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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7630479" data-attributes="member: 2209"><p><strong>OSR L</strong></p><p></p><p>OSR L[spoiler]</p><p>Labyrinth Lord[spoiler]</p><p><a href="http://www.rpgnow.com/product/64331/Labyrinth-Lord-Revised-Edition-noart-version?affiliate_id=17596" target="_blank">Labyrinth Lord</a>[spoiler]</p><p><strong>Undead:</strong> These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, these beings rise again as undead horrors.</p><p><strong>Ghoul:</strong> All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies.</p><p><strong>Mummy:</strong> Mummies are preserved undead corpses animated through the auspices of dark desert gods best forgotten.</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.</p><p><strong>Spectre:</strong> Should a character reach level 0 from a spectre's energy drain, he dies and will become a spectre in 24 hours.</p><p><strong>Vampire:</strong> Vampires create others of their kind by draining humans or other humanoids of all life energy (they reach 0 level). The victim must be buried, and after 1 day he will arise as a vampire.</p><p><strong>Wight:</strong> Wights are undead creatures who were formerly humans or demi-humans in life.</p><p>Any human or demi-human reduced to 0 level from a wight's energy drain dies, and becomes a wight in 1d4 days.</p><p><strong>Wraith:</strong> Wraiths are incorporeal undead creatures born of evil and darkness.</p><p>Should a character reach level 0 from a wraith's energy drain, he dies and will become a wraith in 24 hours.</p><p><strong>Zombie:</strong> Zombies are undead corpses reanimated through dark and sinister magic.</p><p><em>Animate Dead</em> spell.</p><p></p><p>Animate Dead</p><p>Level: 3</p><p>Duration: Permanent</p><p>Range: 60'</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them.</p><p>The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/78524/Advanced-Edition-Companion-Labyrinth-Lord-noart-version?affiliate_id=17596" target="_blank">Advanced Edition Companion</a>[spoiler]</p><p><strong>Undead:</strong> Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> These incorporeal, ethereal beings are the animated spirits of horribly evil humans. In life their evil was so great as to attract otherworldly attention, and the powers preserved their being as ghosts after death.</p><p><strong>Groaning Spirit, Banshee:</strong> The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.</p><p><strong>Lich:</strong> A lich is an undead magic-user of at least 18th level (and possibly multiclassed) who has used its magical powers and a phylactery to unnaturally extend its life.</p><p><strong>Being of Death:</strong> ?</p><p></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>Level: 3</p><p>Duration: Permanent</p><p>Range: 60'</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them.</p><p>The caster may animate a number of hit die worth of zombies or skeletons equal to the casterEs level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/170895/Basilisk-Goggles--Wishing-Wells?affiliate_id=17596" target="_blank">Basilisk Goggles & Wishing Wells</a>[spoiler]</p><p><strong>Spectre:</strong> If killed while wearing the cloak of spectral revenge, a wearer automatically rises as a spectre in 1d4 turns, leaving the cloak with her corpse.</p><p><strong>Wraith:</strong> Darkshade overuse.</p><p>Any characters killed by the wraith helm's negative energy attack (reduced to level 0 or below) become wraiths within 2d4 rounds.</p><p>Wight exposure to Hatchery Egg.</p><p><strong>Undead:</strong> Slab of Redemption.</p><p>Non-evil enveloped by Earth's black blood summoned by a variant Rod of Magma.</p><p><strong>Zombie:</strong> Flesh exposure to Hatchery Egg.</p><p><strong>Ghoul:</strong> Zombie exposure to Hatchery Egg.</p><p><strong>Wight:</strong> Ghoul exposure to Hatchery Egg.</p><p></p><p>Cloak of Spectral Revenge</p><p>Although the cloak can be worn by any character, only the truly singleminded, desperate, or fanatical consciously use this item. If killed while wearing the cloak, a wearer automatically rises as a spectre in 1d4 turns, leaving the cloak with her corpse. This undead monster hunts down and slays her killer, then becomes free-willed. The item’s power interferes with protective enchantments, so the owner cannot also wear magical armor/items that improve her armor class.</p><p></p><p>Darkshade</p><p>This small species of nightshade is popular in some circles, because eating the purplish-blue berries allows a person to speak with the dead. There are some restrictions, however: the speaker must remain within five feet of the burial site and a conversation can last no more than an hour. Despite the latter constraint, the speaker can ask as many questions as she wants.</p><p>Although very beneficial, the berries must be used sparingly and infrequently. They are relatively toxic, inflicting 2d6 points of damage (save versus poison for half ), but, worse, overuse can be deadly. A single spirit may be woken once per season without danger — if allowed sufficient rest. Waking it more often, or speaking to it for more than an hour… annoys… a spirit. Its features darken and the surrounding air crackles as the spirit transforms into a wraith. This takes one round, after which the undead tries to kill its persecutor before stalking other living creatures.</p><p>Those with dark intent can purposely raise wraiths this way, but this is a truly evil act, as the wraith can never turn back into a peaceful spirit. Given the newly-changed wraith’s desire to target its antagonist, the malicious might send dupes to trigger the transformation. In this way, the berries’ effect can also be used as a tool for indirect murder: the wraith hunts the person manipulated into waking it until the intended victim is dead or on another plane.</p><p></p><p>Slab of Redemption</p><p>Found in temples to good gods, this massive stone table converts a 6th level cleric spell into an unusual effect. When a person or creature, dead less than 8 hours, is laid upon the slab, its alignment changes to the god’s and its soul thereafter serves the god. There are several possibilities of how the dead character’s story continues. Depending on the deity’s wishes, the dead may stay dead, with their spirits becoming minor servants on the material plane; or, they might become undead; or, some lucky few might be resurrected. As there are no rules for spirits in Labyrinth Lord, how this concept works in a particular campaign is purely up to the LL. Also note, there are equivalent slabs of corruption in some evil temples.</p><p></p><p>Wraith Helm</p><p>Incorporeal undead such as wraiths cannot touch the world they inhabit, cursed to only watch their surroundings until destroyed. By wearing one of these eerily beautiful, gold-chased silver helms, a bodiless undead can make itself corporeal for five turns. Unlike other focusing items, a wraith helm draws its power not from the wearer, but through it, by taking over the undead’s life-draining attack.</p><p>When a monster first dons the helm, a single blast of negative energy rips 2d4 levels from all living things within 100’. Because the blast affects everything nearby, even those creatures just underground, a circle of death forms, and comes to resemble a snowless winter landscape. Those victims who make their saving throw versus death lose only one level. Any characters killed by this attack (reduced to level 0 or below) become wraiths within 2d4 rounds, controlled by the helm-wearer. Destroying or blessing the bodies before the spirits rise prevents this transformation. Should this fail to happen, the created wraiths remain in existence until destroyed; they do not disappear when the original undead returns to its incorporeal state after five turns. If the wearer removes the helm, the wraiths become free-willed, but may ally with their creator if treated well.</p><p>Following the initial blast attack, the borderland creature is relatively helpless, aside from any wraiths created: for the five turns of being solid, the creature cannot use its normal draining power. The energy blast from the wraith helm can lay waste to battalions, but the creature itself was so warped mentally by the transformation to un-death, that it lost any ability to use weapons. However, it can touch things and interact with the material world. While solid, the creature keeps the same stats as its incorporeal form, but has an AC of 8 and loses its resistance to normal and silver weapons. Should the creature be “killed” while in this liminal state, it is permanently destroyed.</p><p></p><p>Hatchery Egg</p><p>Long exposure to negative energy corrupted this dragon egg. It will never hatch on its own (unless the LL has something nifty in mind), but the hatchery egg does create “life,” after a fashion. Any nuggets of flesh within 200’ of the egg and larger than 10 pounds — including body parts, animal corpses, a month’s worth of jerked meat provisions, and even the living dead — are slowly transformed. Initially, the bad bits of beef stand up as zombies following a full day spent in the 200’ exposure zone. But, if the zombies hang around long enough, they get “upgraded.” Two weeks after becoming zombies the undead become ghouls; a month after this the ghouls become wights; three months after that the wights become wraiths, the most powerful undead most hatchery eggs can create. The exposure effect can pass through stone and earth, but is blocked by metal.</p><p>If the LL wishes, there could a gradual progression to the undead upgrading process: e.g., ghouls could become more powerful over days, or wights slowly less substantial as the weeks go on. This could merely be a pain for some LLs, or it could be an opportunity to try out some “half types” of undead surprise you’ve been thinking about springing on your party.</p><p></p><p>Magma Rod</p><p>An ordinary-looking length of heavy, reddish wood, this rod gives no ready sign of its function. Close magical examination indicates the rod provides mineral wealth when driven into the ground and triggered with a command word. But this is a cruel, perhaps deadly joke: the rod does provide mineral wealth — in the form of a volcano.</p><p>Activating the rod releases a geyser of lava, consuming the rod and covering everything in a 50’ radius with liquid rock. Thereafter, the volcano grows by 100’ per month until it reaches a size determined by the Labyrinth Lord. The rod can be activated underground, which may affect the surface. Used underwater, the rod can create a new island.</p><p>A very rare version of the rod does not bring magma to the surface, but rather the Earth’s black blood. This evil, gooey substance fills a dome, much like a blood blister, rather than a volcano’s traditional cone shape. Because the black blood is less dense than lava, those enveloped may survive the experience — if they are evil. Those who are not drown in liquid darkness, rising to become undead horrors.