runes as a fail-safe or the magic is unstable, preventing the creature from straying far from its point of summoning. Even more horrifying are the outsiders who possess unfettered access to the Material Plane, retreating to abandoned structures by daylight only to prey again on mortal flesh come dusk. 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. 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. Fifty years ago, a vile witch attempted to summon a powerful demon by offering it the soul of a local baker’s girl. Although the witch was caught, tried and hanged thanks to the efforts of a party of adventurers, with her final breath she scorned the city and its people, promising to return to drag all of their souls to the depths of the Abyss. On the night of the first full moon after the witch’s death, eerie lights and sounds began to plague her victim’s home. In fear, the family left the city and moved into the hamlet of Greenborough to escape the horror. Unfortunately, the haunting followed the family and they all died in their newly constructed manor within one moon of their arrival. Local legends claim the witch’s angry spirit now holds the family’s souls captive within the manor with the assistance of a malevolent force from outside the mortal realms. [b]Attic Whisperer:[/b] An attic whisperer is the spirit of a small child who met his or her end as a result of neglect. [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. [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.[/spoiler] [URL=https://www.drivethrurpg.com/product/133198/GMs-Miscellany-Dungeon-Dressing?affiliate_id=17596]GM's Miscellany: Dungeon Dressing[/URL][spoiler] [b]Unliving Span:[/b] ? [b]Unliving Span Reasonably Large:[/b] ? [b]Unliving Span Zombie:[/b] ? [b]Unliving Span Ghoul:[/b] ? [b]Advanced Mummy:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy. [b]Heartless Zombie:[/b] The doorway exiting this room is keyed to the souls of seven undead creatures. These undead creatures have been empowered by the removal of their still‐beating hearts, which now reside atop seven columns within the room, and are protected by iridescent prismatic layers. [b]Heartless Ghast:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy. [b]Heartless Mummy:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy. [b]Wailing Portcullis:[/b] Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis. [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Ghast:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Undead:[/b] Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature. Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool. [b]Skeleton:[/b] ? [b]Wight:[/b] ? [b]Vampire:[/b] ? [b]Lich:[/b] ? [b]Vampire Spawn:[/b] ? [b]Zombie:[/b] Necrotic Pool. Zombie Rot disease. [b]Banshee:[/b] ? [b]Devourer:[/b] This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus. NECROTIC POOL A three‐foot high wall of well‐mortared brownish stone encircles a pool of smoky black water. Perception or Heal (DC 15) The stone’s unique colouring is due to copious amounts of dried blood. Perception (DC 20) Faint writing is carved into the pool’s encircling wall. Knowledge (arcana, DC 20) The writing is arcane and deals with the school of necromancy. Knowledge (arcana, DC 25) The spells woven into the pool deal with binding negative energy in the same way that is used to create undead. Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool. Effect (Drinking) Any creature drinking from the pool suffers 3d61 negative energy damage. In addition, the water induces zombie rot2 in the drinker. A DC 17 Heal check identifies the malady after the first day. The rot can be removed by a successful application of remove disease. Effect (Immersion) A living creature in the pool takes 3d61 negative energy a round. As long as they do not swallow any of the water, they do not suffer from the zombie rot effect. Effect (Immersion [corpse]) The pools animates any intact corpse placed into the pool into a zombie (Pathfinder Bestiary). This takes 10 minutes. Unless a creature has the Command Undead feat or other way to control undead, the zombie attacks nearby creatures. The pool can create 20 HD of zombies a week. 1: DC 14 Will save halves. 2: Zombie Rot: Type disease (ingested); save: Fortitude DC 17; onset: 1 day; frequency 1/day; effect: 1d2 Con damage, a creature whose Constitution score reaches 0 animates one day later as a zombie; cure: 2 saves.[/spoiler] [URL=https://www.drivethrurpg.com/product/208899/GMs-Miscellany-Places-of-Power?affiliate_id=17596]GM's Miscellany: Places of Power[/URL][spoiler] [b]Mistress Amelya Van Fersker, Human Vampire Enchanter 10:[/b] Born 300 years ago, Amelya Van Fersker was a renowned beauty. Rather than getting engrossed in the politics of her day, she actively pursued one of the greatest wizards of her time, forcibly separating him from his wife and becoming both his apprentice and mistress. Her brilliant mind made her a quick study, but the nobleman wizard was a terrible teacher. As Amelya approached her 35th birthday, she grew angry with the pace set by the old man and brutally murdered him in his sleep. Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can. [b]Solalith Evdrearn, Ghost Half-Elf Druid 3 Sorcerer 8:[/b] ? [b]Alikandara Lat, Human Ghost Ex-Paladin 12:[/b] The shrine was established several centuries ago in the name of Alikandara Lat, a great paladin until she was seduced into a murderous act of evil by a fiend. Horrified, Alikandara fled into the remotest wilderness, seeking atonement. She died alone in her self-imposed exile but her tale wasn't forgotten. Those inspired by the example of her early life soon became as fervent about the latter part. They journeyed into the woods, intending to find and bring back her body. Unsuccessful, they instead founded a shrine in her name, welcoming all in need of respite and redemption. Legend holds that those who pray at Alikandara's cenotaph are sometimes visited by the fallen paladin's spirit, which still seeks to make up for her misdeed in life. [b]Rideth Cyelrae, Ghost Elf Druid 13:[/b] ? [b]Anshelm Chellas, Ghast Rogue 6:[/b] ? [b]Naillae Aralivar, ghost elf druid 6:[/b] ? [b]Tahlys Vonothvar, ghost elf druid 7:[/b] ? [b]Ghoul:[/b] ? [b]Zombie:[/b] ? [b]Vampire Spawn:[/b] A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days. [b]Undead:[/b] Other forgotten tunnels host the undead remnants of prisoners trapped when the castle fell.[/spoiler] [URL=https://www.drivethrurpg.com/product/238188/GMs-Miscellany-Places-of-Power-II?affiliate_id=17596]GM's Miscellany: Places of Power II[/URL][spoiler] [b]Lich:[/b] In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought. If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments.[/spoiler] [URL=https://www.drivethrurpg.com/product/131653/GMs-Miscellany-Urban-Dressing?affiliate_id=17596]GM's Miscellany: Urban Dressing[/URL][spoiler] [b]Fuut, Ghoul Rogue 2:[/b] Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery. [b]Tooq, Ghoul Rogue 2:[/b] Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery. [b]Vampire:[/b] ? [b]Ghost:[/b] ? [b]Skeleton:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/120871/GMs-Miscellany-Village-Backdrops?affiliate_id=17596]GM's Miscellany: Village Backdrops[/URL][spoiler] [b]Dunn Fewin, Ghoul Cleric 2:[/b] Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul. One of Ashford’s priests, Dunn Frewin (CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere. He has risen as a ghoul and now lurks in the southernmost pit, in a cramped burrow among the suppurating corpses of his dead congregation.[/spoiler] [URL=https://www.drivethrurpg.com/product/137979/GMs-Miscellany-Village-Backdrops-II?affiliate_id=17596]GM's Miscellany: Village Backdrops II[/URL][spoiler] [b]Thegn Delthur Werlann, Skeletal Champion Dwarf Aristocrat 2/Fighter 4:[/b] Consumed with lust to slay orcs and other evil humanoids he has returned to unlife as a skeletal champion. [b]Skeletal Champion Dwarf Fighter 3:[/b] ? [b]Lacedon:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/160041/GMs-Miscellany-Village-Backdrops-III?affiliate_id=17596]GM's Miscellany: Village Backdrops III[/URL][spoiler] [b]Mirja Sianio, Human Ghost Witch 6:[/b] Mirja Sianio (CE female ghost human witch 6) in life was a wise woman who lived on the outskirts of the village. Notoriously pagan, she was kept at arm's length by much of the village, who distrusted her lack of faith but appreciated her efforts to treat their ills with herbs and magic. But when the sickness struck and neither she nor Syrave Teury were able to stop it, the grief‐stricken villagers took their anger out on her. Found guilty of the deaths of a number of villagers, including several members of the children's choir, she was burned at the stake in front of her home, which the villagers then torched for good measure. Mirja's ghost now haunts the site, crying out for vengeance against any who approach (the villagers themselves steer well clear of the desecrated ground). She blames the village's faith for her death and can only be laid to rest by burning the Cathedral of the Sun and the Sun‐Song Hall to the ground and rebuilding her own home. She will lift the curse only if every member of the village disavows their faith in Darlen. [b]Hagruk Stormrider, Ghast Fighter 5:[/b] Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast. [b]Ghoul:[/b] Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Ghast:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.[/spoiler] [URL=https://www.drivethrurpg.com/product/194142/GMs-Miscellany-Village-Backdrops-IV?affiliate_id=17596]GM's Miscellany: Village Backdrops IV[/URL][spoiler] [b]Wytchelyte:[/b] ? [b]Hungry Dead:[/b] "Hungry Dead" is an acquired template that can be added to any corporeal undead creature. [b]Hungry Dead Zombie:[/b] Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template. The Hunger Disease. [b]Damiella Nightingale, human vampire bard 11:[/b] ? [b]Keren Zaris, vampire halfling expert 7:[/b] ? [b]Quentin Roarg, elf vampire wizard 12:[/b] ? [b]Zuzu Mellavious, halfling vampire bard 13:[/b] ? [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Mummy:[/b] ? The Hunger Type Disease (injury); Save DC 13 Fortitude Onset 1d4 days; Frequency 1/day Effect 1d3 Con and 1d3 Cha damage; Cure 2 consecutive saves Note Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template. The Hunger can only be cured by a heal or more powerful magic. The Hunger is spread by the bite of the infected, living or dead. When infected, the victim develops a fever and suffers from constant hunger pains that only subside after consuming fresh meat. As the disease progresses it becomes harder and harder to assuage the hunger, forcing the victim to search for more meat. It is not uncommon for those in later stages of the disease to become maddened with hunger and attack friends or family.[/spoiler] [URL=https://www.drivethrurpg.com/product/221487/GMs-Miscellany-Village-Backdrops-V?affiliate_id=17596]GM's Miscellany: Village Backdrops V[/URL][spoiler] [b]Aldrich Hellbrooke, human vampire cleric 4:[/b] ? [b]Undead:[/b] An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead. Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures. The creatures never attack the halflings, instead roaming the nearby countryside.[/spoiler] [URL=https://www.drivethrurpg.com/product/126812/GMs-Miscellany-Wilderness-Dressing?affiliate_id=17596]GM's Miscellany: Wilderness Dressing[/URL][spoiler] [b]Burning Skull:[/b] ? [b]Falling Rocks:[/b] ? [b]Shrieking Woman:[/b] ? [b]Killer in the Flames:[/b] ? [b]The Pit:[/b] ? [b]Bloody Battle:[/b] ? [b]Akh‐en‐Tholus, human lich necromancer 11:[/b] ? [b]Mummy:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/180605/Gonzo-2?affiliate_id=17596]Gonzo 2[/URL][spoiler] [b]Necromantic Frame:[/b] Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy. [b]Necromantic Frame Large:[/b] Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy. [b]Necromantic Frame Huge:[/b] Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy. [b]Necromantic Frame Gargantuan:[/b] Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy. [b]Necromantic Frame Colossal:[/b] Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.[/spoiler] [URL='http://www.drivethrurpg.com/product/127885/Gothic-Campaign-Compendium?affiliate_id=17596"']Gothic Campaign Compendium[/URL] [spoiler] [b]Ghost Raven:[/b] Ghost ravens are spectral creatures that arise when a raven dies in an area that is unusually spiritually active. As iconic harbingers of death, ravens have a supernatural connection with the spirit world. While this lies latent in most ravens, and is sometimes attributed to simple superstition or cultural iconography, in the case of many ravens it is quite real. This is especially true in the case of ravens that form close emotional bonds with the living, such as pets, familiars, and animal companions. They may haunt the dreams of owners or masters that are themselves spiritually sensitive, sometimes providing cryptic guidance. In the case of a ghost raven, however, this evanescent connection becomes something more intangible, as the spirit of the fallen lingers in the realm of the living. [b]Fossil Skeleton:[/b] A fossil skeleton is animated from the petrified remnant of a primitive and primordial creature, its ossific remains calcified into eternal stone. Its massive stony structure has endured countless millennia and possesses great strength and ability to absorb punishment that would shatter skeletons of brittle bone, though it lacks some of the terrifying agility of an ordinary skeleton. This template can be stacked with other similar templates that modify the skeleton template, such as bloody and burning skeletons. [b]Mummified Zombie:[/b] A mummified zombie is a creature whose desiccated corpse has been both naturally and magically preserved and given unholy life.