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/182850/Beast-Folio-Volume-2?affiliate_id=17596" target="_blank">Beast Folio Volume 2</a>[spoiler]</p><p><strong>Gula:</strong> A Gula is born when someone dies from starvation, from simply being a poor peasant slowly diminishing away to a criminal locked in a dungeon cell.</p><p>For reasons unknown the starved return from death seeking everything and anything to consume.</p><p><strong>Zombie Radiation:</strong> Radiation Zombie are created when a human is exposed to highly radioactive material. Depending on the level of radiation it will either kill them outright or slowly poison them over a period of time. A small number of those slain by radiation will return to life as a Radiation Zombie.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/122125/Bestiarum-Vocabulum-Monstrous-Plants?affiliate_id=17596" target="_blank">Bestiarum Vocabulum Monstrous Plants</a>[spoiler]</p><p><strong>Wraith:</strong> Darkshade plant over use.</p><p></p><p>Darkshade</p><p>This small species of nightshade is popular in some circles, because eating the purplish-blue berries allows a person to speak with the dead. There are some restrictions, however: the speaker must remain within five feet of the burial site and a conversation can last no more than an hour. Despite the latter constraint, the speaker can ask as many questions as she wants.</p><p>Although very beneficial, the berries must be used sparingly and infrequently. They are relatively toxic, inflicting 2d6 points of damage (save versus poison for half), but, worse, overuse can be deadly. A single spirit may be woken once per season without danger — if allowed sufficient rest. Waking it more often, or speaking to it for more than an hour… annoys… a spirit. Its features darken and the surrounding air crackles as the spirit transforms into a wraith. This takes one round, after which the undead tries to kill its persecutor before stalking other living creatures.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/128268/BTL004-Brave-the-Labyrinth--Issue-4-PDF?affiliate_id=17596" target="_blank">Brave the Labyrinth 4</a>[spoiler]</p><p><strong>Undead:</strong> <em>Chaotic Raise</em> chaos magic spell.</p><p><strong>Zombie:</strong> In traditional fantasy role-playing, zombies are shambling undead corpses who have been given life via unholy magic—whether arcane or divine.</p><p>Magical Experimentation: In this instance some form of magical incantation or alchemical formula has transformed the victim into a zombie. Maybe a foolish wizard consumed a potion whose reagents had fouled or a mad sorcerer animated a corpse with magical energy </p><p>No Room Left in Hell: Worst of all, what if the lower planes where the souls of chaotic creatures and vile things are condemned to go after they die is now brimming with so much evil that there is no more room? With no place for these horrid souls to go, they rise from the grave and carry out their malicious desires in reanimated corpses driven by their own hatred for the forces of law and good.</p><p>If the virus does not remain dormant in the target's system until they die then they simply rise as a zombie 1d12 rounds after the victim dies. If the virus is fast acting, the target becomes a zombie within 1d4 rounds after being exposed to the virus. If the virus is degenerative, the target takes 1d6 hit points of damage each day until they are dead. Within 4d6 hours of death via this degeneration they rise again as a zombie.</p><p>Generally speaking, regardless of how the virus is passed between victims, the target should be entitled to a saving throw vs. disease to resist the effects. However, particularly potent strains may impose a penalty to this save of up to -4.</p><p>It is up to each individual referee whether or not the zombie virus can be cured by a cure disease spell, though it is highly recommended to avoid such an easy fix. Generally speaking, short of a wish, the zombie virus should be incurable.</p><p>Bite: In this case, the disease is passed on when the zombie bites an individual and that person is not slain.</p><p>Airborne: The plague is spread merely by proximity. Anyone who comes within thirty feet of a zombie must make a saving throw vs. disease or else contract the virus and rise as a zombie after death.</p><p>Ingesting: Whether a poison or some kind of fouled food, the virus is passed on when the target consumes something that carries the disease. They must make a saving throw every time they consume an item that is carrying the virus.</p><p>Spore: This rare fungus grows in dungeons and when disturbed it releases spoors into the air. Anyone within 30' of the spoors must make a saving throw vs. disease or contract the virus.</p><p>Magical: The virus is contracted via arcane (or divine, at the referee's discretion) spellcasting. Any time a character casts a spell, they must make a saving throw or risk contracting the virus.</p><p></p><p>Chaotic Raise</p><p>During combat, the shaman may bring back a fallen comrade. The target rises the round after the spell is cast as an undead version of its previous self (meaning a cleric may attempt to Turn it), with max hit points. The Labyrinth Lord is free to choose the type of undead, depending on the party's level.[/spoiler]</p><p></p><p>Challenge of the Frog Idol[spoiler]</p><p><strong>Wolf Ghoul:</strong> ?</p><p><strong>Giant Catfish Zombie:</strong> ?</p><p></p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/148348/Class-Compendium?affiliate_id=17596" target="_blank">Class Compendium</a>[spoiler]</p><p><strong>Skeleton:</strong> When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. </p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.</p><p><em>Animate Dead</em> spell.</p><p><strong>Wight:</strong> When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.</p><p><strong>Vampire:</strong> When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.</p><p><strong>Eidolon:</strong> Not all who are slain find peace. Many cannot release their hold on the mortal life and linger as spirits with unfinished business. Driven to complete these incomplete obligations, they can find no peace until their business is complete. They are the restless spirits bound to the land of the living by a thread of passion. </p><p>All Eidolons are driven to continue their tortured existence by an all consuming passion. This passion must be selected at character creation and cannot be changed. Whether it's a quest for revenge, the desire to recover a long lost artifact or to protect a loved one who still dwells amongst the living – this is the very desire which drives the Eidolon to exist. The exact nature of this passion is up to the player and must be agreed upon by the Labyrinth Lord.</p><p>At the Labyrinth Lord's discretion, player characters who are slain may rise again as 1st level Eidolons. These characters lose all of the previous abilities associated with their class. Former thieves cannot pick pockets and former magic-users cannot cast spells, for example.</p><p>If the Labyrinth Lord offers the option for a slain character to become an Eidolon, that character must first succeed in a Saving Throw vs. Death based upon the level and class had when they were alive. If successful, they rise in 4d6 hours as a 1st level Eidolon. The player of newly reborn Eidolon and the Labyrinth Lord will need to work together to determine the character's Driving Passion. </p><p>Only player characters with a Wisdom of 12 or higher have the option of becoming Eidolons. </p><p></p><p>Animate Dead</p><p>Level: Cultist 3, Metaphysician 3 (Divine) or 5 (Arcane), Thopian Gnome 5, Wild Wizard 5</p><p>Duration: Permanent</p><p>Range: 60'</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them. The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/91350/COA01-The-Chronicles-of-Amherth?affiliate_id=17596" target="_blank">COA01: The Chronicles of Amherth</a>[spoiler]</p><p><strong>Undead:</strong> Laelo burial practices include elaborate funerals that end in cremation—if not, Laelo dead always return as undead.</p><p><strong>Ashogarr:</strong> Ashogarrs are the remains of drowning victims, particularly those killed by murder or neglect.</p><p><strong>Matroni:</strong> ?</p><p><strong>Yukree:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/106239/COA02-Ghoul-Keep-and-the-Ghoul-Lands?affiliate_id=17596" target="_blank">COA02: Ghoul Keep and the Ghoul Lands</a>[spoiler]</p><p><strong>Lorrgan Makaar:</strong> In ages past, when the great Kingdom of Mor fell into ruin, the sorcerer-baron Lorrgan Makaar fled to his ancient palace fortress, but was unable to escape the dark magics unleashed during the destruction of the Great City. Makaar soon succumbed to a strange sickness that left him bedridden for days. Fearing their lord to be cursed, his followers began to desert him, one by one, until at last he was alone. When Makaar awoke from his fever, he found that he was no longer fully human. Lorrgan Makaar had become an unholy ghoulish creature of great power.</p><p><strong>Arkaan Makaar:</strong> ?</p><p><strong>Dala Makaar:</strong> ?</p><p><strong>Jaheen Makaar:</strong> ?</p><p><strong>Urgen Makaar:</strong> ?</p><p><strong>Morrow Makaar:</strong> ?</p><p><strong>Wukrael Qalor:</strong> ?</p><p><strong>Bonewraith:</strong> A bonewraith is an undead monster formed from the restless spirits of fallen soldiers.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul Reaver:</strong> Humans slain by a warrior ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.</p><p>Humans slain by a shadow ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.</p><p>Humans slain by a sorcerer ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies.</p><p>Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.</p><p><strong>Ghoul Reaver Ghoulaqi:</strong> ?</p><p><strong>Ghoul Warrior:</strong> Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.</p><p><strong>Ghoul Shadow:</strong> Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.</p><p><strong>Ghoul Sorcerer:</strong> Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies.</p><p><strong>Ghast:</strong> ?</p><p><strong>Gahoul:</strong> Once in a great while, one of Lorrgan Makaar’s human wives dies while giving birth to an abominable blend of human and ghoul known as a gahoul.</p><p><strong>Traask The King's Steed:</strong> Some say the dragon was once Makaar’s archenemy, while others say it was once the mate or child of the great blue dragon A’tan Hellise.</p><p><strong>Irik Utal:</strong> This sarcophagus is decorated with numerous carvings depicting Ghoul Keep as well as Utal’s numerous victories. The remains of Irik Utal lie within. Unknown to any save the sorcerer ghoul Jexahl Ta, Irik Utal has slowly begun to reanimate, and if he awakens fully, he may become a powerful undead, perhaps even a lich. The effect of his reawakening is left for the Labyrinth Lord to decide.</p><p><strong>Mummy:</strong> Seven sealed crypts line the walls of this chamber. These are the final resting places of former wardens of Ghoul Keep. Each crypt contains Hoard Class XXI, but each crypt opened causes the remains to animate as a mummy in 1d4 days. The mummy hunts down the character(s) who disturbed its peace and does not rest until it is slain.</p><p><strong>Undead Purple Worm:</strong> ?</p><p><strong>Zombie:</strong> The crab’s operator piloted it out of the sinkhole before succumbing to his injuries. He has since reanimated as a zombie and attacks anyone who opens the hatch.</p><p>Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds.</p><p><strong>Cal Waruk:</strong> ?</p><p><strong>Lek Mercan:</strong> ?</p><p><strong>Lek Agheer:</strong> ?</p><p><strong>Aag Aat:</strong> ?</p><p><strong>Jexahl Ta:</strong> ?</p><p><strong>Skeleton:</strong> Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds.</p><p><strong>Raltus the Undying:</strong> Raltus the Undying is the avatar of the Kalitus Corpi undead cult. [/spoiler]</p><p></p><p><a href="http://www.dragonsfoot.org/sg/" target="_blank">DF To Light the Shadows</a>[spoiler]</p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Undead:</strong> Masque of the Tomb King</p><p></p><p>Masque of the Tomb King – This unholy relic allows creation of and control over the undead. [/spoiler]</p><p></p><p>Divine Test of Hel[spoiler]</p><p><strong>Vampire:</strong> ?</p><p><strong>Draugr:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/148743/Divinities-and-Cults-Labyrinth-Lord?affiliate_id=17596" target="_blank">Divinities and Cults</a>[spoiler]</p><p><strong>Undead:</strong> Cleric of Hel Drain Life Side Effect</p><p>3. I Stab at Thee! If slain by the life-draining process, the victim reanimates as an undead creature, of equal HD to the level it had in life, hel(l)-bent on getting its life force back from the recipient! It attacks until destroyed.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/240275/Divinities-and-Cults-Volume-III-Labyrinth-Lord?affiliate_id=17596" target="_blank">Divinities and Cults III</a>[spoiler]</p><p><strong>Zombie:</strong> Like the original Ammit who still serves at the side of Anubis, ammits in the mortal world can swallow whole any who they bite who are human-sized or smaller (save vs. death negates). Such victims take 10 damage each round unless freed and if slain, are spat out as animated dead to fight for the ammit (as per the spell: caster level 10).</p><p><strong>Mummy Egyptian:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/221032/Dungeon-Full-of-Monsters?affiliate_id=17596" target="_blank">Dungeon Full of Monsters</a>[spoiler]</p><p><strong>Anamhedonic Ghost:</strong> ?</p><p><strong>Nuns of the Bone Goddess:</strong> But even though they were slaughtered and their monastery was destroyed, the nuns remained unvanquished. For they had taken up worship of the Bone Goddess, and she would not let mere death prevent her followers from attending to her sepulchral bidding.</p><p><strong>The Abbess:</strong> ?</p><p><strong>Blackbone Abbess:</strong> ?</p><p><strong>Blackbone Nun:</strong> ?</p><p><strong>Flagellant Nuns:</strong> ?</p><p><strong>Rhinocorn Wraith:</strong> When the civilization of Southern unicorns collapsed, it left behind more than just cursed carcasses. Some rhinocorns refused to take their rage and sorrow with them into death, and so that rage and sorrow became their ghosts.</p><p><strong>Snake Eyes:</strong> Two hundred thousand years ago, a nation of warriors built a city upon a river whose name has long been lost in time. Such is the weight of years that the river itself was gone before recorded time, leaving only a blasted wasteland full of cracks and fissures and the poisonous smoke that seeps forth out of them. No hint of that ancient city or its people is left, save one—their greatest champion, the best of the best, remains. Now he is only a giant flying head, with snakes for eyes, wings that flap behind him, and a pair of dangling, gangrenous arms hanging down below his chin, each one bearing an ancient sword made of bronze.</p><p><strong>Burning Zombie:</strong> ?</p><p><strong>Calcified Zombie:</strong> Some zombies have been in the caves beneath Skull Mountain for so long that the limestone has accumulated on them, forming a stony crust over their rotten muscles.</p><p><strong>Compound Zombie:</strong> ?</p><p><strong>Cult Zombie:</strong> When death cultists die, their bodies become cult zombies and continue their work.</p><p><strong>Exploding Zombie:</strong> ?</p><p><strong>Fight Zombie:</strong> It is hard for dead, rotting fl esh to maintain the alacrity and drive it had in life, but for some corpses, the animating rage inside them burns brighter than it does in others.</p><p><strong>Fungated Zombie:</strong> </p><p><strong>Guardian Zombie:</strong> After 6 months, a cult zombie becomes a guardian zombie.</p><p><strong>Hydra Zombie:</strong> ?</p><p><strong>Hydra Zombie Revenger:</strong> ?</p><p><strong>Hydra Zombie Revenger The Butler:</strong> ?</p><p><strong>Hydra Zombie Revenger The Critic:</strong> ?</p><p><strong>Hydra Zombie Revenger The Pastor:</strong> ?</p><p><strong>Hydra Zombie Revenger The Victim:</strong> ?</p><p><strong>Mass of Zombie Limbs:</strong> An imitation of either the mass of limbs or the tentacle man (or both, perhaps?), these hideous collections of arms and legs sewn together show the death cult has imagination, if not a conscience or any shred of humanity left.</p><p><strong>Monastic Zombie:</strong> ?</p><p><strong>Plague Zombie:</strong> ?</p><p><strong>Slow Zombie:</strong> When lesser necromancers create zombies, the result is too-often a slow, shambling mockery of a true zombie.</p><p><strong>Vat Zombie:</strong> ?</p><p><strong>Harlan Blackhand:</strong> Harlan Blackhand used to let the death cultists store bones in these catacombs, and they would practice animating undead here. They still keep the place tidy.</p><p>He built his sanctum on the ruins of Drakdagor’s old tower, and took a fateful plunge from which there is no coming back—he became a lich.</p><p>The death ritual was performed at midnight, under the full moon. Harlan slaughtered half a village as payment to the gods of death. All that the survivors could remember about Harlan were his hands, dripping black with blood in the moonlight. It was not his first foray into wanton murder and destruction, and it would not be his last.</p><p><strong>The Lich Sorceress:</strong> ?</p><p><strong>The Flowered King:</strong> In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.</p><p><strong>The Jewelled King:</strong> In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.</p><p><strong>The Iron King:</strong> In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.</p><p><strong>The Vampire King:</strong> In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.</p><p>The first of the Monster King’s royal “trophies,” the Vampire King was subjected to a debased form of vampirism before being entombed.</p><p><strong>The Wolf King:</strong> In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.</p><p><strong>Skeleton of the Catacombs:</strong> The arcades are full of bones, which sometimes spill out into the hall. For each living person that enters the hall, there is a 1 in 6 chance that some of these bones will animate and attack (roll dice equal to the intruders, any 1s indicates an encounter with 1d8 skeletons).</p><p><strong>Unruly Skeleton:</strong> ?</p><p><strong>Ghost:</strong> The ghosts of people whose bodies were thrown into the spawning pit congregate here, and some become visible.</p><p>These are the souls of people killed by the skinwearers and the iridescent globes.</p><p><strong>Zombie:</strong> The round after a Bleeding Man has been slain, there is a 1 in 3 chance that he rises again, regaining 1d6 hit points and leaping back into the fight. If he is not killed again, he becomes an undead zombie (but does not gain additional hit points).</p><p>In this huge cave is a deep, wide pit, into which the death cultists throw dead things. Inside the pit, they knit themselves together and climb out as zombies, amalgamated from the corpses of myriad beings.</p><p><strong>Bone Guardian:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/213677/Flower-Liches-of-the-Dragonboat-Festival?affiliate_id=17596" target="_blank">Flower Liches of the Dragonboat Festival</a>[spoiler]</p><p><strong>Flower Ghoul:</strong> ?</p><p><strong>Penanggalan:</strong> ?</p><p><strong>Touhou:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Flower Lich:</strong> ?</p><p><strong>Carnation:</strong> ?</p><p><strong>Datura:</strong> ?</p><p><strong>Hyacinth:</strong> ?</p><p><strong>Japhet:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Flaming Zombie:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/159853/Ghosts--The-Incorporeal-Undead?affiliate_id=17596" target="_blank">Ghosts The Incorporeal Undead</a>[spoiler]</p><p><strong>Undead:</strong> The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane.</p><p><strong>Ghosts:</strong> The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane. Incorporeal undead – ghosts – are the souls of the dead animated solely through this energy, having no true physical body present on the Material Plane.</p><p>Each ghost is unique or nearly so in its origin; sometimes groups of ghosts, known as scares, arise en masse when there is mass murder, battle, or other wanton and horrific slaughter. These ghosts often have commonalities in abilities, such as the ghosts of a party of adventurers who were all slain by the same dragon; or the ghosts of a family caught in a volcanic explosion; or the ghosts of a band of vikings who all sank with their ship in a storm; and so on.</p><p>Ghosts are not real, in either the physical or spiritual sense. They are reflections of tragedy and evil, which occurred on the Material Plane, of such terror and horror that the psychic energies of the deceased blew through the Ethereal Plane into the Negative Energy Plane, and there engendered a node of negative energy. That node of negative energy tethers the soul of the deceased in the Ethereal Plane, keeping the soul from passing on to its final rest, whether that is in the Celestial Realms, the Netherworlds, or the Hells.