[/spoiler] [URL=http://www.drivethrurpg.com/product/111886/Gothic-Grimoires-To-Serve-a-Prince-Undying?affiliate_id=17596]Gothic Grimoires To Serve a Prince Undying[/URL][spoiler] [b]Revenant:[/b] [i]Revenancer's Rage[/i] spell. [b]Skeleton Warrior:[/b] [i]Revenancer's Rage[/i] spell. Revenancer’s Rage School necromancy [evil]; Level antipaladin 4, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6 Casting Time 1 standard action Components V, S, M (a vial of tears, a vial of unholy water, and an onyx gem worth 25 gp per Hit Die of the undead to be created) Range touch Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no You cause a single creature who in life had sworn a Vow of Obedience to rise from the dead to serve their master beyond the grave. If their master is now dead, the corpse rises as a revenant determined to avenge its master. Any special abilities that would normally apply against the revenant’s own murderer apply instead to its master’s murderer. If the target’s master still lives (or has risen as a sentient undead), the target is instead reanimated as a skeletal champion, with its Vow of Obedience to its former master made permanent and unbreakable. [/spoiler] [URL=http://www.drivethrurpg.com/product/162568/Holiday-Heroes--Horrors-2-Holiday-Horrorers?affiliate_id=17596]Holiday Heroes & Horrors 2 Holiday Horrorers[/URL][spoiler] [b]Zombie Frost:[/b] Any humanoid slain by a frost zombie will rise as a frost zombie once their body freezes solid—2d4 hours in left out in arctic conditions. The frost zombies were raised from the frozen corpses that once dotted the landscape of White Hell.[/spoiler] [URL='http://www.drivethrurpg.com/product/94343/Horrors-of-the-North?affiliate_id=17596"']Horrors of the North[/URL] [spoiler] [b]Glacial Gaunt:[/b] Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight. A glacial gaunt is commonly the result of captured travelers and common folk who are carried to the high places of the world and then sacrificed in the name of the old gods. [b]Winter Wight:[/b] Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras.[/spoiler] [URL='http://www.drivethrurpg.com/product/80998/Imperial-Gazetteer--Ghouls-and-Vampires-of-the-Midgard-Campaign-Setting?affiliate_id=17596"']Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean[/URL][spoiler] [b]Bone Collective:[/b] Bone collectives are a creation of the Necrophagi, the undead mages of the Imperium. Each collective itself is a creature built of small bones—often those of gnomes, bats, and lizards—combined into a swarm of small, quick, 10-inch-tall skeletons. [b]Darakhul:[/b] Darakhul are born when a creature is infected with darakhul fever and survives the experience largely intact. Some necromancers have claimed that deliberately infecting oneself and then eating only living flesh improves the chances of survival. “Darakhul” is an acquired template that can be added to any corporeal dragon, fey, giant, humanoid, magical beast, or monstrous humanoid creature. Creatures that die while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever to survive the transition. They retain their Constitution bonus for this check, as the template has not yet been applied. Those that fail are simply dead and do not gain the template. Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls and ghasts into darakhul. A creature that dies while infected with a darakhul patrician's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. A creature that dies while infected with a ghoul hunter's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. A creature that dies while infected with a necrophagus savant's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. A creature that dies while infected with a priest of Vardesain's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. A creature that dies while infected with the darakhul fever of Nicoforus the Pale's must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. A creature that dies while infected with darakhul fever from a bonepowder ghoul or any other afflicted creature killed by a bonepowder ghoul rises as a darakhul immediately, gaining the darakhul template and the undead type. [b]Darakhul Ogre:[/b] ? [b]Ghoul Beggar:[/b] Dying while infected with Darakhul Fever. [b]Ghoul Outcast:[/b] These beggar ghouls were once far more powerful members of the empire, but through misfortune and bad luck, they have found themselves destitute and unwelcome within the Imperium. [b]Ghoul Imperial:[/b] Dying while infected with Darakhul Fever. [b]Ghoul Ghast Imperial:[/b] ? [b]Ghoul Legionnaire:[/b] ? [b]Ghoul Ghast Legionnaire:[/b] ? [b]Ghoul Iron:[/b] ? [b]Ghoul Ghast Iron:[/b] ? [b]Ghoul Iron Captain:[/b] ? [b]Ghoul Ghast Iron Captain:[/b] ? [b]Darakhul Patrician:[/b] ? [b]Ghoul Hunter:[/b] ? [b]Necrophagus Savant:[/b] ? [b]Priest of Vardesain:[/b] ? [b]Emperor Nicoforus the Pale:[/b] ? [b]Ghost Knight of Morgau:[/b] ? [b]Ghost Rider Templar:[/b] ? [b]Ghostly Mount:[/b] ? [b]Ghoul Bonepowder:[/b] Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind most of its remnant flesh and becoming animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies. [b]Lich Hound:[/b] ? [b]Ghoul:[/b] Dying while infected with Darakhul Fever. A humanoid who dies of an imperial ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. A humanoid who dies of a legionnaire ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. A humanoid who dies of an iron ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. A humanoid who dies of an iron ghoul captain's ghoul fever rises as a ghoul or darakhul at the next midnight. A creature that dies while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour. Darakhul are created from ghoul fever, a disease that transforms a living creature into one of the undead. Endurance Check Result 9 or lower Target dies 10-12 Target becomes a ghoul 13-17 Target becomes a beggar ghoul 18-20 Target becomes an imperial ghoul 21-24 Target becomes a darakhul warrior 25 or higher Target becomes a darakhul noble Creatures that do not make at least a DC 10 Endurance check do not become ghouls. The disease kills them. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil characters to deliberately infect themselves, and join the ranks of the empire.[/spoiler] [URL=http://www.drivethrurpg.com/product/124631/Into-the-Breach-The-Summoner-PFRPG?affiliate_id=17596]Into the Breach The Summoner[/URL][spoiler] [b]Skeleton:[/b] Necrosummoner Undead Eidolon power. [b]Zombie:[/b] Necrosummoner Undead Eidolon power. [b]Fast Zombie:[/b] Necrosummoner Undead Eidolon power 4th level. [b]Burning Skeleton:[/b] Necrosummoner Undead Eidolon power 4th level. [b]Ghost:[/b] Necrosummoner Undead Eidolon power 8th level. [b]Skeleton:[/b] Necrosummoner Undead Eidolon power 8th level. Undead Eidolon (Ex) A necrosummoner can choose to apply either the skeleton or zombie template to his eidolon every time it is summoned (he retains the ability to not use a template as well). At 4th level a necrosummoner may choose to add either the fast zombie or burning skeleton templates to his eidolon when summoning it. At 8th level a necrosummoner may choose to add either the vampire or the ghost templates to his eidolon when summoning it.[/spoiler] [URL=https://www.drivethrurpg.com/product/203792/Intrigue-Archetypes?affiliate_id=17596]Intrigue Archetypes[/URL][spoiler] [b]Ghoul:[/b] Pitiless Economies feat. [b]Undead:[/b] Pitiless Economies feat. Pitiless Economies Your devotion to rapacious greed leaves poverty and suffering in your wake. Prerequisite: Lawful evil or neutral evil alignment, character level 9th. Benefit: You gain a +2 morale bonus on all attack and damage rolls against sentient humanoids with a lower cost-of-livingCRB level than your own. You likewise gain a +5 morale bonus on Bluff, Diplomacy and Intimidate checks against such creatures. You automatically confirm all critical hits against sentient humanoids with a cost-of-living level of Destitute. If you confirm a critical hit in melee against a sentient humanoid, you may forgo the normal additional damage in order to force the target to succeed on a Will save or have its cost-of-living level reduced by one step (DC 10 + 1/2 your character level + your Charisma modifier). This does not reduce its actual living expenses, just the benefits it receives for expenses already paid, and this persists until the end of the current month. The target can resume its former status in the following month by paying its normal cost of living. If the target is already Destitute and fails its save, it immediately loses 1,000 gp worth of non-magical wealth, including coins, gems, art, livestock, buildings, or other possessions, including (but not limited) to those currently being carried or worn. The effect of multiple failed saving throws stacks. This is a supernatural curse effect. If you are a living creature, you do not age as long as at least one creature is subject to this curse. In addition, each time you afflict a creature with this curse, you become one day younger for each creature affected. You cannot become younger than the base starting age for your race with this feat. If you are slain while not aging, you rise as a ghoul (or other undead creature, as if a caster whose level equaled your Hit Dice had cast create undead or create greater undead upon your body) within 24 hours. If you are already undead and you are slain while at least one creature is afflicted by this curse, you rise again in 2d4 days (similar to the rejuvenation ability of a ghost), though when you rise again any creature currently afflicted by your curse gains a new saving throw to end the effect.[/spoiler] [URL=http://www.drivethrurpg.com/product/148648/Journals-of-Dread-Book-1-Secrets-of-the-Oozes?affiliate_id=17596]Journals of Dread Book 1 Secrets of the Ooze[/URL][spoiler] [b]Slime Zombie:[/b] Anyone who dies while infected with slime rot rises as a slime zombie in 2d6 hours. Slime Rot: slam; save Fort DC = 10 + 1/2 the zombie’s Hit Dice + the zombie’s Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a slime zombie in 2d6 hours.[/spoiler] [URL=http://www.drivethrurpg.com/product/239518/Journals-of-Dread-Vol-II-Secrets-of-the-Skeleton?affiliate_id=17596]Journals of Dread Vol. II Secrets of the Skeleton[/URL][spoiler] [b]Skeleton:[/b] "Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system. [b]Exoskeleton:[/b] An exoskeleton is an empty husk, an animated carapace of vermin infused with the power of a necromancer, though a few are spontaneous creations. Animating an exoskeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 exoskeletons. "Exoskeleton" is an acquired template that can be added to any corporeal vermin that has an exoskeleton. [b]Haunted Exoskeleton:[/b] Rarely, an exoskeleton is haunted by the lost spirit of a stubborn soul. This wreaks havoc on the spirit, wiping away most of its memories but giving the exoskeleton an Intelligence score of 10, along with all of the feats and skill ranks its Hit Dice would afford. [b]Bloody Skeleton:[/b] Animating a bloody skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 bloody skeletons. [b]Burning Skeleton:[/b] Animating a burning skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 burning skeletons. [b]Cackling Skeleton:[/b] Animating a cackling skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 cackling skeletons. [b]Crystalline Skeleton:[/b] Animating a crystalline skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 crystalline skeletons. Further, this also replaces the material component of the animate dead spell, causing it to require glass or obsidian worth at least 25 gp per Hit Dice of the undead, instead of the normal onyx gems (though this can be mixed and matched, to create a variety of skeleton types with one casting). [b]Dread Skeleton:[/b] "Dread Skeleton" is an acquired template that can be added to any living creature with a skeleton or exoskeleton. [b]Elemental Skeleton:[/b] Animating an elemental skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 elemental skeletons. [b]Mechanical Skeleton:[/b] Animating a mechanical skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 mechanical skeletons. [b]Skeleton Champion:[/b] Some skeletons retain their intelligence and cunning, making them formidable warriors. Unlike many other skeletons, a skeleton champion cannot be animated through the use of animate dead. Instead, these skeletons are free-willed, rising up from the dead only through extraordinary circumstances, similar to those that cause the rise of ghosts, via rare and vile rituals, or through the actions of an angry deity. "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]Twice-Transcended Skeleton:[/b] The twice-transcended skeletons are a particularly strange type of skeleton, who were once animated, killed, and then restored to a semblance of their old bodies, except these bodies are now only the spiritual memories of the existing body. Animating a twice-transcended skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 twice-transcended skeletons. [b]Vampiric Skeleton:[/b] Animating a vampiric skeleton with animate dead causes it to take up twice as many hit dice from the amount you can create with a single casting of animate dead, so if you could normally make 10 skeletons, you can only make 5 vampiric skeletons. This also requires the caster of animate dead to know vampiric touch and lose the spell for that day (if the caster must prepare spells each day. Otherwise they expend a single use of vampiric touch, similar to casting it normally), though this does not otherwise affect the casting of animate dead. [b]Black Skeleton:[/b] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. [b]Skeletal Drake:[/b] The skeletal drake is the animated remains of a dragon or wyvern who was killed in an area strong in necromantic magic (such as that created by unhallow), and which is left undisturbed for that time. The skeletal drake rises a year later, a mindless automation seeking only the destruction of living things. [b]Skeletal Master:[/b] Skeletal masters are the result of a spellcaster trying to ascend to lichdom and failing. They are exceedingly rare, as normally any spellcaster failing to become a lich simply dies or is destroyed. For the skeletal masters to happen, the spellcaster must almost succeed, only to fall at the final hurdle. Where a lich becomes more powerful if the experiment succeeds, the skeletal master is reduced to a mere shade of its former power, and it knows it. [b]Skeletal Tutor:[/b] Skeletal tutors are not created in the manner that other skeletons are. Instead, they arise spontaneously at the whim of the gods of the undead when one of their servants create normal skeletons with the animate dead spell. [b]Skeleton Noble:[/b] Skeleton nobles were once brave knights of the cold counties of the world, pledged to defend their lands. As time ravaged them, however, and they grew older, they saw younger, fitter, heroes taking their place on the front lines, and resentment grew. Eventually, they turned to dark powers to regain their vigor, pleading themselves to the lords of Hell, in exchange for eternal vigor. Their wish was granted, and they became skeleton nobles, standing ever vigilant against younger heroes, fighting on battlefields where they no longer belong and destroying anything that they held dear while still alive.