</p><p>Ectoplasm from an ancestral ghost, if consumed, grants the consumer a chance of discovering ancestral secrets and secrets of living relatives of the ghost. The chance of discovering a secret of random sort is 10% per ounce of ectoplasm consumed in one go. The imbiber then falls into a deep sleep for 1d6+6 turns, during which he (potentially) dreams of the secrets of the living and the dead. If the imbiber fails to gain any secrets, he must make a saving throw versus Death; if the save fails he remains stuck in the coma, having horrible nightmares of the ghost’s ancestors and relatives, for a number of days equal to the hit dice of the ghost. At the end of this time another saving throw is required; failure indicates the victim dies, to rise again 24 hours later as a ghost with hit dice equal to half his level, rounded up.</p><p>Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost.</p><p>Four ounces of child ectoplasm acts as per a potion of longevity when imbibed. Each time child ectoplasm is consumed, however, the imbiber must roll percentile dice against the number of ounces of child ectoplasm he has consumed in his lifetime. If the roll is less than or equal to the total number of ounces consumed, all reversal of aging is undone; additionally, the imbiber must make a saving throw versus Death. If the save fails, the imbiber not only has all the reversal of aging undone, he also ages a like number of years! This reversal of aging happens instantly. If this aging then ages the imbiber to death, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.</p><p>Four ounces of damned ectoplasm provide the consumer with a limited form of immortality, should he survive consuming the ectoplasm. First, upon consuming the ectoplasm, the imbiber must make a percentile roll against the total number of ounces of damned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he dies, and rises again 24 hours later as a ghost with hit dice equal to of half his level (rounded up).</p><p>If he passes through the percentile check without needing to make a saving throw, or if he succeeds in his saving throw, the next time he is slain, his soul does not go on to its eternal reward or damnation…</p><p>First, upon death, his body (not including any equipment) instantly warps itself into the Deep Ethereal, wreathed in a protective cocoon of ectoplasm. There it remains, floating and bobbing, for a number of days and nights equal to the deceased’s maximum hit points, healing 1 hit point per day and night.</p><p>Upon the night he reaches full hit points, the deceased bursts forth from the Ethereal Plane into the Material Plane, nude like a newly-born babe and covered in generic ectoplasm. He appears in whatever place he last considered the safest, whether that was his home, a castle, or an inn. He then loses a single life level. If this loss slays him he returns 24 hours later as a ghost with hit dice equal to half his original level (rounded up).</p><p>Consuming four ounces of blast ectoplasm enables the imbiber to vomit forth a jet of sticky, slimy ectoplasm, with the same range and effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of blast ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Blast special ability.</p><p>Consuming four ounces of touch ectoplasm enables the imbiber to make a touch attack of sticky, slimy ectoplasm, with the same effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of touch ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Touch special ability.</p><p>Four ounces of entropic ectoplasm is equal to a potion of longevity, with the salient differences being that the percentage checked each time entropic ectoplasm is consumed is equal to the number of ounces of entropic ectoplasm the imbiber has consumed in total, and that if the imbiber fails to reverse his aging and instead ages, if he dies he rises again as a ghost with hit dice equal to half his level, rounded up, and possessing the Entropic Attack ability.</p><p>An imbiber of magician ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spellcasting ability possessed by the ghost that provided the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of magician ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.</p><p>An imbiber of priest ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spell-casting ability possessed by the ghost that provided the ectoplasm.</p><p>Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of priest ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.</p><p>Any being that is slain through the ghost’s keen ability rises again 24 hours later as a ghost of hit dice equal to its level, up to half the hit dice of the ghost who slew it.</p><p>Four ounces of lifelike ectoplasm enable the imbiber to polymorph into a ghost of hit dice equal to his own; the effect lasts no longer than 1d6+6 turns. When the imbiber tries to transform back into a living being, however, the imbiber must make a percentile roll against the total number of ounces of lifelike ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he is truly dead, and is stuck as a ghost!</p><p>Four ounces of negative energy blast ectoplasm enables the imbiber to employ the negative energy blast attack of the ghost that provided the ectoplasm. The imbiber must use the attack within 1d6+6 turns of imbibing the ectoplasm. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of negative energy blast ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber suffers the damage of the attack.</p><p>If he dies through this damage, he rises again 24 hours later as a ghost with the Negative Energy Blast power, with hit dice equal to half his level, rounded up.</p><p>Four ounces of possession ectoplasm enables the imbiber to possess a victim much as above, save that the imbiber’s original body falls into a coma-like state while the possession is ongoing. The imbiber’s body, like that of the victim, need not eat, drink, sleep, or breathe while the imbiber continues to possess the victim. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of possession ectoplasm he has ever imbibed when ending a possession; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, when the possession ends the imbiber’s soul fails to return to his body, his body dies, and he is trapped bodiless as a ghost with hit dice equal to half his level, rounded up!</p><p>Imbibing four ounces of immunity ectoplasm makes the imbiber immune to the energy sources the ghost was immune to for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of immunity ectoplasm he has ever imbibed, of whatever immunity types; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm has a completely inverted effect, instantaneously and internally causing the type of damage against which the imbiber sought to gain immunity. The imbiber suffers 1d6 points of the appropriate type of damage per hit die of the ghost who provided the ectoplasm. If this damage kills the imbiber, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up.</p><p>Victims of a Spectral Music Ghost's song’s effects that perish as a direct result of those effects while the song is still playing must make a saving throw versus Death; failure indicates that they rise again 24 hours later as a ghost with hit dice of half their level, under the control of the Spectral Music ghost who killed them with its music.</p><p>Four ounces of teleport ectoplasm enable the imbiber to use the teleport spell once within 1d6+6 turns of imbibing the ectoplasm. Upon teleporting, if the imbiber ends up coming in low, he not only dies, he immediately rises again as a ghost of hit dice equal to half his level, rounded up.</p><p>Special ectoplasm, from ghosts with ghostly special abilities, can also be consumed as-is to provide the imbiber with special abilities. The use of ectoplasm in this way is often considered foolhardy by clerics and magic-users alike, as it often leads to the death of the user and/or his friends, and often to the creation of more ghosts. This is especially true of ectoplasm from the more powerful ghosts…</p><p><em>Bestow Curse</em> spell.</p><p><em>Spawn Ghosts</em> spell.</p><p>Ghost Generator magic item.</p><p>Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up.</p><p>Improper use of a Robe of Etherealness saving throw failure by 16+.</p><p><strong>Lesser Ghost:</strong> Lesser ghosts are weaker, only able to generate a fear attack though an enervating touch, and are usually created through tragic violence, by mortals being slain by another more powerful ghost.</p><p><strong>Greater Ghost:</strong> Greater ghosts are more powerful, able to drain life force through a cold-based touch, and usually result from the soul of an evil being rising again after a violent death; through a tragic death where a major life goal remained unfulfilled; or otherwise through treachery, evil magic, or the worship of dark gods.</p><p><strong>Presence:</strong> Presences usually arise from weak-willed and petty beings who liked to resolve disputes using physical threats and bullying. Murdered children also often end up as presences, not having the will or resolve to maintain a greater hold on the Material Plane.</p><p>If a presence slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence.</p><p>If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.</p><p>When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.</p><p>If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater).</p><p>If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).</p><p>A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.</p><p><strong>Apparition:</strong> Apparitions are generally more powerful and intelligent than presences, having a stronger will in life or, perhaps, merely a more tragic and thus more powerful death.</p><p>If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater).</p><p>If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.</p><p>When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.</p><p>If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).</p><p>A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.</p><p><strong>Lost Soul:</strong> If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher).</p><p>If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer.</p><p>When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.</p><p>A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.</p><p><strong>Wraith:</strong> Wraiths are usually born of fear, anger, hatred, and violence. In life they were often warlords, kings, magicians, priests, or other mighty and powerful beings who coveted ever more wealth and power. They made deals with dark forces and, for their efforts, grew great in power, but even greater in evil… and when death came to claim them, they sought even to avoid that great equalizer, and lived on in the form of the dreaded wraith.</p><p>When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.</p><p>A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.</p><p><strong>Haunt:</strong> Haunts are born of pain, suffering, loss, and tragedy. Most haunts shuffled off from the mortal coil with some great task or project uncompleted; this might be something as simple as finishing a journey to as complex and grandiose as building an empire.