[/spoiler] [URL=https://www.drivethrurpg.com/product/157241/Knowledge-Check-Last-Rites?affiliate_id=17596]Knowledge Check: Last Rites[/URL][spoiler] [b]Undead:[/b] Cremating corpses to keep them from rising as undead. Some religions include the need to anoint the corpse as part of the funeral rites. The anointing is usually done by a priest or other religious leader, and involves placing oil, incense, perfume, or other holy liquids on various parts of the body, usually while saying a prayer. These anointing rites are usually to protect or cleanse the corpse after death, and in some areas serve as proof against reanimation as undead. (In an ironic twist, very similar rites are usually used to create undead). Simply put, cremation is burning a body until there is nothing left to burn. There are several ways to accomplish this, but in a typical medieval setting the most common is to build a pyre of some sort, place the corpse on top, and set it alight. Cremation is the funeral rite of choice for religions heavy on fire symbolism, while a few instead use it to free the spirit by removing the body it was attached to. As a side benefit, it also tends to keep them from coming back as undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/206622/Legendary-Villains-Wicked-Witches?affiliate_id=17596]Legendary Villains: Wicked Witches[/URL][spoiler] [b]Isitoq Lesser:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/221881/Legendary-Worlds-Carsis?affiliate_id=17596]Legendary Worlds: Carsis[/URL][spoiler] [b]Undead:[/b] The restless spirits of the shattering.[/spoiler] [URL=https://www.drivethrurpg.com/product/240001/Legendary-Worlds-Jowchit-Pathfinder?affiliate_id=17596]Legendary Worlds: Jowchit[/URL][spoiler] [b]Undead Dinosaur:[/b] ? [b]Undead:[/b] Hidden deep within its depths is Ghostcaller, an absurdly powerful lute whose music has the power to create undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/222518/Legendary-Worlds-Terminus-Pathfinder?affiliate_id=17596]Legendary Worlds: Terminus[/URL][spoiler] [b]Blackfire Wight:[/b] Any humanoid creature that is slain by a blackfire wight becomes a blackfire wight itself in 1d6 rounds. Spawn so created are less powerful than typical blackfire wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the control of the blackfire wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed blackfire wights. Blackfire wights are humanoid residents of Terminus who rise as undead after being killed by blackfire. [b]Blackfire Wight Spawn:[/b] Any humanoid creature that is slain by a blackfire wight becomes a blackfire wight itself in 1d6 rounds. Spawn so created are less powerful than typical blackfire wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. [b]Undead:[/b] Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. [b]Mohrg:[/b] Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. [b]Corporeal Undead:[/b] Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as mohrgs. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet. [b]Incorporeal Undead:[/b] ? [/spoiler] [URL='http://www.drivethrurpg.com/product/119501/Liber-Vampyr?affiliate_id=17596"']Liber Vampyr[/URL][spoiler] [b]Nosferatu:[/b] Nosferatu are corpses possessed by malevolent fiends who desire nothing more than to spread disease and suffering through the mortal world. “Nosferatu” is a template that can be applied to any living creature with 5 or more hit dice. While nosferatu resemble the creature whose corpse they animate, and sometimes even possess that creature’s memories and, to a certain extent, personality, they are not truly that creature. Rather, a nosferatu is a fiendish entity that has possessed the corpse of the deceased creature and is using it as a means to interact with the mortal world. The exact process for creating a nosferatu is dangerous and complex, but can be performed by suitably powerful wizards and clerics. [b]Revenant:[/b] “Revenant” is a template which can be applied to any living humanoid or monstrous humanoid. With GM permission, a character could also become a revenant by performing a special ritual, much in the same way that a character can become a lich by performing a ritual and creating a phylactery. It requires a DC 15 Knowledge (religion) check to successfully identify the nature of this ritual, or to learn about it through research in a library or other place of accumulated knowledge. The ritual itself requires an hour to perform, and requires 500 gp in rare incense, ointments, and ritual objects. At the end of the ritual, the would-be revenant must wound himself (typically be cutting his wrist with a ritually-anointed dagger) and bleed into a special ceremonial bowl for an extended period of time. During this time, the character suffers 1 point of damage per round, which can be stopped at any time by a successful Heal check (DC 15). If the character reaches 0 hit points, then at the beginning of his turn each round, when he takes damage from the bleeding, he may make a DC 15 Wisdom check. If the check succeeds, the bleeding stops, and the character immediately becomes a revenant. The character can attempt this check once per round until he either succeeds, the bleeding is stopped, or he dies. [b]Vampire:[/b] Vampire myths are as old as time, and it seems that for every myth there is a different way in which one becomes a vampire. Many vampires spread their affliction through their bite, either indiscriminately, or only when they choose to “embrace” their target. Others spread vampirism as a literal disease, which can be inflicted in a number of ways. In other tales, there is no way to “spread” vampirism, and each person who rises as one of the undead does so because of some grave sin that he connected in life. Below are some popular legends about what can cause a person to rise as a vampire. Note that these are just guidelines, and GMs should feel free to pick and choose which of these will work in a given game, and which are simply myth. Some GMs might determine that anyone who is subject to a certain number of these conditions will rise as a vampire, but any one condition is not enough. Others might determine that some or all of these can cause a corpse to rise as a vampire, unless simple steps are taken to prevent that from happening, etc. A corpse might rise as a vampire if… • …the corpse is jumped over by an animal. • …the body bore a wound which had not been treated with boiling water. • …the corpse was an enemy of the church in life. • …the corpse was a mage in life. • …the corpse was born a bastard. • …the corpse converted away from a “true” faith (historically, the Eastern Orthodox Church). On the other hand, these countermeasures are supposed to prevent a corpse from rising as a vampire: • A good person need not fear rising as a vampire. • Crossing oneself before initiating sex spares any resulting children from becoming a vampire. • Certain blessings performed over the body can prevent the corpse from rising as a vampire. • Burying the corpse face-down may not prevent the corpse from becoming a vampire, but supposedly prevents him from rising out of his grave. [b]Zombie:[/b] Any creature slain by a nosferatu’s energy drain attack immediately rises as a zombie.[/spoiler] [URL=http://www.drivethrurpg.com/product/148871/Lords-of-the-Night?affiliate_id=17596]Lords of the Night[/URL][spoiler] [b]Vampire Alternate:[/b] Vampire is an acquired template that can be added to any living, corporeal humanoid, fey, or monstrous humanoid. To create a vampire, the base creature must first be slain by a vampire’s bite attack, then buried in earth or soil. At the next new moon, the vampire which slew the base creature may sacrifice XP sufficient to reduce his level by 1, placing him at the minimum XP needed for that level (vampires with only 1 level cannot create vampires). [b]Undead:[/b] Undead Familiar feat. [b]Human Vampire Warlord 15 Astrid the Flayed Queen:[/b] ? [b]Ghoul Rogue 4 Gnaws-His-Arms:[/b] ? [b]Elf Vampire Bard 11 Lady Windharpe:[/b] ? [b]Human Vampire Psion 3 Isoldt:[/b] ? [b]Merg Vampire Soul Hunter Stalker 7/Sussurratore 2 Izzie Redwaters:[/b] ? [b]Gnome Vampire Daevic 7/Black Templar 5 Loras Blacknail:[/b] ? [b]Human Vampire Ranger 9 Jannis:[/b] ? [b]Animal Companion Undead Wolf Garm:[/b] ? [b]Cairn Wight Blackblade:[/b] ? [b]Young Human Vampire Cryptic 11 The Waif:[/b] Undead Companion [General] Your companion or familiar becomes undead. Prerequisites: animal companion, dark messenger, or familiar Benefit: Your animal companion, dark messenger, or familiar gains the undead type (if you have more than one of these features, choose one upon gaining this feat). Do not recalculate its base attack bonus, hit points, saving throws, or skill points. If the creature’s Charisma score was less than its Constitution score would permanently alter the affected creature’s type (such as the sorrow’s shadow class feature), instead improve its positive energy resistance by +5 and its before becoming undead, its Charisma score becomes equal to its former Constitution. Additionally, it gains channel resistance +4. If another ability you possess channel resistance by +2. Special: You may take this feat multiple times. Each time you do, choose another animal companion, dark messenger, or familiar that you possess to be affected. [/spoiler] [URL=https://www.drivethrurpg.com/product/176538/Lost-Lore-The-Headhunter?affiliate_id=17596]Lost Lore: The Headhunter[/URL][spoiler] [b]Animated Severed Head:[/b] Animated severed heads are a product of shamanistic and magic-using headhunters experimenting with the creation of familiars. They are a gruesome parody of the dead arcane spell casters they are made from, possessing rudimentary intelligence and personalities. “Severed Head” is an acquired template that can be added to any living Medium creature possessing arcane spell casting levels. Oracle Mystery of the Head's Final Revelation. [b]Jaquel's Head:[/b] Jaquel was a village midwife and herbalist — as well as a semi-professional witch, in a village raided by a gang of headhunters. The headhunter shaman slew her and took her head as a severed head familiar as part of a rite of passage. Jaquel’s Head is derived from a 2nd-level witch, and she belonged to a headhunter with 6 sorcerer levels, 3 barbarian levels, and 3 headhunter levels. Oracle Mystery of the Head Final Revelation: Upon reaching 20th level, you become acephalic, and able to remove your own head without dying, or even to have your own head removed by violence harmlessly. No ability that derives its power from possession of your head can be used by another creature. Your head becomes capable of hovering with a speed of 30 ft. (clumsy), and takes a quarter of your hp with it; the head can travel up to one mile from the your body, and retains command over both itself and the headless body, which is still conscious and motile, and aware of the surroundings around its body as if using the scrying spell (caster level equals the oracle’s class level). An acephalic oracle may cast spells from the location of her head, and if the body is slain or destroyed, the hovering head continues to exist. Destroying the head (and the head alone) slays the oracle. You must still satisfy your body’s physical need for sustenance, unless these needs are provided for otherwise, and hence you must reattach your head for to provide for these, according to the rules for starvation and thirst in the Core rulebook. If the body is destroyed, the oracle’s head needs an alternate means of feeding itself to remain alive. Acephalous oracles who cannot do so become free-willed animate severed heads after their deaths, as per the description under the headhunter class, with the oracle’s former hit dice and abilities being used to calculate the undead head’s statistics as if the oracle had been its own master. [/spoiler] [URL=http://www.drivethrurpg.com/product/195715/Lunar-Knights?affiliate_id=17596]Lunar Knights[/URL][spoiler] [b]Serbian Lycanthrope:[/b] These monsters are men who would return from the grave to haunt their widows.[/spoiler] [URL='http://www.drivethrurpg.com/product/93055/Malevolent--Benign-Pathfinder-Edition?affiliate_id=17596"']Malevolent and Benign[/URL][spoiler] [b]Autmnal Mourner:[/b] Autumn mourners are the lingering spirits of the neglected dead. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves. Autumnal mourners arise from the bodies of the unburied and forgotten dead. While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation. [b]Avatar of Famine:[/b] Being a follower of the god of famine comes at a high toll, especially for those who strive to be its avatar. In order to become an avatar of famine, a tomb must be built and at least 500 sentient creatures sacrificed in the tomb. Their lives are not taken by violence however. They are closed into the tomb and die one by one of starvation. The last to die of starvation becomes the avatar of famine, bound to the tomb and that which they were created to guard. [b]Bone Sovereign:[/b] Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity. [b]Cadaver:[/b] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). [b]Dark Voyeur:[/b] A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror, the mirror that reflected its death and trapped a portion of its departing soul within its glass. [b]Foul Spawner:[/b] ? [b]Gray Lady:[/b] Many a seaman who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies. A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea. [b]Harbinger:[/b] If a paladin dies in a state of disgrace without having atoned, there is a chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil. [b]Haze Horror:[/b] Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. Some sages claim that there are haze horrors in the terrible northern climes whose touch is deathly cold and who appear as mists upon glaciers and in ice caverns. [b]Hearth Horror:[/b] A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. Hearth horrors are typically houses, although they can be groves, caverns, or even enormous castles or complexes. Hearth horrors may come in many shapes and sizes, but they all have one thing in common: their physical form has collapsed, decayed, or been destroyed. A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil. The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction. [b]Hellscorn:[/b] Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover. Phantasmal blood incessantly pours from the gaping punctures and slashes staining the spirit’s burial garb. In a similar vein, hellscorns killed by poison continuously froth and foam at the mouth, indefinitely regurgitating the toxin responsible for their death. [b]Inscriber:[/b] It has been said that the search for knowledge can be a soul-consuming pursuit. The unfortunate case of the inscribers proves the saying’s literal truth. Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information. [b]Lostling:[/b] A creature reduced to 0 points of Wisdom from a lostling's wisdom drain falls into a deep, nightmare-plagued slumber. As a result of this catatonic state, the unfortunate victim eventually dies from starvation or thirst. Creatures dying in this manner transform into lostlings within 1d3 days. Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness. [b]Neverlasting:[/b] The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife; never truly living, yet never dying, these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron. [b]Sabulous Husk:[/b] Sabulous husks are walking corpses filled with sand, the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence of their own and are animated through the will of the desert itself, being mere containers for the scourging sand within. [b]Skelton Black:[/b] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. [b]Slavering Mouther:[/b] Slavering mouthers are thought to be undead gibbering mouthers brought back from the dead by dark powers. [b]Undead:[/b] A deadwood’s power over the undead is awe-inspiring. Its influence over a forest is so strong that the body of any animal or person who falls dead within miles of a deadwood rises as undead creatures, which will most likely spend the rest of their existences guarding the deadwood. Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary. Some believe they would gain permanent command over the dead and others that they would be transformed into strange, powerful, and unique undead. [b]Ghoul:[/b] The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. [b]Ghoul Ghast:[/b] The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. [b]Skeleton:[/b] As a standard action, a bone sovereign can create any number of skeletal monsters from its body. The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts. [b]Zombie:[/b] The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.[/spoiler] [URL=https://www.drivethrurpg.com/product/223381/Malevolent-Medium-Monsters?affiliate_id=17596]Malevolent Medium Monsters[/URL][spoiler] [b]Faithslain:[/b] When the devout follower of a non-evil deity falls to the overwhelming power of servants to evil deities, they sometimes rise as faithslain. These powerful undead return as the result of exceptionally powerful evil or negative energy attacks suffusing their bodies. Many faithslain rise in the aftermath of an antipaladin’s smite attacks, or from the channeled negative energy of a powerful divine caster. Regardless of how the faithslain originally died, it rises from death, animated by powerful negative energy coursing through its body. [b]Faithborn:[/b] These are the animated souls of evil worshippers slain by the followers of good-aligned deities. Much like faithslain, the faithborn are raised into undeath, but as redeemed creatures seeking to spend their unlife righting the wrongs they made while alive.[/spoiler] [URL=https://www.drivethrurpg.com/product/262690/Manastorm-World-of-Shinar-NPC-Codex?affiliate_id=17596]Manastorm: World of Shin'ar NPC Codex[/URL][spoiler] [b]Undead Black Dragon Wyrmlings:[/b][/spoiler] [URL=https://froggodgames.com/frogs/product/marshes-of-malice-pathfinder-hardcoverpdf/]Marshes of Malice[/URL][spoiler] [b]Cheated Spirit:[/b] Some swamp cultures practice athletic competitions where individuals or teams compete against one another in an event with strong religious overtones. The stakes for the participants could not be higher. The victors bask in the glory and live to see another day. The losers, meanwhile, meet their permanent and ignominious end on the playing field. With life and death hanging in the balance, it comes as no surprise that some competitors may attempt to gain an unfair advantage over their rivals. They may bribe game officials to rule in their favor, use illegal equipment, or rely upon outside interference to get a leg up on their opponents. When their plans succeed, the adversary they cheated suffers the fatal consequences. Though the vanquished often fail to realize they were duped, seasoned foes who spot the telltale signs of a rigged outcome vow to avenge their loss. Unwilling to meekly accept undeserved defeat, these slighted souls rise from their graves as the sorest of losers. [b]Unrequited:[/b] When a life is cut short under tragic circumstances long before Nature takes its toll on the mind, body, and spirit, the residual force left in its wake can take physical shape and coalesce into the embodiment of that person’s unrealized potential. An unrequited only forms from the enduring essence of an adolescent humanoid. Small children are too inexperienced and naïve to formulate the complex wants necessary to give rise to one of these creatures, while adults are too jaded and goal oriented to forsake their everyday responsibilities and instead dwell on what may come to pass. It takes at least a year for the creature’s consciousness to take on a life of its own; therefore the brain must remain well-preserved and intact during this strange metamorphosis. The introduction of foreign substances during the typical embalming process imbalances the brain’s unique chemistry and prevents the unrequited from springing into existence. However, corpses that undergo natural processes that impede decomposition, such as the cool, acidic environment found in a bog or fen, are ideal to giving rise to an unrequited. The means of death is another important ingredient for its genesis. Most of these vaporous undead coalesce from an adolescent who died suddenly and violently at another’s hands. Shortly after the being’s demise, the creature’s unfulfilled aspirations take physical form as wispy clouds of crimson vapor. In the coming weeks and months, the swirling scarlet gases gather together in close proximity to the decedent’s final resting place. When the disparate parts merge to create a singularity, the unrequited’s formation is complete and its desires become reality. Needless to say, an unrequited is a creature borne of supernatural events rather than a natural occurrence. An unrequited appears as swirling, egg-shaped cloud of luminescent, crimson vapors vaguely resembling an angry child. Despite being created from the thoughts of a sentient being, the spiteful undead has no memory of its former existence. It acts upon pure impulse, directing its hatred towards its fellow humanoids, although it cannot distinguish any specific individual from another. An unrequited rarely strays far from its body, thus it is not uncommon to encounter more than one of these monsters in a particular area, especially a locale containing a mass grave associated with a bloody massacre or similar atrocity. Regardless of the number inhabiting that location, they all share the same, common goal — to slay other sentient creatures before they fulfill their hopes and aspirations by emptying their minds of any rational thought. In a few isolated cases, a humanoid adolescent slain by an unrequited later rises to join the ranks of its killer. On this spot centuries ago the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequiteds coalesced at the spot. [b]Tyler Ebbensflow, Advanced Draugr Captain:[/b] Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. [b]William the Mad Crawdad, Duppy:[/b] The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a duppy. [b]Human Meat Puppet:[/b] During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures. [b]Hamish MacDuncan, Human Nosferatu Fighter 8:[/b] Hamish MacDuncan, a grizzled veteran of distant wars and expatriate of the upper regions of far-off Eamonvale, told the Viroeni matriarch that he knew of a safe path through the accursed bogs that he could guide them on and allow them to escape the confines of the Kingdoms of Foere for the promised freedom of Cailin Lee to the west. A mercenary to the core, though, MacDuncan told them he would do this only if the tribe paid him with all of the gold they had left. Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed. Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later. The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them. The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again. But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. His immersion in the bog waters had not been kind to his physical body, so he emerged as a grotesque nosferatu, a foul caricature of the vitality he had known in life. [b]Eladrian, Groaning Spirit:[/b] ? [b]Swamp Mummy:[/b] The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. [b]Draugr:[/b] Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. A draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids. [b]Undead:[/b] The PCs’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. [/spoiler] [URL=https://www.drivethrurpg.com/product/237360/Midgard-Worldbook-for-5th-Edition-and-PFRPG?affiliate_id=17596]Midgard Worldbook for 5th Edition and Pathfinder[/URL][spoiler] [b]Sated Fang, Darakhul Monk:[/b] ? [b]King Lucan, Vampire Fighter 9:[/b] ? [b]Darakhul:[/b] ? [b]Undead Centaur Ghost:[/b] ? [b]Emperor Nicoforus The Pale, Darakhul:[/b] ? [b]Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector fo the Fane of Blood, Heir to the Twin Thrones, Vampire Wizard 12:[/b] ? [b]Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin, Vampire Sorcerer 9:[/b] ? [b]Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights, Vampire Fighter 14:[/b] ? [b]Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters, Vampire Rogue 8:[/b] ?[b]Lord Mayor Rodyan, The Glutton of Hangksburg, Vampire Wizard 12:[/b] ? [b]Countess Urzana Dolingen of Morgau, Vampire Wizard 13:[/b] ? [b]Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean, Vampire Fighter 13:[/b] ? [b]Commander Balenus of the Ghost Knights, Vampire Fighter 11:[/b] ? [b]Shroudeater:[/b] ? [b]Lady Chesmaya, Voivodina of the Verdant Tower, Lich:[/b] ? [b]Liquid Zombie:[/b] ? [b]Undead Purple Worm:[/b] ? [b]Deathwisp:[/b] ? [b]Count Warrin, Vampire Lord:[/b] ? [b]Otmar the Sallow, Vampire Lord:[/b] ? [b]Strigoi:[/b] ? [b]Draugir:[/b] ? [b]Ibbalan the Illustrious, Ancient Undead Gold Dragon:[/b] ? [b]Gray Thirster:[/b] ? [b]Undead Gnoll:[/b] ? [b]Ghul King:[/b] ? [b]God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal:[/b] ? [b]Hungry Shade:[/b] Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them. [b]Catfolk Mummy:[/b] ? [b]Menet-Ka:[/b] Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place. [b]Ghost Head Goblin Horror:[/b] This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.” [b]Kamelk Twice-Killed:[/b] ? [b]Undead Giant:[/b] Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst. With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants. [b]Vaettir:[/b] ? [b]Will o' Wisp:[/b] ? [b]Vilmos Marquering, The Black Fang:[/b] ? [b]Beggar Ghoul:[/b] ? [b]Duke Wierdunn Bonehand:[/b] ? [b]Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard:[/b] ? [b]Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain:[/b] ? [b]Duke Borag the Executioner, Warlord of Gallwheor:[/b] ? [b]Duchess Mikalea Soulreaper, Lorekeeper of Ossean, Darakhul Wizard:[/b] ? [b]Valengurd the Confessor, Darakhul Wizard:[/b] ? [b]Imperial Ghoul:[/b] ? [b]Iron Ghoul:[/b] ? [b]Vizorakh the Ravenous, Cave Dragon Dracolich:[/b] Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind. [b]Undead:[/b] The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. [b]Ghoul:[/b] ? [b]Haunt:[/b] ? [b]Vampire:[/b] ? [b]Lich:[/b] ? [b]Ghost:[/b] When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. [b]Zombie:[/b] When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. [b]Skeleton:[/b] ? [b]Specter:[/b] ? [b]Burning Skeleton:[/b] ? [b]Wraith:[/b] ? [b]Mummy:[/b] ? [b]Wight:[/b] ? [b]Shadow:[/b] ? [b]Ghast:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/145294/Monster-Advancement-Enhanced-Undead?affiliate_id=17596]Monster Advancement Enhanced Undead[/URL][spoiler] [b]Enhanced Undead Creature Template:[/b] “Enhanced Undead Creature” is an inherited or acquired template that can be added to any corporeal undead creature with a minimum CR of 2 (before applying this template) and an Intelligence score of 4 or more. At the GM’s discretion, the template might be added to incorporeal undead creatures as well. [b]Enhanced Dwarf Skeletal Champion Warrior 1:[/b] ? [b]Enhanced Cairn Wight Rogue 2:[/b] ? [b]Enhanced Elf Zombie Lord Wizard 8:[/b] ? [b]Enhanced Lamia Juju Zombie Inquisitor 6:[/b] ? [b]Enhanced Mummy Cleric 13:[/b] ? [b]Enhanced Skeletal Champion Fighter 16:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/114100/Monster-Focus-Ghouls?affiliate_id=17596]Monster Focus: Ghouls[/URL][spoiler] [b]Ghast Lord:[/b] A ghast lord can be made by casting create undead by a 14th level caster. [b]Gluttonous Ghoul:[/b] These variants can be created using create undead by a 12th level caster. [b]Leaping Ghoul:[/b] These variants can be created using create undead by a 12th level caster. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] A ghoul’s bite carries a terrible disease that can rot flesh and dull the reflexes. Those who die from it become a ghoul themselves. A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast. [i]Animate Ghoul[/i] spell. [b]Ghast:[/b] A humanoid that dies from ghoul fever rises as a ghoul at the next midnight. Those that possess 4 HD or more instead rise as a ghast. Ghast Tooth alchemical item. Animate Ghoul School necromancy [evil]; Level antipaladin 4, cleric 4, sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (piece of rotting flesh and an onxy gemstone worth 100 gp) Range touch Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no This spell causes one humanoid corpse to rise as a ghoul under your control. As long as the corpse is a Medium humanoid, it rises as a standard ghoul, regardless of any class levels, Hit Dice, or abilities it had in life. This spell can also be used on a Small humanoid to create a Small ghoul. If the caster is 11th level or higher, it can be used on the corpse of a Large humanoid to create a Large ghoul. If the caster is at least 13th level, this spell can be used to create a ghast instead, but the material component changes to an onyx gemstone worth at least 200 gp. Undead created by this spell are loyal to the caster, but are subject to the usual Hit Dice limit for the number of undead that can be controlled (as per animate dead). Ghast Tooth: This alchemical component is made from the yellowed fang from a slain ghast. If imbedded into the tongue of a dead creature before casting animate ghoul or create undead, the ghast tooth causes the creature to rise up as a ghast, regardless of caster’s level and material component used. In addition, the ghast receives a +2 racial bonus to the DC of its stench ability.[/spoiler] [URL=https://www.drivethrurpg.com/product/115000/Monster-Focus-Gravelings?affiliate_id=17596]Monster Focus: Graveling[/URL][spoiler] [b]Graveling:[/b] Made from dead flesh stretched over an odd assortment of bones, this small twisted thing moves with surprising speed. Created by fledgling necromancers, these undead things can often be found skulking about their lair performing menial tasks. Necromancy is a dangerous art to master. Such black magic tampers with the forces of life and death and the resulting creations are usually lethal. While many are reckless in their pursuit of power, those that start off cautiously often create gravelings. These tiny undead creatures are little more than a collection of dead flesh held together by simple stitches, and animated with the most rudimentary of skills. [i]Animate Graveling[/i] spell. Animate Graveling School necromancy [evil]; Level antipaladin 1, cleric 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (an onyx gemstone worth 25 gp per graveling created) Range touch Target one or more lumps of flesh touched Duration instantaneous Saving Throw none; Spell Resistance no This spell functions like animate dead, but it causes one or more lumps of flesh and bone to animate as a graveling under your control. You can animate one graveling per casting of this spell, plus one additional graveling for every two caster levels you possess, maximum 5. These gravelings count against the total number of undead you can control, as per animate dead.[/spoiler] [URL=https://www.drivethrurpg.com/product/115994/Monster-Focus-Liches?affiliate_id=17596]Monster Focus: Liches[/URL][spoiler] [b]Apprentice Lich:[/b] Some liches do not gain the full powers of their kind, either as the result of a failed transformation or due to the soul vessel spell. In either case, the magic of these lesser liches slowly wanes over time and unless they can find a way to stabilize the necromantic power that grants them unlife, they eventually crumble to dust. Known as apprentice liches, they are no less deadly, even if they are slowly falling apart. A powerful necromancer just recently attempted to become a lich, but his formulas were flawed and although he did not die, he is now an apprentice lich. [i]Soul Vessel[/i] spell. [b]Blackfrost Lich:[/b] ? [b]Gloom Lich:[/b] As the centuries fade away, some liches begin to learn that their corporeal forms are deteriorating. As they crumble, the lich gains even greater control over what remains. [b]Lich:[/b] ? Soul Vessel School necromancy; Level cleric 8, sorcerer/wizard 8 Casting Time 1 minute Components V, S, F (gen encrusted phylactery worth 10,000 gp) Range personal Target you Duration 1 hour/level This spell hides a portion of your soul away in a specially prepared phylactery. If you are slain at any point during the duration of this spell, and the phylactery is undamaged, it immediately shatters, releasing a black vapor that solidifies over the next hour to form a new body for you. At the end of this time, you are brought back to life with 1 hit point. You do not take any negative levels as a result of this spell, but any gear or magic items that were on your body are not transferred to your new form, unless of course you retrieve them. If the congealing vapor is disturbed at all during the 1 hour required to form your new body, the spell fails and you remain dead. You can only have on instance of this spell in operation at one time. Any subsequent castings fail. If you are slain by a death effect and your body is animated using create greater undead, the black vapor quickly flows to the undead form, causing you to rise as an apprentice lich, free from the control of the creature that cast create greater undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/114787/Monster-Focus-Mummies?affiliate_id=17596]Monster Focus: Mummies[/URL][spoiler] [b]Decrepit Mummy:[/b] After centuries spent locked away inside a tomb, the magic that binds some mummies begins to falter. [b]Mummy Priest:[/b] When a high priest is mummified, they sometimes retain some of the powers they had in life, granting them the ability to cast spells and use other foul powers. These variants can be created using create undead by a 17th level caster. [b]Shifting Mummy:[/b] These variants can be created using create undead by a 17th level caster. [b]Mummy:[/b] Made from a desiccated and preserved corpse, wrapped in sacred bandages, this undead creature is known as a mummy.[/spoiler] [URL=https://www.drivethrurpg.com/product/112563/Monster-Focus-Skeletons?affiliate_id=17596]Monster Focus: Skeletons[/URL][spoiler] [b]Decrepit Skeleton:[/b] These skeletons are so ancient that the magic that binds them is beginning to fail. They are often missing parts of their bodies, such as an arm or a number of ribs. Some even lack legs and instead must crawl about. Decrepit skeletons cannot be intentionally created. [b]Monstrous Skeleton:[/b] Skeletons made from the bodies of larger monsters have been known to have a wide variety of abilities and this simple addition allows them to retain some of the abilities they had in life. A monstrous skeleton can be created with animate dead, but it counts as twice the number of Hit Dice for that spell. [b]Skeletal Lord:[/b] A skeletal lord cannot be created without powerful evil rituals. [b]Skeleton:[/b] The creature is a skeleton, an undead abomination created from the bones of a dead creature. [i]Animate Dead Minor[/i] spell. [i]Call the Dead[/i] spell. Bone Sword magic item. [b]Zombie:[/b] [i]Animate Dead Minor[/i] spell. [b]Bleeding Skeleton:[/b] [i]Call the Dead[/i] spell. [b]Burning Skeleton:[/b] [i]Call the Dead[/i] spell. [b]Skeletal Champion:[/b] ? Animate Dead, Minor School necromancy [evil]; Level cleric 1, sorcerer/wizard 2 Target one corpse touched Duration 1 day This spell functions as animate dead except that it can create one standard humanoid skeleton or zombie with a maximum number of HD equal to your caster level, to a maximum 5 Hit Dice at 5th level. You cannot have more than one undead creature under your control through this spell. If you cast this spell a second time, the first creature immediately crumbles to dust. This creature counts against your maximum limit of undead creatures you can control. Call the Dead School necromancy [evil]; Level cleric 8, sorcerer/wizard 9 Casting Time 4 hours Components V, S, M (skull of a powerful undead creature, onyx gemstone worth 5,000 gp) Range medium (100 ft. + 10 ft./level) Targets all corpses in a 100-ft. spread Duration 1 hour/level (D) Saving Throw none; Spell Resistance no Calling on the grim powers of death, you cause all the corpses in the area to rise up as skeletons under your control. This spell affects corpses buried underground as well, up to a depth of 10 feet, although such undead take 1d4 minutes to claw their way up to the surface. These skeletons can be made into burning or bleeding skeletons at the time of casting by reducing the duration to 10 minutes per level. These undead do not count against your Hit Die limit for the amount of undead you can control. These undead must be commanded as a single group and cannot be split up to perform multiple tasks. If you are slain, these undead immediately crumble to dust. Bone Sword Aura moderate necromancy; CL 10th Slot none; Price 16,315 gp; Weight 4 lbs. This ancient blade appears to be made from bone, but it is as hard as steel. Once per day, when this +2 longsword is used to deliver the killing blow to a humanoid creature, the bone sword can be used as a swift action to cause the creature’s flesh to melt away and its body to rise up as a skeleton under the wielder’s control, as if using lesser animate dead (Ultimate Magic). The skeleton can have no more than 5 Hit Dice when created in this way. The sword wielder cannot control more than one skeleton in this way at a time. If the sword is used again to create a skeleton, any previous skeleton created by the sword immediately crumbles to dust. This skeleton does not count against the Hit Die limit of undead that the wielder can control, but if the wielder ever loses the bone sword the undead becomes uncontrolled until a creature picks up the sword, gaining control of the skeleton. Construction Craft Magic Arms and Armor, lesser animate dead; Cost 8,315 gp[/spoiler] [URL=https://www.drivethrurpg.com/product/113123/Monster-Focus-Zombies?affiliate_id=17596]Monster Focus: Zombies[/URL][spoiler] [b]Corpse Field:[/b] Even once destroyed, the severed limbs and heads of zombies are not completely dead. Such undead refuse is often left littering the field of battle, although it is sometimes known to erupt from the ground in a cemetery suffused with evil. [b]Brood Zombie:[/b] A brood zombie can be made by casting create undead and summon swarm or insect plague by a 15th level caster. [b]Swarm of Undead Beetles, Centipedes, and Ants:[/b] ? [b]Relentless Zombie:[/b] A relentless can be created with animate dead, but it counts as twice the number of Hit Dice for that spell. [b]Virulent Zombie:[/b] A virulent can be created with animate dead, but it counts as twice the number of Hit Dice for that spell. [b]Zombie:[/b] [i]Flesh Rot[/i] spell. Ash Pendant magic item. [b]Plague Zombie:[/b] Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours. Flesh Rot School necromancy [evil]; Level antipaladin 3, cleric 4, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range touch Target living creature touched Duration instantaneous Saving Throw Will partial; Spell Resistance yes This spell causes a creature’s flesh to rot from its bones and if slain, to rise as a zombie under your control. When you cast this spell, your hand takes on sickly green aura. Using this spell requires a melee touch attack. If the attack hits, the target takes 1d6 points of damage per caster level you possess, to a maximum of 12d6 points of damage. If the target is slain by this attack, it rises as a zombie under your control on the following round (as if using animate dead, maximum 12 Hit Dice). The target is allowed a Will save to reduce the damage to 1 point per caster level. If the save is successful, the target does not rise as an undead, even if the attack kills it. Any bonuses on saving throws against disease apply to this effect. This spell has no effect on targets that are immune to disease. Zombie Plague School necromancy [evil]; Level cleric 3, sorcerer/wizard 4 Casting Time 1 standard action Components V, S Range touch Target living creature touched Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes This spell infects the target with zombie rot. The disease is contracted immediately upon a failed Fortitude save (no onset time). If the target dies while under the effects of this disease, this spell does not confer control of the zombie to the spellcaster. Zombie Rot—spell; save Fort DC as per the spell; onset none; frequency 1 day; effect 1d2 Con damage; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours. Ash Pendant Aura faint necromancy; CL 5th Slot neck; Price 750 gp; Weight 1 lbs. This pale white pendant is carved from the heartwood of an ash tree grown in a cemetery. One end of the pendant contains a silver reservoir filled with ashes. These ashes can be spread upon the forehead of a corpse that died within the past day, causing it to animate as a zombie with up to 5 Hit Dice on the following round. This zombie is under the control of the pendant’s wearer and does not count against the total number of Hit Dice of undead that the wearer can control. The pendant can only be used once and it crumbles to dust if the zombie is destroyed. Construction Craft Wondrous Item, animate dead; Cost 375 gp[/spoiler] [URL=http://www.drivethrurpg.com/product/138053/Monster-Hunters-RPG-Dark-Europe?affiliate_id=17596]Monster Hunters Dark Europe[/URL][spoiler] [b]Banshee:[/b] A banshee is the restless spirit of a powerful fae creature. [b]Banshee Lesser:[/b] A banshee is the restless spirit of a powerful fae creature.[/spoiler] [URL=http://www.drivethrurpg.com/product/90422/Monster-Menagerie-Oceans-of-Blood?affiliate_id=17596]Monster Menagerie Oceans of Blood[/URL][spoiler] [b]Toothwraith:[/b] Toothwraiths are apex predators that refused to release their grip on life. Originally massive sharks (or more rarely great crocodiles or dragon turtles), a toothwraith has willed itself back into existence.