</p><p>When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.</p><p>A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.</p><p>A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer.</p><p><strong>Spectre:</strong> Spectres are essentially more powerful versions of wraiths – usually born out of hatred, anger, lust, or violence begotten of the desire for ever more wealth and power. Most spectres died a violent death – stabbed in the back by daggers, cut to pieces by blades, burned alive by magic, or even drained of life by other undead.</p><p>Few if any spectres just happen to rise from the dead – most are made, through the terrible violence and evil of their lives and their deaths.</p><p>When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.</p><p><strong>Spirit:</strong> Spirits are the malevolent ghosts of petty, treacherous, and cruel men and women who were slain through treachery by their allies, slaughtered by those they wronged, or killed themselves out of spite for the world around them.</p><p>When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.</p><p><strong>Wyrd:</strong> Wyrds are to spectres as spectres are to wraiths – even more powerful and potent ghosts of the angry, powerful, unquiet evil dead sort. Wyrds, however, result specifically from powerful persons that enjoyed causing pain, suffering, and death in their lifetime; thus their strong and potent connection to the Negative Energy Plane that allows them to drain life force at a prodigious rate and often en masse.</p><p>When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.</p><p><strong>Phantom:</strong> Phantoms are born of the tragic and violent death of an innocent victim, usually one who was powerful, respected, and often much-loved, but was betrayed by his family, friends, and followers. The horrific experience causes the soul of the deceased to rise again as a phantom, often hateful now of all living things, with a burning desire to wreak vengeance upon those who turned on him. Thus, in many ways, they are more potent versions of haunts.</p><p>When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.</p><p><strong>Geist:</strong> Geists are the most powerful of all the ghosts, and arise only from the most evil, vile, and despicable of men and women – kin-slayers, regicides, mass murderers, grand apostates, and cosmic blasphemers. As every geist has a unique origin, so every geist is unique in appearance and powers.</p><p>When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul.</p><p><strong>Acid Ghost:</strong> This ghost met his mortal end through an unpleasant encounter with acid, such the breath of a black dragon, a large vat of acid in a wizard’s laboratory, or some other similar toxic goo that burned and melted its mortal form.</p><p>As the ectoplasm of an Acid Ghost is mixed with its acid, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually ingests acid; he suffers 1d6 points of acid damage per ounce consumed with no saving throw. If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up.</p><p>When four ounces of acid ectoplasm are imbibed, the imbiber is able to vomit a line of acid similar to that produced by the ghost who provided the acid. Consumed this way, the ability to vomit the acid lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of acid ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the acid burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm.</p><p>If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up.</p><p><strong>Alien Ghost:</strong> Alien Ghosts, also known as Space Ghosts, are ghosts of beings from worlds beyond the knowledge of mortal men. These are ghosts of beings from other worlds, where the bipedal form is unknown, skies are purple and water mauve, and motile flora harvests sessile fauna.</p><p>Alien ectoplasm allows the imbiber to do whatever the Alien Ghost who provided it did, within the Labyrinth Lord’s judgment. However, it is very dangerous to use. Every time it is imbibed, the imbiber must make a saving throw versus Spells; upon failure, he is polymorphed into the original alien species from whence the Alien Ghost arose. This process requires 1d6 turns, during which the victim is in extreme pain and unable to take any actions. If the alien species is unable to survive on this world, then the newly-formed alien dies… and rises again as an Alien Ghost with hit dice equal to half the level of the victim, rounded up.</p><p><strong>Ancestral Ghost:</strong> ?</p><p><strong>Animal Ghost:</strong> This ghost is either the ghost of an animal, in which case it can only take on the form of an animal, or a humanoid ghost that can take on animal form, in which case it can take on humanoid, animal, and hybrid form.</p><p><strong>Myrkridder:</strong> Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost.</p><p><strong>Armored Ghost:</strong> ?</p><p><strong>Blinking Ghost:</strong> ?</p><p><strong>Bloody Ghost:</strong> Victims slain through drowning by a Bloody Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Bloody Ghost under the control of their slayer.</p><p><strong>Chained Ghost Earthly Remains:</strong> ?</p><p><strong>Chained Ghost Location:</strong> ?</p><p><strong>Child Ghost:</strong> This ghost is the ghost of a child.</p><p><strong>Cursed Ghost:</strong> This ghost was created through the application of the bestow curse spell, cast upon the body of the deceased within one turn (10 minutes) of death. The ghost is in all respects the same as other ghosts, with the limitation that it cannot attack the caster of the curse that created it. Cursed Ghosts can also be created through the cursed scroll of the unholy spirit.</p><p><strong>Daywalker:</strong> ?</p><p><strong>Demon Ghost:</strong> This ghost is the ghost of a demon that delved too deeply into the Negative Energy Plane seeking dreadful power and eldritch wisdom. It was blasted by that power, with the tattered remnants of the demon’s Chaotic soul impressed into the Material Plane as a ghost.</p><p><strong>Dream Killer Ghost:</strong> Imbibing four ounces of dream ectoplasm enables the imbiber to effectively become a Dream Killer ghost with their normal, everyday abilities, armor, weapons, and so forth. Their soul leaves their body in ethereal form, and the imbiber may then seek out and attack a sleeping target exactly as above. The imbiber gets a number of chances to initiate dream combat equal to the hit dice of the ghost that provide the ectoplasm. Unlike a true Dream Killer ghost, if the imbiber dies in the dream combat, he dies for real. And in such cases, rises again 24 hours later as a Dream Killer ghost with hit dice equal to half their level, rounded up.</p><p><strong>Drowned Ghost:</strong> This ghost resulted from a violent and horrific drowning, usually as a form of murder, though sometimes by tragic accident.</p><p>Victims slain through drowning by a Drowned Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Drowned Ghost under the control of their slayer.</p><p>Imbibing four ounces of drowned ectoplasm enables the imbiber to create and control water as though the imbiber were a Drowned Ghost with the hit dice of the ghost that provided the ectoplasm. The effect lasts for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of drowned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, water begins pouring out of the imbiber’s mouth as his lungs fill. Each round for 1d6+6 rounds the imbiber must make a saving throw versus Death; failure indicates he begins drowning, as above. If he drowns, he rises again 24 hours later as a Drowned Ghost with hit dice equal to half his level, rounded up.</p><p><strong>Drunken Ghost:</strong> This ghost died due to excessive drinking of alcohol, died while he was drunk, died by drowning in alcohol, or died while wishing he had one more drink of alcohol.</p><p>There is no magical benefit to be gained from imbibing Ecto-Nog, the ectoplasm left behind by a Drunken Ghost, beyond the pleasure of drinking the purest form of alcohol known to man (though it still falls short of the nectar of the gods). For that is what the ectoplasm of a Drunken Ghost is, pure, distilled alcohol, otherwise known as “Ghostshine,” or “Haunted Hooch.” A single small shot of one ounce of Ghostshine is as potent as 1d6 mugs of beer, glasses of wine, or shots of other spirits per hit die of the ghost who provided it.</p><p>Needless to say, Ecto-Nog can be lethal, if consumed in too great a quantity (or too great a quality). How this works depends on the method you use in your own campaign regarding alcohol. Generally, if more equivalents of mugs/glasses/shots of normal alcohol are consumed than the Constitution score of the imbiber, the imbiber must make a saving throw versus Poison; failure indicates that the imbiber passes out, drunk, instantly. Failure with a Natural 1 indicates that the victim dies of alcohol poisoning 1d6 turns later, and rises again immediately as a Drunken Ghost with hit dice equal to half their level, rounded up.</p><p><strong>Embodied Ghost:</strong> Embodiment is a curse on ghosts, sometimes enforced by the gods, other times by necromancers, and more rarely by more powerful ghosts.</p><p><em>Bestow Curse</em> spell.</p><p><strong>Environmental Ghost:</strong> Consuming four ounces of environmental ectoplasm allows the consumer to have the same abilities and powers… and limitations… as the ghost of that environment for 1d6+6 turns. Essentially, it sets up the imbiber as the anti-ghost of that environment. The imbiber is able to see that ghost, even if it is on the Deep Ethereal, and can attack it as though he were also on the Ethereal Plane (as he is, within the limits of the ghost’s environment). If the environment suffers damage, so does the imbiber; however, if the imbiber dies, nothing happens to the environment. If the imbiber dies while under the effect of the ectoplasm, he rises again immediately as an Environmental Ghost tied to the same environment, of hit dice equal to half his level rounded up, and must make a saving throw versus Spells; failure indicates that he is under the control of the original ghost of that environment.</p><p><strong>Fast Ghost:</strong> ?</p><p><strong>Fiery Ghost:</strong> This ghost’s mortal form died a fiery death, likely burnt at the stake, fried by a fireball, or charred to ashes by dragon’s breath.</p><p>When four ounces of fiery ectoplasm is imbibed the imbiber may cast a fireball equal to that of a magic-user with as many levels equal to the hit dice of the ghost that provided the ectoplasm. Consumed this way, the ability to cast the fireball lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of fiery ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Fiery Ghost with hit dice equal to half his level, rounded up.