[/spoiler] [URL=http://www.drivethrurpg.com/product/101624/Monster-Menagerie-Ravagers-of-Time?affiliate_id=17596]Monster Menagerie Ravagers of Time[/URL][spoiler] [b]Time Wraith:[/b] A humanoid or monstrous humanoid slain while it has any temporary damage on it from a temporal wraith’s dissonance power becomes a temporal wraith in 1d4 rounds (regardless of what actually slays it). Temporal wraiths are the spirits of those killed while in contact with the timestream, or by powerful chronal magics.[/spoiler] [URL=http://www.drivethrurpg.com/product/162170/Monster-Menagerie-Seasonal-Stars-Pumpkin-Stalker?affiliate_id=17596]Monster Menagerie Seasonal Stars Pumpkin Stalker[/URL][spoiler] [b]Death-o-Lantern Pumpkin Stalker Mohrg:[/b] The death-o-lantern is among the most dangerous of pumpkin stalkers, generally created by powerful evil forces bargaining to grant a servant to a druid grieving terrible loss and seeking vengeance, a coven of hags, or powerful diabolist-necromancer. [b]Zombie Fast:[/b] Humanoid creatures killed by a pumpkin stalker mohrg rise immediately as fast zombies.[/spoiler] [URL=http://www.drivethrurpg.com/product/83199/Monster-Menagerie-The-Kingdom-of-Graves?affiliate_id=17596]Monster Menagerie: The Kingdom of Graves[/URL][spoiler] [b]Bean Chaointe:[/b] Bean chaointe, or keening women, are the spirits of strong willed women that die tragically, often from betrayal. Bean chaointe are often part of a noble line, or a family that served such a line loyally, and they are bound to haunt their families serving as both boon and curse. [b]Bloodknight Human Vampire Fighter 11:[/b] A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. [b]Dark Messenger:[/b] ? [b]Lich Tyrant Human Lich Aristocrat 10:[/b] Typically created from an aging nobleman or king who has a deep seated fear of death, and who refuses to yield their power, they make pacts with dark powers for immortality. Unlike its more powerful kin, a lich tyrant does not have to create its own phylactery, instead having it crafted by others. The lich’s greatest weakness is that the phylactery must bear his or her likeness. It may be a masterful painting, a carefully carved gem, or an entire statue. This makes them far more obvious (and thus vulnerable) to bold heroes. [b]Masque Ghul:[/b] A humanoid that dies of a masque ghul's ghoul fever rises as a masque ghul at the next midnight. [b]Night Dragon:[/b] Night dragons form from the collective unconscious and spirit of a land ravaged by the horrors of the undead, or by fiendish incursion. It is a heraldic symbol of the land itself, rising in an attempt to repair the massive damage. They are most common where the dragon was once a common symbol of rank and nobility, but honor and duty have been abandoned in favor of undeath and/or debauchery. Night dragons are formed from the scraps of many different dragons, brought together by unknowable magic belonging to nature itself. In lands where dragons are unknown, or not heraldic symbols, sometimes massive lions, or great eagles rise in their place. [b]Rot Giant:[/b] Rot giants are typically created as living siege engines and bodyguards by the most powerful of undead rulers, although in rare cases they do arise spontaneously. [b]Soul Harvester:[/b] They are born of local officials, usually tax collectors or judges, who used their position to leach off those they were meant to serve. Most are killed in an act of revenge for some sin committed on their neighbors, only to return and take up literally feeding on the mortals they abused while still alive. [b]Skeleton:[/b] A rot giant can take a full round action to gape its jaws like a snake and consume the corpse of a Medium or smaller target. On the next round, as a standard action it can disgorge a skeleton with HD equal to the consumed victim. [b]Vampire:[/b] A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.[/spoiler] [URL=http://www.drivethrurpg.com/product/139332/Monster-Movie-Matinee?affiliate_id=17596]Monster Movie Matinee[/URL][spoiler] [b]Unstoppable Maniac:[/b] These human-looking abominations are created when a suitable victim dies does of neglect or another traumatic experience.[/spoiler] [URL=http://www.drivethrurpg.com/product/89445/Monsters-of-NeoExodus-Scythians-PFRPG?affiliate_id=17596]Monsters of NeoExodus: Scythian[/URL][spoiler] [b]Scythian Cemetery:[/b] Scythian cemeteries sometimes form in areas where many Scythians have died (such as the site of a battle where extensive necromantic magic was used). [b]Skeleton Scythian:[/b] Skeletons created with Scythian bones are all burning exploding skeletons, except they inflict piercing damage instead of fire. Their immunity to fire is replaced by immunity to piercing weapons.[/spoiler] [URL=http://www.drivethrurpg.com/product/125341/Monsters-of-Porphyra?affiliate_id=17596]Monsters of Porphyra[/URL][spoiler] [b]Barrow Wight:[/b] Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. The barrow wight is a product of material greed. When a being so corrupted by their own greed dies through a covetous action or simple neglect for their own well-being, they possess the potential to rise as a barrow wight. This potential becomes a certainty, if they are buried alongside their wealth. [b]Fukuranbou:[/b] Its own vanity eventually led to the creature’s death and resurrection as an unholy abomination. [b]Iron Lich:[/b] “Ironclad Lich” is an acquired template that can be applied to any psionic creature capable for creating the required mechanical body. An integral part of becoming an ironclad lich is the creation of the body in which the character stores his soul and the soul cages it traps its memory and psionic energy within. Each ironclad lich must create its own ironclad body using the Craft Construct feat and its own soul cages by using the Craft Cognizance Crystal feat. The character must be able to manifest powers and have a manifester level of 11th or higher. The iron body costs 24,500 gp to create and its soul cages for 30,000 gp a piece. The most common form of soul cage is a metal lantern with an embedded crystal that radiates light in a 30 ft. radius. The lantern is sealed and has psionic sigils covering its surface. The soul cage is tiny has 40 hit points, hardeness 20, and break DC of 40. [b]Pattern of Suffering Ironclad Lich Human Cryptic 11:[/b] ? [b]Knollman:[/b] ? [b]Octospine:[/b] The octospine is a hideous creature, believed to be the creation of a demon lord. [b]Sage Whisperer:[/b] Some say, that the sage whisperers are the undying souls of the lost Savants of the Fifth Element, but these are merely speculations. [b]Shebbah:[/b] Shebbah (translated to ‘pitied one’) is the restless spirit of a geniekind, its soul torn from its body by terrible divine magic. [b]Undead Elementals:[/b] ‘Ordinary’ elementals may also be bound to the Material Plane through energy level drain from spell or creature. [b]Vampiric Dragon:[/b] “Vampiric dragon” is an acquired template that can be applied to any dragon. A dragon or magical beast slain by a vampiric dragon’s energy drain attack rises as a vampiric thrall 1d4 days after death. [b]Auroscruour Ancient Vampiric Gold Dragon:[/b] He allowed the necromancers of The Empire of the Dead to transform him into a vampire. The majority of vampiric dragons have been created by way of a vain, old dragon, or one with a task that needs a very long time to complete, trading a significant amount of treasure in exchange for a necromantic process that leaves the dragon a free-willed, though blood-desiring undead. [b]Vampiric Thrall:[/b] A vampiric thrall is normally created when a living creature willingly takes a blood gift from a vampire or vampire scion. The master must give up at least 10 hp in blood (this heals normally), and gains 1 negative level for every 4 HD of thralls it creates (round down). A vampiric dragon can also create a vampiric thrall simply by reducing a creature’s Constitution to 0 through blood drain. It does not incur negative levels for doing so. “Vampiric thrall” is a acquired template that can be applied to any corporeal animal or magical beast. [b]Vampiric Thrall Giant Frog:[/b] ? [b]Vampiric Thrall Axe Beak:[/b] ? [b]Zombie Rat:[/b] Whenever one zombie rat dies, another 1d6 zombie rats spawns from its womb. [b]Ghoul:[/b] The sickness of vanity that consumed the soul of the fukuranbou now manifests itself as a powerful wasting curse that it can inflict with its claws. Several small villages have been lost to this curse. Victims who die this way sometimes come back from the dead as ghouls.[/spoiler] [URL=http://www.drivethrurpg.com/product/184120/Monsters-of-Porphyra-2?affiliate_id=17596]Monsters of Porphyra 2[/URL][spoiler] [b]Arborgeist:[/b] When a treant meets a gruesome end at the hands of fire and great evil, the pain and horror of this fate sometimes proves too intense for the benign spirit to find rest even in death. The treant’s soul becomes twisted and corrupted, returning as a terrible spirit of vengeance known as an arborgeist. [b]Assassin Spirit:[/b] When an assassin or contract killer dies and is barred from the afterlife their unclean soul continues to haunt the world as an assassin spirit. [b]Besieged Undead:[/b] Besieged undead are unholy creatures created in times of great peril with limited resources. A single well-preserved corpse is used to make a three undead creatures (along with some nails, wire, bindings, and unholy luck). [b]Bonesman:[/b] ? [b]Muscleman:[/b] These gruesome foes are composed of stitched together muscle, grafted weapons, and a spirit of malice. [b]Gritman:[/b] Gritmen are created from the skin of a humanoid creature that has been stitched together and filled with sand to replace its muscles and bones. [b]Burning One:[/b] In the earliest days of the NewGod Wars, the forces of Gerana met with terrible defeat as a number of Lady Justice’s paladins and knights fell to Ashamar Shining’s forces. These unfortunate souls were corrupted and transformed into the first burning ones and made to turn against their former allies. [b]Defidi:[/b] A grippli that dies of disease and is subsequently animated by necromantic magic becomes more than a mere zombie, bearing faint traces of its former tribal existence and a desire to serve evil powers. Some few grippli achieve undeath to defidi through personal evil behavior and death by disease; these would be the solitary encounters of these undead frog-people. [b]Ghost of the Hunt:[/b] When an animal is brutally killed and its bones are left to rot, the animal’s spirit may not escape the mortal remains and instead animate its remains as an undead spirit. [b]Kuchisake-Onna:[/b] Kuchisake-onna are disturbed and vengeful spirits of mutilated women. [b]Janhutu-Imra:[/b] ? [b]Qutrub:[/b] Qutrub that incapacitate humans, usually through ghoulish paralysis, will restrain and take them to their lairs. During the next new moon, the qutrub will force their victims to eat humanoid flesh, completing a ritual that will turn them into a qutrub within 1d12 minutes. Only humans are affected, and can become qutrub. The ancient curse of the qutrub is said to have been placed upon the followers of an arrogant ancient king, who defied the Elemental Lords and was turned to stone for his perfidy. His petrified body was cast into the sky, and remains today as the First Moon. His similarly defiant followers became the qutrub, bound by the light of the moon to exist in horrific ghoulish shape, or the moon-worshiping great wolves that howl their defiance, as that primeval king once did. [b]Malison:[/b] A malison is a foul and spiteful undead formed by the union of a humanoid’s fury with the dying curse of a god. This likely mirrors the death cry of minor godlings that perish throughout the Multiverse, their death-spark giving rise to the creation of a malison, with the dying rage of sentients in any given location. There is no known way to replicate the creation of a malison with necromantic magic, though circumstances could certainly be manipulated, should the evil being doing so know enough about this type of undead. [b]Nang Tani:[/b] They come into existence when a young humanoid female dies before marrying or having children, and her spirit enters a banana tree which grows near her village. [b]Walking Disease:[/b] Humanoid creatures killed by a walking disease’s massive infection rise as a new walking disease in 1d4 days. Nearly all of these infectious agents remain simple, non-sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge. [b]Undead:[/b] Those killed by death elementals often return as undead creatures. Undead are once-living creatures animated by spiritual or supernatural forces. [b]Bhuta:[/b] A yaksha that dies on the Material Plane sometimes becomes a foul and dreaded bhuta, undead manipulator of animals; possibly a lingering curse from the betrayed Elemental Lords.[/spoiler] [URL=http://www.drivethrurpg.com/product/114792/Monsters-of-Sin-Collection-Pathfinder-RPG?affiliate_id=17596]Monsters of Sin Collection[/URL][spoiler] [b]Bone Swarm:[/b] Life drives the world forward in a way that the undead, even mindless undead like skeletons, recall and yearn to relive. On rare occasions, this yearning brings the pugnacious spirits of fallen undead together, bonded together by a common craving: to feel alive again. They gather up what is left of their bones from life, as well as any other bones they come across, and form bone swarms. [b]Lovelorn:[/b] Lovelorn are ghosts who died with broken hearts. Their lives were ruined when they were jilted in their every attempt at love or latched onto a selfish lover, the emotional damage they suffered remaining with them beyond death. [b]Spiteful Spirit:[/b] An undead spirit duplicate that rises from the body of a warrior killed in battle, a spiteful spirit is raw fury made manifest. Enraged by the manner in which it died, or just too caught up in the intensity of combat to notice that it’s dead, the combative core of the warrior continues to fight without thought until it’s defeated or it finally fades away. “Spiteful Spirit” is an acquired template that can be added to any living creature with 2 or more Hit Dice immediately after it dies. A spiteful spirit rises instantly upon the death of its corporeal form.