</p><p><strong>Friendly Ghost:</strong> Friendly Ghosts died a tragic and sometimes violent death, though during their lifetime they were not Evil, and quite Good, and though empowered by the Negative Energy Plane, have (as yet) resisted the eldritch Evil of that power.</p><p>The souls of Friendly Ghosts are, in fact, impressed upon by both the Negative Energy Plane and the Positive Energy Plane, placing their ethereal existence in a state of flux.</p><p><strong>Frightening Ghost:</strong> ?</p><p><strong>Frost Ghost:</strong> This ghost died of frostbite, or from an ice storm, or in the chilly stream of the breath of a white dragon. The ghost’s horrific death molds it in undeath, as the ghost is even colder than the typical ghost.</p><p>Four ounces of frost ectoplasm enables the imbiber to cast a cone of cold at a level equal to that of a magic-user with as many levels as hit dice o the ghost who provided the ectoplasm. Consumed this way, the ability to cast the cone of cold lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of frost ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm freezes the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Frost Ghost with hit dice equal to half his level, rounded up.</p><p><strong>Ghost Lover:</strong> Sometimes also known as a Ghost Bride, Ghost Groom, Ghost Wife, or Ghost Husband, this ghost died as a direct result of a love affair, whether licit or illicit, public or private, mutual or unrequited.</p><p><strong>Ghost Magician:</strong> This ghost was a magic-user in life, and retains the ability to use magic spells in death.</p><p><strong>Ghost Priest:</strong> This ghost was a cleric in life, and retains that status after death.</p><p><strong>Ghost Ship:</strong> ?</p><p><strong>Ghost Sovereign:</strong> This ghost rules over and commands other ghosts with ease, either through legitimate royalty or nobility that carried over into undeath, or through sheer force of will and power.</p><p><strong>Ghostly Head:</strong> If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost. When the victim’s head rots away completely, the ghost of the head rises as a Ghostly Head.</p><p><strong>Guardian Ghost:</strong> This ghost is cursed to act as the guardian of a person, place, or thing.</p><p>Note that if the Guardian Ghost is also a Friendly Ghost, it might not be cursed, but act as a guardian out of the kindness of its heart. If the ghost is a Ghost Lover, it might not be cursed, but merely guarding the life of its erstwhile lover.</p><p><strong>Headless Ghost:</strong> This ghost lost his head in the process of dying and becoming a ghost.</p><p>If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost.</p><p><strong>Hungry Ghost:</strong> This ghost is the soul of someone who died of hunger; or who was wealthy and caused others to die of hunger through their actions; or ironically, was both wealthy and caused others to suffer hunger, then died of hunger themselves. Other forms of greed and even gluttony might cause a ghost to rise as a Hungry Ghost.</p><p><strong>Hypnoghost:</strong> ?</p><p><strong>Keening Ghost:</strong> Four ounce of keening ectoplasm allows the imbiber to perform a keen, as per the ghost who supplied the ectoplasm. The imbiber must keen within 1d6+6 turns of imbibing the ectoplasm. The imbiber has no immunity to the keen, and thus must make a saving throw versus Spell; if the save fails, the imbiber dies. If the imbiber is slain through a keen performed in this manner, he rises again as a free-willed Keening Ghost with hit dice equal to half their level when living, rounded up.</p><p><strong>Laser Ghost:</strong> This ghost died when it was struck by lasers – including the light of a prismatic spray spell (these ghosts are also known as Prismatic Ghosts).</p><p>When imbibed, four ounces of laser ectoplasm enables the imbiber to cast a prismatic spray at a level equal to that of an illusionist with as many levels as the hit dice of the ghost that provided the ectoplasm. The ability to cast the prismatic spray lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of laser ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm sets off the spray on the insides the imbiber, who suffers the full effects of the prismatic spray with no saving throw. If he dies through this damage, he rises again 24 hours later as a Laser Ghost with hit dice equal to half his level, rounded up.</p><p><strong>Lifelike Ghost:</strong> ?</p><p><strong>Lightning Ghost:</strong> This ghost died when it was struck by lightning – natural lightning, the lightning breath of a dragon, the lightning bolt of a wizard, or perhaps the lightning strike of druid.</p><p>Four ounces of ectoplasm enables the imbiber to cast a lightning bold at a level equal to that of a magic-user with levels equal to the hit dice of the ghost that provided the ectoplasm. The ability to cast the lightning bolt lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of lightning ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm shocks the insides the imbiber, who suffers 1d6 points of damage hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Lightning Ghost with hit dice equal to half his level, rounded up.</p><p><strong>Monster Ghost:</strong> This ghost is the ghost of a monstrous creature (not an animal, demon, or humanoid). Dragons, giants, chimeras, lamias, nagas – just about any Chaotic monster is apt to become a ghost, as are a few Lawful or Neutral types who die tragic deaths.</p><p><strong>Nanny Ghost:</strong> ?</p><p><strong>Butler Ghost:</strong> ?</p><p><strong>Manservant Ghost:</strong> ?</p><p><strong>Maid Ghost:</strong> ?</p><p><strong>Servant Ghost:</strong> ?</p><p><strong>Nightmare Ghost:</strong> Imbibing four ounces of nightmare ectoplasm allows the imbiber’s spirit to leave their body and enter the Ethereal Plane; they can then manifest on the Material Plane as a Nightmare Spirit, effectively as a ghost of the same hit dice as the ghost who provided the ectoplasm. The spirit of the imbiber remains a ghost for 1d6+6 turns, and possesses all the basic abilities of the ghost who provided the ectoplasm, plus the Nightmare Ghost special ability. If the spirit of the imbiber does not return to his body by the end of the duration, or if the spirit is slain in ghost form, the imbiber rises again immediately as a Nightmare Ghost, with hit dice equal to half his level, rounded up.</p><p><strong>Pipeweed Ghost:</strong> This ghost died from smoking too much pipeweed (such as via pipelung), or died from the secondary effects of a magical form of pipeweed, or simply died while smoking pipeweed and his last thoughts were, “I wish I could have smoked more pipeweed…”</p><p>This ectoplasm, naturally, invariably takes the form of a pipeweed-like material. Pipeweed ectoplasm must be smoked for it to have any effect. One ounce is enough. When smoked, the smoker must make a saving throw versus Spells; if the save succeeds, the smoker gains the ability to breathe out a cloudkill spell, exactly as per the ghost that provided the ectoplasm.</p><p>If the saving throw fails, the smoker must check out the results of the failure on the Pipeweed Ectoplasm Failure Table. This result is modified by a number equal to the hit dice of the ghost that provided the ectoplasm; add the hit dice to the total amount by which the smoker failed his saving throw.</p><p>Pipeweed Ectoplasm Failure Table</p><p>Failed by Effect</p><p>1 to 5</p><p>Sleepy: The smoker falls into a deep coma for a number of hours equal to the hit dice of the ghost that provided the ectoplasm.</p><p>6 to 10</p><p>Freaked: The smoker must make a saving throw versus Spells against fear, using the Fear Effects Table and the hit dice of the ghost that provided the ectoplasm as a penalty to the saving throw. If the saving throw succeeds, the victim suffers effects as per sleepy, above.</p><p>11 to 15</p><p>Buzzed: The smoker is confused, as per the spell, for 1d6 rounds per hit die of the ghost that provided the ectoplasm.</p><p>16-20</p><p>Harshed: The smoker goes berserk, attacking anyone he sees with full ability, using all spells and powers to try to kill whatever he can see. This effect lasts for 1d6 rounds per hit die of the ghost that provided the ectoplasm.</p><p>21+</p><p>Possessed: The ghost that provided the ectoplasm, provided it has not been destroyed, arrives from wherever it might be and instantly possesses the victim, as though with the Possess the Living ability (no saving throw). If that ghost has been destroyed, another Pipeweed Ghost has a chance to pop in and possess the victim immediately, though the victim gets the usual saving throw against this effect, with a penalty equal to half the hit dice of the original ghost, rounded up.</p><p>In addition, every time he smokes pipeweed ectoplasm, the smoker must make a percentile roll against the total number of ounces of pipeweed ectoplasm he has ever smoked; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, he has contracted a severe and debilitating form pipelung, a disease that often afflicts pipeweed smokers. This version of the disease causes the victim to be unable to heal naturally or magically, except through the use of the cure disease spell to remove the disease entirely. He suffers one hit point of damage every day. Every week he loses one point of Strength, Constitution, and Dexterity. If the disease is not cured with magic, the victim eventually dies of the effects; 24 hours later he rises again as a Pipeweed Ghost, with hit dice equal to half his level, rounded up.</p><p><strong>Plague Ghost:</strong> Consuming four ounces of plague ectoplasm allows the imbiber to possess a victim as though he were a Plague Ghost with hit dice equal that of the ghost who provided the ectoplasm. When the ectoplasm is consumed the imbiber’s soul rises from his body like a ghost; the body remains in a coma, much as with the magic jar spell. The imbiber then has one chance to possess a target within 1d6+6 turns; if he fails, his soul is drawn back to his body instantly.</p><p>If he succeeds, then he must remain possessing the victim as long as he wishes for the victim to be plagued. If the imbiber remains possessing the victim at the point of death, the imbiber must make a saving throw versus Death; if the save fails, the imbiber also dies, and rises again immediately as a Plague Ghost with hit dice equal to half his level, rounded up. Otherwise he is free to return to his own body.</p><p><strong>Poison Ghost:</strong> This ghost met his mortal end through poison – perhaps in a wine cup among erstwhile friends, or slain by a poison needle trap, or envenomed by a snake or spider, or through the breath of a sea dragon.</p><p>As the ectoplasm of a Poison Ghost is mixed with its poison, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually poisons himself as per the contact poison, above, with no saving throw, and suffering 1d6 points of poison damage per ounce consumed. If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up.