[/spoiler] [URL=http://www.drivethrurpg.com/product/93140/PFRPG-Mor-Aldenn-Creature-Compendium?affiliate_id=17596]Mor Aldenn Creature Compendium[/URL][spoiler] [b]Black Glass Undead:[/b] They only come into existence through radically powerful spells and artifacts. They are never created by accident, but only through a dedicated effort to create a creature of very dark power and overwhelming evil. “Black Glass Undead” is an acquired template that can be added to any corporeal undead creature. [b]Black Glass Wight:[/b] ? [b]Wight:[/b] Any humanoid creature that is slain by a black glass wight becomes a wight itself in only 1d4 rounds. [/spoiler] [URL=https://froggodgames.com/frogs/product/mountains-of-madness-pathfinder-hardcoverpdf/]Mountains of Madness[/URL][spoiler] [b]Summiteer:[/b] Some individuals that take up mountain climbing find that as they get closer to the summit and face the ever-increasing dangers of continuing become more consumed with reaching their desired goal than surviving the harrowing ordeal. Experienced mountaineers refer to the obsession as “summit fever.” Those suffering from this affliction let mania replace judgment. At these extreme altitudes, there is no room for error. Bone-chilling cold, howling winds, and the lack of oxygen cause mistakes fatal. The brave souls that succeed in this perilous mission tragically pass by the frozen corpses of those that failed on their way to and from the top of the mountain. There are times though, when the harsh elements and even death itself cannot sate the ambitions of determined mountaineers. These driven individuals rise from their icy, trailside graves at the highest elevations to deny others pursuing the prize that eluded them in life. Though many humanoids races have died in their vain attempts to defeat the mountain, summiteers are exclusively human. [b]Sphinx Zombie:[/b] During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today. [b]Skeleton:[/b] Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. [b]Zombie:[/b] Xiled clerics then animate their lifeless corpses and compel these skeletons and zombies to serve their new masters for the remainder of their undead existence. Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. [b]Vampire:[/b] ? [b]Lich:[/b] ? [b]Shadow:[/b] The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. [b]Undead:[/b] She tells the PCs that she fears that the individuals plundering the burial mound may be disturbing the final resting place of Gurdkin Feycleaver, an ancient dwarf thane with a reputation for savagery and evil. Myths and legends claim that the covetous royal vowed to defend his earthly treasures even after he departed this world. Naturally, she is very worried that Gurdkin may fulfill his promise and return to the land of the living as an undead horror. For Thanopsis, the act of dying irreparably corrupts the individual, regardless of whether the soul embarks on an eternal journey into the afterlife or not, or the body or spirit is reanimated by an arcane or divine force. The building’s current resident transformed some of his former colleagues into his undead servants. The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. (This is a false rumor.) The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. [b]Barrow Wight:[/b] At the time of her son’ s death, his mother beseeched her priests to prevent others from animating her son’s corpse as an undead abomination, but they could do nothing to quell the evil that burned within his malevolent soul. The wicked thane underwent the transformation into a barrow wight shortly after being sealed in his coffin. Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. [b]Lantern Goat:[/b] ? [b]Spellgorged Zombie:[/b] If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. [b]Hoar Spirit:[/b] ? [b]Crypt Thing:[/b] Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. [b]Greater Shadow:[/b] At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 20 Perception check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow. [b]Huecuva:[/b] The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas.[/spoiler] [URL=http://www.drivethrurpg.com/product/140287/MKoM-Haunted-Eve-Monsters-Only-Pack-Pathfinder?affiliate_id=17596]Mystical Kingdom of Monsters Haunted Eve Monster Pack[/URL][spoiler] [b]Festrog Pup:[/b] Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. [b]Festrog:[/b] Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. [b]Festrog Dire:[/b] Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. The alphas who lead these packs also use this temporary boost in power to become dire festrogs. [b]Pumpkin Lord:[/b] The oldest of jack-o’-lanterns and scarecrows become pumpkin lords. [b]Crawling Claw:[/b] When the Scribe’s Brush started its twisted transformation into a swamp, investigators and slayers were hired by the king to find out why it was happening. On several occasions, the creatures that these adventurers found would lash out, maiming or outright killing them. Eventually, only slayers would venture into the marsh at night, and only under direct orders to do so. Still, many never returned whole. As time passed and monster training became the prevalent occupation within the Kingdom, researchers and scouts would take the place of the slayers, capturing monsters and researching them. The magic used by the trainers seeped into the ground, filling the area in which so many had lost limb and life. The side effect of these events is the crawling claw; a creature some fear for its eerie resemblance to a humanoid hand. [b]Nightwalker:[/b] Like the humans who are transformed into foulspawn, fey beings that are touched by the Void sometimes become shadowy monstorin known as nightshades. [b]Skeleton Monsters:[/b] Unlike traditional skeletons, skeleton monsters are not the reanimated remains of their dead ilk. They are, instead, a collection of monsters that take on the likeness of other creatures in order to gain access to their essence and magic. For this reason, a trainer’s normal monster cannot grow into a skeleton monster; he would have to capture one, but a breeder can augment hers using advanced monster growth. Some researchers have also been able to craft specialized monster scrolls that can change a monster into its skeleton monster counterpart, but such items are very difficult to find. Skeleton monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer. [b]Crurotaur Skeleton:[/b] ? [b]Owlbear Skeleton:[/b] ? [b]Scoundrite Skeleton:[/b] ? [b]Zombie Monster:[/b] Zombie monsters are brutish, unthinking recreations of their former selves. While any trainer with a flare for necromancy, or a friend with such talents, could technically create a zombie monster from what is left of their companions, doing so is seen as a perversion of monster training and of the bond between trainer and monster. As such, most zombie monsters are naturally occurring or brought into being by breeders who can change their companions without first killing them. Zombie monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer. [b]Gray Render Zombie:[/b] ? [b]Hydra Zombie:[/b] ? [b]Moncroak Zombie:[/b] During Haunted Eve, the moncroaks of the Scribe’s Marsh take on a disturbing visage as the magic of the holiday twists and tears their skin, changing them into zombies. [b]Treant Zombie:[/b] Treant zombies reanimate from the remains of treants left in the swamps of the Kingdom during Haunted Eve.[/spoiler] [URL=http://www.drivethrurpg.com/product/118824/Mythic-Magic-Core-Spells?affiliate_id=17596]Mythic Magic Core Spells[/URL][spoiler] [b]Undead:[/b] Mythic [i]Create Undead[/i] spell. Mythic [i]Create Greater Undead[/i] spell. Create Undead You can use this spell to create any corporeal, non-extraplanar undead creature whose CR does not exceed your caster level -10. If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell. Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell. Create Greater Undead You can use this spell to create any incorporeal or extraplanar undead creature whose CR does not exceed your caster level -9. If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell. Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell.[/spoiler] [URL=http://www.drivethrurpg.com/product/141486/Mythic-Magic-Expanded-Spells-I?affiliate_id=17596]Mythic Magic Expanded Spells I[/URL][spoiler] [b]Undead:[/b] Mythic [i]Soulreaver[/i] spell. SOULREAVER Mo You can expend one use of mythic power to raise creatures killed by this effect as undead thralls. You can animate a number of Hit Dice worth of undead up to double your tier as if you had animated them with animate dead. The undead created by this spell count toward the total number of Hit Dice worth of undead you can control. Augmented (8th): If you expend two uses of mythic power, you can raise slain foes as undead creatures chosen from the list of undead for create undead. By expending three uses of mythic power, you can select from the list for create greater undead. The total number of Hit Dice worth of undead created in this way can’t exceed double your tier. Created undead are not automatically under your control. If you are capable of commanding undead, you may attempt to command the undead creatures as they form.[/spoiler] [URL=https://www.drivethrurpg.com/product/192432/Mythic-Magic-Horror-Spells?affiliate_id=17596]Mythic Magic: Horror Spells[/URL][spoiler] [b]Zombie:[/b] [i]Mythic Flesh Puppet[/i] spell. [i]Mythic Flesh Puppet Horde[/i] spell. [i]Mythic Flesh Wall[/i] spell. [i]Torpid Reanimation[/i] spell. [b]Skeleton:[/b] [i]Torpid Reanimation[/i] spell. [b]Agile Mythic Simple Skeleton:[/b] [i]Torpid Reanimation[/i] spell. [b]Agile Mythic Simple Zombie:[/b] [i]Torpid Reanimation[/i] spell. [b]Savage Mythic Simple Skeleton:[/b] [i]Torpid Reanimation[/i] spell. [b]Savage Mythic Simple Zombie:[/b] [i]Torpid Reanimation[/i] spell. [b]Mythic Skeleton:[/b] [i]Torpid Reanimation[/i] spell. FLESH PUPPET You ignore the spell’s material component cost, and add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. You also add your mythic tier to your caster level for the purposes of determining the bonus on your Disguise check made to disguise the zombie, and the maximum length of the string created by the spell. As a standard action, you can direct the zombie to make a single melee attack. FLESH PUPPET HORDE You ignore the spell’s material component cost, and add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. You also add your mythic tier to your caster level for the purposes of determining the bonus on your Disguise check made to disguise the zombie, and the maximum length of the string created by the spell. You can issue directions to multiple zombies with a single swift action, provided that you issue the same instructions to each zombie. You can issue different directions to any number of zombies as a move action. Finally, you can direct zombies created by this spell to attack without them gaining the staggered quality or ruining their disguises. FLESH WALL Each 5-foot square of the flesh wall has a number of hit points equal to 10 + 5 per mythic tier you possess, rather than the normal amount. Additionally, each section of the wall (and each zombie created from the wall) gains a bonus on attack and damage rolls equal to 1/2 your mythic tier. If a section of the all successfully damages a creature with its slam attack, it can attempt a combat maneuver check as a free action to attempt to pull the creature inside the wall, where it becomes trapped in the same fashion as a creature that failed a Strength check to move through the wall. TORPID REANIMATION Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn’t increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore this spell’s material component cost. Additionally, add your mythic tier to your caster level when determining the spell’s duration. Finally, until the animation is triggered, the spell’s aura is hidden as though with a magic aura spell, making it difficult to detect the spell’s presence before the corpses are animated. Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic simple template. This template last for a number of days equal to your tier. Alternatively, if you expend six uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.[/spoiler] [URL=http://www.drivethrurpg.com/product/131713/Mythic-Mastery--Mythic-Mummies?affiliate_id=17596]Mythic Mastery Mythic Mummies[/URL][spoiler] [b]Dry Mummy:[/b] Unlike most types of mummies, dry mummies are generally created by accident, when a humanoid creature dies in a particularly dry and sandy area that is protected enough from the elements to preserve its corpse. Not all creatures that are accidentally mummified become dry mummies, and in fact the transformation is very rare. It is generally believed that dry mummies tend to arise when a particular confluence of factors surrounding the death occur: the most important seems to be the means of death, with dry mummies being far more likely to come from those who die of thirst or starvation, as opposed to those who die a violent death. The religious beliefs of the subject also seem to carry some weight, but not as much as that person’s overall force of will and personality. Of course, dry mummies are occasionally created intentionally, usually by necromancers located in desert regions, who find their particular suite of abilities to be useful. While it is rumored that there are spells that can transform any corpse into a dry mummy, such claims have not been substantiated, and most necromancers in need of a dry mummy are forced to starve and dehydrate their victims. Suffusing the suffering victim with necrotic energies during this period increases the odds of creating a dry mummy substantially, but even then, success is not guaranteed. [b]Mythic Dry Mummy:[/b] ? [b]Pitch Mummy:[/b] It is common practice for a mummified creature to be filled with a black, tar-like substance in order to help preserve the body against the ravages of time. One heretical sect takes this practice further, however, and stuffs their mummified corpses with a magical black tar that not only preserves the corpse, but also serves as the source of its animation. [b]Mythic Pitch Mummy:[/b] Mythic pitch mummies are believed to have been created in much the same way as a standard pitch mummy, though since the process of their creation was deliberately destroyed millennia ago, it is difficult to say for certain why some pitch mummies become mythic and others do not. Theories abound on the subject, ranging from it being dependent on the status of the individual being mummified, to being a matter of age (with pitch mummies becoming mythic pitch mummies if they survive long enough), to how much pitch was used in their creation, or the possibility that the nature of the pitch itself might be different. Each of these theories has its merits, and scholars that support it, but without further historical evidence, all that can be said is that mythic pitch mummies are very different from their lesser kin.