</p><p>Four ounces of poison ectoplasm enables the imbiber to spit a ball of poison equal to that of a ghost with as many hit dice as the ounces of ectoplasm the imbiber consumed. Consumed this way, the ability to spit a ball of poison lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of poison ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the poison ball explodes inside guts of the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm.</p><p>If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up.</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Radioactive Ghost:</strong> This ghost died through radioactive mishap, either through exposure to excessive natural radiation; magical radiation attack; radioactive blast from a radiation gun; walking through a radioactive crater; or by being caught directly in a nuclear explosion.</p><p>It is a bad idea to imbibe radioactive ectoplasm, as no known magic or science can separate out the radiation from the ectoplasm. Any living being that imbibes radioactive ectoplasm suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm per ounce, with no saving throw against the damage. If the imbiber dies through this damage, he rises again 24 hours later as a Radioactive Ghost with hit dice equal to half his level, rounded up.</p><p><strong>Robotic Ghost:</strong> This is the ghost of a robot, android, clockwork being, golem, living statue, or some other mechanical or magical construct that was tragically destroyed through mischance and/or violence. Rarely, such creations develop a mind and soul of their own; often in such cases, when their physical existence ends in horror and tragedy, the soul lives on with no place to go, as there are few gods that would claim such a soul for their own.</p><p><strong>Shackled Ghost:</strong> ?</p><p><strong>Shrouded Ghost:</strong> ?</p><p><strong>Skull Thrower Ghost:</strong> Four ounces of this ectoplasm enables the imbiber to form and throw an ectoplasmic bomb in exactly the same fashion as the ghost that provided the ectoplasm. The bomb must be thrown within 1d6+6 turns of consuming the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of skull thrower ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. A failed save indicates that the bomb goes off in the imbiber’s hand, dealing its damage to the imbiber. If the imbiber dies in this fashion, the imbiber rises again immediately as a Skull Thrower Ghost, with hit dice equal to half his level, rounded up.</p><p><strong>Spectral Music Ghost:</strong> ?</p><p><strong>Spectral Steed:</strong> ?</p><p><strong>Stuck in Time Ghost:</strong> If a newly-risen ghost was slain by a ghost that is Stuck in Time, the new ghost must make a saving throw versus Spells; if he fails, he joins his maker in whatever vignette of death and mayhem the creator is stuck.</p><p><strong>Tasked Ghost:</strong> This ghost died with an unfinished task that now ties it to the mortal plane. This might be something as simple as making a journey from one side of the road to the other; or making a journey home from across town; or seeing their little child one last time. The task might be great and monumental, such as building a great pyramid; seeing that the rightful heir is placed on the throne of a kingdom; or even building an empire.</p><p><strong>Thunder Ghost:</strong> Also known as a Storm Ghost, this ghost’s mortal form died during a great thunderstorm, as the result of weather magic, or at the hands of a djinn or other creature with the powers of thunder and lightning.</p><p>Four ounces of thunder ectoplasm enable the imbiber to emit a thunder strike equal to that of the ghost that provided the ectoplasm. The ability to emit the thunder strike lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of thunder ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the thunder explodes inside the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw.</p><p>If he dies through this damage, he rises again 24 hours later as a Thunder Ghost with hit dice equal to half his level, rounded up.</p><p><strong>Trickster Ghost:</strong> Having had a miserable if not outright horrific family life while living, this ghost likes to take on the appearance of the recently deceased and haunt their still-living loved ones in order to cause grief and suffering.</p><p>Four ounces of trickster ectoplasm enable the imbiber to polymorph into a specific individual that he has studied or personally known for at least one week. The physical semblance is perfect, down to facial features, mannerisms, and voice, though the imbiber knows no more of the target than he has learned during his study or acquaintance. The effect lasts for one day per hit die of the ghost that provided the ectoplasm.</p><p>When the effect ends, the imbiber must make a percentile roll against the total number of ounces of trickster ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber is permanently stuck in the new form he has taken on; if he dies while in the new form, he rises again 24 hours later as a Trickster Ghost with hit dice equal to half his level, rounded up.</p><p><strong>Unwitting Ghost:</strong> ?</p><p><strong>Vengeful Ghost:</strong> ?</p><p><strong>Wandering Ghost:</strong> This ghost is cursed to wander the Earth, unable to remain in any one place for any length of time.</p><p><strong>Warning Ghost, White Lady:</strong> Warning Ghosts often arise because of the tragic nature of their deaths, usually involving murder, treachery, deceit, adultery, or treason.</p><p>For example, the ghost of a merchant who was slain by bandits along a lonely stretch of road might appear to travelers to warn them when bandits are in the area; or might appear to the bandits, to try to dissuade them from their banditry. The ghost of a noblewoman who was murdered by her husband for her infidelity might appear to a woman who is about to have an adulterous liaison; or might appear to a woman whose husband is about to have an adulterous liaison. The ghost of a woman who died of disease might appear to a person who has contracted a disease, or whose loved ones are diseased. The ghost of a man who was murdered might appear to a person who is about to be murdered, or to the person who is about to commit the murder. The ghost of a sea captain who died setting out to sea in choppy waters might appear to sailors who are about to encounter a storm; and so on.</p><p><strong>Wind Ghost:</strong> Also known as a Rain Ghost, this ghost’s mortal form died during a great windstorm or rainstorm, as the result of weather magic, or at the hands of a djinn or marid or other creature with the powers of rain and wind.</p><p>Four ounces of wind ectoplasm enable the imbiber to emit a gust of wind equal to that of the ghost that provided the ectoplasm. The ability to emit the gust of wind lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of wind ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the wind tears apart the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw. If he dies through this damage, he rises again 24 hours later as a Wind Ghost with hit dice equal to half his level, rounded up.</p><p></p><p><strong>Skeleton:</strong> Ghost Generator magic item.</p><p><strong>Zombie:</strong> Ghost Generator magic item.</p><p></p><p>Remove Curse: If the ghost is a Cursed Ghost, Embodied Ghost, Guardian Ghost, or other ghost with a cursed limitation, it might remove the cursed limitation, freeing the ghost from its duress vile. Refer to those ghostly special abilities for more details.</p><p>The reverse of the spell, bestow curse, can be cast upon the body of a being that died within the last turn (10 minutes); if the body fails a saving throw versus Spells, the soul of the body is dragged back from wherever it was heading and is respawned as a ghost, with hit dice of half its original level, rounded up. Note that the spell provides no control by the caster over the Cursed Ghost, but the spawned ghost can not attack the one who bestowed the curse.</p><p>The reverse of this spell can also be cast upon a ghost, in order to force it into an object and thus trap it there as an Embodied Ghost, or to subject the ghost to some other ghostly limitation. If the ghost fails it’s saving throw versus Spells, it is gains the new limitation.</p><p></p><p>SPAWN GHOSTS (REVERSIBLE) [NEW]</p><p>Level: Cleric 4, Magic-user 6</p><p>Duration: Permanent</p><p>Range: 60’</p><p>This spell causes the soul of the recently deceased to rise again as ghosts under the control of the caster. The undead can be ordered to follow the caster or remain in the area and complete such orders as they are given. The unfortunate souls remain ghosts until they are destroyed or until the caster dismisses them, freeing the soul to return to its final resting place. The caster must be within range to dismiss the ghosts.</p><p>The caster may spawn a number of hit dice of ghosts equal to his level, though he is also limited by the hit dice/levels of the souls of the corpses he has available. A cleric may call back the soul of a deceased being that has been dead for no longer than one week for a 7th or 8th level caster; one month for a 9th or 10th level caster; one year for an 11th or 12th level caster; 10 years for a 13th or 14th level caster; 100 years for a 16th to 20th level caster; and 1000 years for a caster of 21st level or greater. A magic-user may call back the soul of a deceased being that has been dead for no longer than one week for an 11th or 12th level caster; one month for a 13th or 14th level caster; one year for a 15th or 16th level caster; 10 years for a 17th or 18th level caster; 100 years for a 19th or 20th level caster; and 1000 years for a caster of 21st level or greater.</p><p>A prospective ghost’s hit dice is limited to the level the soul possessed in life; if spawning a ghost from an animal or monster corpse, it is limited to the hit dice it possessed in life.</p><p>A soul gains a saving throw against being spawned as a ghost only if it was Lawful (Good); if the saving throw succeeds, the spawning fails, and that soul can never be brought back as a ghost. Spawned ghosts have the usual chance of possessing ghostly special abilities.</p><p>The reverse of this spell, destroy ghosts, can be cast to instantly destroy one or more ghosts, up to a total hit dice equal to the caster’s level, within range and within a 30’ diameter circle. The lowest hit die ghosts are affected first, then higher hit die ghosts. All ghosts get a saving throw versus Spells; if the save fails, they are instantly and permanently destroyed. If the save succeeds, they cannot be targeted by this spell cast by the same caster until after the next sunset.