[/spoiler] [URL=http://www.drivethrurpg.com/product/132285/Mythic-Mastery--Mythic-Nabasu-and-Shadow-Demons?affiliate_id=17596]Mythic Mastery Mythic Nabasu and Shadow Demons[/URL][spoiler] [b]Mythic Ghoul:[/b] A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul. There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. Many creatures are capable of creating mythic ghouls, either with powerful necromancy spells, or with innate abilities, such as those possessed by the mythic nabasu. In very rare cases, it is rumored that particularly obscene acts of cannibalism, such as eating the corpse of one’s brother, may be enough to cause an individual to become a mythic ghoul, but such claims are generally poorly documented. Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control. [b]Ghoul:[/b] As a free action once per day per growth point (minimum of 1/day), a mythic nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 19 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the mythic nabasu’s control. A mythic nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the mythic nabasu picks which human becomes a ghoul. The save DC is Charisma-based. Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control. A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul. There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. [b]Ghoul Ghast:[/b] A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.[/spoiler] [URL=http://www.drivethrurpg.com/product/197215/Mythic-Module-Monsters-Red-Throne-2?affiliate_id=17596]Mythic Module Monsters Red Throne 2[/URL][spoiler] [b]Mythic Daughter of the Dead:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/197680/Mythic-Module-Monsters-Red-Throne-3?affiliate_id=17596]Mythic Module Monsters Red Throne 3[/URL][spoiler] [b]Mythic Rajput Anbari:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/171914/Mythic-Module-Monsters-Rune-Lords-1?affiliate_id=17596]Mythic Module Monsters Rune Lords 1[/URL][spoiler] [b]Mythic Attic Whisperer:[/b] An attic whisperer is a tortured soul that takes form by combining dust and trash into a corporeal form.[/spoiler] [URL=http://www.drivethrurpg.com/product/172604/Mythic-Module-Monsters-Rune-Lords-2?affiliate_id=17596]Mythic Module Monsters Rune Lords 2[/URL][spoiler] [b]Mythic Carrionstorm:[/b] ? [b]Mythic Revenant:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/174590/Mythic-Module-Monsters-Rune-Lords-3?affiliate_id=17596]Mythic Module Monsters Rune Lords 3[/URL][spoiler] [b]Mythic Smoke Haunt:[/b] ? [b]Mythic Totenmaske:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/175256/Mythic-Module-Monsters-Rune-Lords-4?affiliate_id=17596]Mythic Module Monsters Rune Lords 4[/URL][spoiler] [b]Mythic Deathweb:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/176077/Mythic-Module-Monsters-Rune-Lords-5?affiliate_id=17596]Mythic Module Monsters Rune Lords 5[/URL][spoiler] [b]Mythic Witchfire:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/118342/Mythic-Monsters-1-Demons?affiliate_id=17596]Mythic Monsters 1: Demons[/URL][spoiler] [b]Mythic Bodak:[/b] ? [b]Bodak:[/b] A humanoid slain by a mythic bodak’s death gaze rises as a bodak 24 hours later.[/spoiler] [URL=https://www.drivethrurpg.com/product/124851/Mythic-Monsters-7-Inner-Planes?affiliate_id=17596]Mythic Monsters 7: Inner Planes[/URL][spoiler] [b]Mythic Ghul:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/126685/Mythic-Monsters-9-Undead?affiliate_id=17596]Mythic Monsters 9: Undead[/URL][spoiler] [b]Nosferatu:[/b] ? [b]Count Dracula:[/b] ? [b]Mythic Undead:[/b] Undead are deadly at any time, but mythic undead are doubly so. Their origins are varied, and a great many undead arise from awful curses, bearing their corruption in life into a tormented undeath, or have been dragged unwillingly into the ranks of the undead as slaves spawned by their deathless masters. Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. [b]Mythic Baykok:[/b] ? [b]Mythic Demilich:[/b] ? [b]Mythic Devourer:[/b] ? [b]Mythic Dullahan:[/b] ? [b]Mythic Ghoul:[/b] ? [b]Mythic Ghast:[/b] ? [b]Mythic Pickled Punk:[/b] ? [b]Mythic Spectre:[/b] ? [b]Mythic Totenmaske:[/b] ? [b]Mythic Wight:[/b] ? [b]Mythic Witchfire:[/b] ? [b]Mythic Wraith:[/b] ? [b]Advanced Fast Zombie:[/b] Humanoid creatures killed by a mythic mohrg rise immediately as advanced fast zombies under the mythic mohrg’s control. [b]Jigsaw Man:[/b] When a talented, unrepentant serial killer is executed by quartering, the murderer can sometimes animate its own shredded remains through sheer force of will and rise as an undead monstrosity bent on continuing its homicidal existence. As if a dozen mythic undead were not enough, we also bring you the severed slasher that is the jigsaw man; hanging was too good for him in life, so drawn and quartered he remains in undeath, his disparate parts driven by a malign will to sever the thread of life for any mortals unlucky enough to cross its path. [b]Ghost:[/b] ? [b]Vampire:[/b] ? [b]Allip:[/b] ? [b]Zombie:[/b] [i]Animate Dead Lesser[/i] spell. [b]Shadow:[/b] ? [b]Skeleton:[/b] [i]Animate Dead Lesser[/i] spell. [b]Lich:[/b] ? [b]Mythic Skeleton:[/b] Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. [b]Mythic Lich:[/b] Magic often plays a hand in the creation of the undead, of course, from those created as slaves like a mythic skeleton to turning that mighty magic upon themselves like a mythic lich. [b]Baykok:[/b] ? [b]Ghoul:[/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]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]Mohrg:[/b] ? [b]Fast Zombie:[/b] ? [b]Pickled Punk:[/b] The body of a humanoid creature killed by a mythic pickled punk shrinks, contorts, and rises as a nonmythic pickled punk 1d6 rounds later. [b]Spectre:[/b] Any humanoids slain by a mythic spectre become nonmythic spectres themselves in one round. [b]Totenmaske:[/b] ? [b]Wight:[/b] Any humanoids slain by a mythic wight become nonmythic wights themselves in one round. [b]Witchfire:[/b] ? [b]Wraith:[/b] A humanoid slain by a mythic wraith becomes a wraith in 1 round. ANIMATE DEAD, LESSER This spell functions as mythic animate dead, but creates only a single Small or Medium skeleton or zombie. Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of a mythic ghast's ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.[/spoiler] [URL=https://www.drivethrurpg.com/product/127262/Mythic-Monsters-10-Sea-Monsters?affiliate_id=17596]Mythic Monsters 10: Sea Monsters[/URL][spoiler] [b]Mythic Draugr Crew:[/b] ? [b]Draugr:[/b] Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save. [b]Draugr Captain:[/b] Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save. [b]Lacedon:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/129226/Mythic-Monsters-12-Fairy-Tale-Creatures?affiliate_id=17596]Mythic Monsters 12: Fairy Tale Creatures[/URL][spoiler] [b]Mythic Banshee:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/131432/Mythic-Monsters-14-Giants?affiliate_id=17596]Mythic Monsters 14: Giants[/URL][spoiler] [b]Mythic Brute Wight:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/132388/Mythic-Monsters-16-Monstrous-Humanoids?affiliate_id=17596]Mythic Monsters 16: Monstrous Humanoids[/URL][spoiler] [b]Zombie:[/b] Any creature slain by a pukwudgie’s poisonous quills rises in 24 hours as a zombie. [b]Ghoul:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/139328/Mythic-Monsters-22-Emissaries-of-Evil?affiliate_id=17596]Mythic Monsters 22: Emissaries of Evil[/URL][spoiler] [b]Advanced Juju Zombie:[/b] Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie. [b]Agile Mythic Juju Zombie:[/b] Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie. [b]Invicible Mythic Juju Zombie:[/b] Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed. Juju zombies created by a mythic immortal ichor have the advanced simple template. By spending one use of mythic power, the ichor can instead apply the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to a newly created juju zombie. [b]Juju Zombie:[/b] Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control.[/spoiler] [URL=https://www.drivethrurpg.com/product/140203/Mythic-Monsters-23-Worms?affiliate_id=17596]Mythic Monsters 23: Worms[/URL][spoiler] [b]Mythic Ghast:[/b] Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly. [b]Ghast:[/b] Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life. A humanoid of less than 3 Hit Dice rises as a ghast. A humanoid of 3–9 Hit Dice rises as a wight. A humanoid of 10 HD or more rises as a morhg. There is no limit to the number of undead a conqueror worm can create with its slime. [b]Wight:[/b] Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life. A humanoid of less than 3 Hit Dice rises as a ghast. A humanoid of 3–9 Hit Dice rises as a wight. A humanoid of 10 HD or more rises as a morhg. There is no limit to the number of undead a conqueror worm can create with its slime. [b]Mohrg:[/b] Creatures killed by a conqueror worm's slime, or killed while suffering damage from the slime, are immediately transformed into an undead creature under the conqueror worm’s control. A humanoid who becomes undead in this way retains none of the abilities it possessed in life. A humanoid of less than 3 Hit Dice rises as a ghast. A humanoid of 3–9 Hit Dice rises as a wight. A humanoid of 10 HD or more rises as a morhg. There is no limit to the number of undead a conqueror worm can create with its slime. [b]Ghoul:[/b] Once per day as a full round action, a conqueror worm can expend one use of mythic power to vomit a glob of slime onto ground containing dead humanoid remains (typically a graveyard). One round later, 1d10+8 ghouls and a single mythic ghast emerge from the ground and follow the conqueror worm’s commands unerringly.[/spoiler] [URL=https://www.drivethrurpg.com/product/146760/Mythic-Monsters-25-Lords-of-Law?affiliate_id=17596]Mythic Monsters 25: Lords of Law[/URL][spoiler] [b]Sakathan:[/b] Sakathans were once ancient kings of the lizardfolk race on a now-forgotten Material Plane who bargained with the infernal powers and found themselves bound by corrupted wishcraft into a dreadful blood pact and cursed with a twisted form of vampirism. Sakathans were the high noble caste of an ancient lizardfolk empire, but so great was their ambition and their pride that lordship over their kind was not enough to slake their thirst for power. A cabal of sakathans came together to tap into secret spells that promised great power to those who spoke into existence what they wished to be their destiny. The sakathans wished to unleash the divine spark within themselves, to make their strength eternal and authority absolute, so they could drink deeply from the wells of power and revel in the suffering of their enemies. What they meant for a simple affirmation of purpose, however, became so much more when they their prayers answered and their wishes granted by the scaled masters of Stygia, in the heart of Hell. The sakathans were indeed crowned in power and glory, ascending to heights of power undreamed of, overthrowing rulers not part of their cabal and conquering on every hand. After 13 years enthroned as god-kings adored, however, their Stygian benefactors revealed that their gift was not without cost. Yes, they had become as gods, but their great power was bought with a price. now a hellish hunger awoke within them and the shining sun burned their accursed flesh. [b]Sakathan Spawn:[/b] A sakathan can elect to create a sakathan spawn instead of a full-fledged sakathan when using its create spawn ability after slaying a reptilian humanoid with its blood drain or energy drain. A sakathan can create spawn out of reptilian humanoids it slays with blood drain or energy drain. The victim rises from death as a sakathan spawn in 1d4 days, under the control of the sakathan that created it, and remains enslaved until its master’s destruction.[/spoiler] [URL=https://www.drivethrurpg.com/product/148983/Mythic-Monsters-27-COLOSSAL?affiliate_id=17596]Mythic Monsters 27: COLOSSAL[/URL][spoiler] [b]Mythic Zombie Titan:[/b] ? [b]Fast Zombie:[/b] Whenever a non-mythic creature with fewer than 10 Hit Dice dies within 30 feet of a mythic zombie titan, that creature rises again 1 round later as a fast zombie (DC 15 Fortitude negates). These zombies are uncontrolled but do not attack the zombie titan. If a mythic titan zombie expends one use of mythic power as an immediate action when a creature dies within 30 feet, the save DC increases to 20 and it can affect mythic creatures and creatures with 10 or more Hit Dice. Mythic creatures add their mythic rank or tier as a bonus on this saving throw.[/spoiler] [URL=http://www.drivethrurpg.com/product/161708/Mythic-Monsters-31-Daemons?affiliate_id=17596]Mythic Monsters 31: Daemons[/URL][spoiler] [b]Mythic Ghast Advanced:[/b] Humanoid creatures slain by a mythic meladaemon must succeed on a DC 23 Will save or rise as mythic ghasts (see Mythic Undead) with the advanced template on their next turn. [/spoiler] [URL=http://www.drivethrurpg.com/product/164450/Mythic-Monsters-32-Shadow?affiliate_id=17596]Mythic Monsters 32 Shadow[/URL][spoiler] [b]Mythic Nighwalker:[/b] ? [b]Mythic Shadow:[/b] ? [b]Shadow:[/b] A humanoid creature killed by a mythic shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds. [/spoiler] [URL=https://www.drivethrurpg.com/product/195280/Mythic-Monsters-41-India?affiliate_id=17596]Mythic Monsters 41: India[/URL][spoiler] [b]Mythic Bhuta:[/b] ? [b]Mythic Rajput Ambari:[/b] ? [b]Ghoul:[/b] ? [b]Bhuta:[/b] ?[/spoiler] [/spoiler] [/QUOTE]
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