</p><p></p><p>Cursed Scroll of the Unholy Spirit: This cursed scroll, when read, requires the reader to make a saving throw versus Spells; failure indicates the reader is immediately slain and rises again one round later as a ghost of hit dice equal to half the deceased’s level, rounded up. The new ghost is a Cursed Ghost (see Ghostly Special Abilities), with the usual chances of having further ghostly special abilities.</p><p></p><p>Ghost Generator: This large device traps the souls of those who perish near it, ripping apart the souls and combining them with energy from the Negative Energy Plane to create ghosts. A ghost generator has a power rating of 1 to 10; this indicates the largest hit die ghost it can create using soul energy. The power rating is also the range in hundreds of feet of the soul-capturing ability of the ghost generator, i.e., 100 to 1,000 feet. Any intelligent being with a soul that dies within that range must make a saving throw versus Spells; if the saving throw fails, the soul of the being is trapped in the ghost generator. Lawful (Good) beings get a +4 bonus to the saving throw. As long as the ghost generator has souls in it, it is operational and can generate ghosts.</p><p>Every round the ghost generator is operational, roll a d6; on a 1-3 nothing happens that round; on 4-6 it creates a Presence (1 HD ghost). If the roll is a 6, roll again; on a 4-6, it creates an Apparition (2 HD ghost) instead of a Presence; as long as you continue to roll a 4-6, increase the hit die of the ghost by one and roll again, and roll again if the roll is a 6, until you do not roll a 4-6, or you reach the power rating of the generator, or you run out of soul levels in the generator. Each ghost generated drains its number of levels or hit dice from the level or hit dice of the soul that has been held the longest by the generator. When that soul has all its levels or hit dice drained, it is destroyed, and that being cannot be raised or resurrected short of the application of a wish.</p><p>If the soul currently being drained died in a manner applicable toward the creation of a ghostly special ability, or otherwise possessed its own pertinent abilities (such as the soul of a red dragon and the Fiery Ghost ability) roll normal chances to see if the ghosts generated possess that special ability; otherwise, generated ghosts have no additional ghostly special abilities.</p><p>Ghost generators vary greatly in appearance. Some are large gem-encrusted metal spheres glowing with a crackling aura of black energies; others are great towers made of bones and skulls buried in shadow; some are thick stone statues of demonic mien with glittering eyes for gems; and still others appear to be gargantuan writhing masses of flesh and blood (these last can also generate skeletons and zombies). Some are still controlled by their creators, who control the ghosts created by the ghost generator; most are long abandoned by their creators, who are long dead (and perhaps were transformed into ghosts by their creation), and are running on automatic, filling the dungeon with random ghosts…</p><p></p><p>Ring of Wraiths: This smooth ring appears to be made carved from solid smoky-black obsidian; glittering silver words in an unknown tongue arc like electricity within the torus of the ring. The wearer may use the ring to become ethereal, as per oil of etherealness, at will; the journey there takes one round, and back again takes but one round. Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up.</p><p>No wraith can ever attack a wearer of the ring of wraiths; the wearer gains a -2 bonus to Reaction checks with wraiths. The wearer of the ring of wraiths may attempt to take control of any wraith within 60’; the wraith falls under the ring wearer’s complete dominion if it fails a saving throw versus Spells. If the wraith succeeds in his saving throw, the ring can never control that wraith. The wearer of the ring of wraiths can maintain control of one wraith for every hit die (not level) he possesses; if he already controls as many wraiths as possible, he may dismiss one from his service to attain the domination of another.</p><p></p><p>Robes of Etherealness: These magical hooded robes are designed to be worn by a cleric, druid, magic-user, or elf (of the elf racial class). They operate in everyday fashion as per a cloak of protection, providing the wearer with magical bonuses to Armor Class and saving throws.</p><p>The robe also enables to wearer to become ethereal, as per oil of etherealness. The duration is 1d6+6 turns, though the wearer can end the effect earlier simply at will, and the transference from Material Plane to Ethereal Plane takes but one round, not three rounds. Each use of the robe in this manner uses 1 charge.</p><p>A robe of etherealness has a number of charges equal to its bonus multiplied by 5. For every 5 charges used the magical bonus of the robe decreases by 1 point. Once the ethereal charges drop to 0, the robe becomes a normal non-magical robe.</p><p>These robes often offer superior protection than simple cloaks:</p><p>Robe of Etherealness Bonus</p><p>D100 Bonus</p><p>01-40 +1</p><p>41-70 +2</p><p>71-90 +3</p><p>91-97 +4</p><p>98-00 +5</p><p>Anyone not of the cleric, druid, magic-user, or elf class who wears the robe gains the normal protection bonuses of the robe; if he learns the ethereal properties of the robe, he may attempt to use them, though proper use is not certain. The wearer must make a saving throw versus Spells each time he uses the robe to go to the Ethereal Plane; if the saving throw succeeds, the transfer is completed normally. If the saving throw fails, something goes wrong… perhaps horribly wrong.</p><p>Robe of Etherealness Saving Throw Failure</p><p>Failed by What Happens</p><p>1 to 3</p><p>Nothing; one charge is used and the robe fails to take the wearer to the Ethereal Plane.</p><p>4 to 6</p><p>Cosmic Backlash; magical energy arcs all around the wearer from the robe, draining 1d6 charges, causing a like number of d6s in damage to the wearer, and blinking the wearer for a like number of rounds to a random nearby location.</p><p>7 to 10</p><p>Wearer is transported to the Ethereal Plane, but finds out when he attempts to return that it was a one-way trip, as the robe has permanently lost its magic…</p><p>11 to 15</p><p>Wearer is blasted through the Ethereal Plane into a nearby plane other than the Material Plane.</p><p>16+</p><p>The wearer dies instantly, horribly, and spectacularly, and rises again immediately as a ghost of hit dice equal to half his original level, rounded up. For the first 2d6 turns of his existence he is in a maddened state, seeking to slay or destroy anything encountered in and on the nearby Material and Ethereal Planes.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/176295/COA04-Guidebook-to-the-Duchy-of-Valnwall-PDF?affiliate_id=17596" target="_blank">Guidebook to the Duchy of Valnwall</a>[spoiler]</p><p><strong>Blood Reaper:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/100100/In-the-Shadow-of-Mount-Rotten?affiliate_id=17596" target="_blank">In the Shadow of Mount Rotten</a>[spoiler]</p><p><strong>Goblin Skeleton:</strong> ?</p><p><strong>Orc Skeleton:</strong> ?</p><p><strong>Goblin Zomie:</strong> ?</p><p><strong>Hobgoblin Skeleton:</strong> ?</p><p><strong>Orc Zombie:</strong> ?</p><p><strong>Hobgoblin Zombie:</strong> ?</p><p><strong>Orc Ghoul:</strong> ?</p><p><strong>Ghoul:</strong> Slain victims of an orc ghoul eaten, or rise as ghouls the next night.[/spoiler]</p><p></p><p><a href="http://www.dragonsfoot.org/sg/" target="_blank">Labyrinth Lord Monsters</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Groaning Spirit, Banshee:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.dragonsfoot.org/sg/" target="_blank">LL Monster Cards Set 1</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> Successful hit causes Level Drain 1 level/hit die from victim, no saving throw. If reduced to level 0, victim dies and becomes a wight themselves in 1d4 days.[/spoiler]</p><p></p><p><a href="http://www.dragonsfoot.org/sg/" target="_blank">LL Monster Cards Set 3</a>[spoiler]</p><p><strong>Wraith:</strong> Successful hit drains 1 levels + damage PCs who reach 0 levels become specters themselves and must obey the master.</p><p><strong>Vampire:</strong> Hit drains 2 levels + damage. PCs who reach 0 levels become vampires themselves and must obey.</p><p><strong>Spectre:</strong> Successful hit drains 2 levels + damage. PCs who reach 0 levels become specters themselves and must obey the master.</p><p><strong>Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/155082/Lesser-Gnomes-Creature-Catalog?affiliate_id=17596" target="_blank">Lesser Gnome's Creature Catalog</a>[spoiler]</p><p><strong>Restless:</strong> Restless are undead animated corpses of souls trapped in a purgatory. The path to their cursed existence began with the unfortunate circumstances of their death. Their burial preparations were either forgotten or ignored. The rites that prepared their souls for separation from their material bodies were denied them. The failure to find peace in the afterlife has animated their bodies as vessels of mindless rage and aggression toward the living.</p><p><strong>Malice:</strong> Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice</p><p>The Malice is the second stage in the undead cycle.</p><p>This entity has shed its weak restless sinews and gained a focused and evil preternatural mind.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/129506/Mad-Monks-of-Kwantoom?affiliate_id=17596" target="_blank">Mad Monks of Kwantoom</a>[spoiler]</p><p><strong>Spectre:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire Kitsune:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Undead:</strong> Magic Effects 86-90</p><p><strong>Ghost:</strong> ?</p><p><strong>Groaning Spirit:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Cleric:</strong> ?</p><p><strong>Vampire Magic-User:</strong> ?</p><p><strong>Vampire Monk:</strong> ?</p><p><strong>Rolong:</strong> Rolong are magically constructed undead creatures akin both to golems and to ghosts.</p><p>They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time.</p><p>They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time. A manual of rolongs is worth 2,000xp and 15,000gp. It requires 20,000gp and 15 days for a rolong with full hit points and can be read both by clerics and magic-users. Characters from other classes touching a manual of rolongs will suffer 5d4 points of damage from opening the work.</p><p><strong>Tanwo:</strong> Once a victim is paralyzed, the tanwo forfeits its sword attack and begins to chew on them in order to feed itself, causing d4 damage per round of such treatment. When a victim dies because of these bite wounds, it rises from the dead as a tanwo itself d4 rounds later.</p><p><strong>Zulang:</strong> Zhulang spirits are undead creatures risen from the grave of exceptionally greedy and covetous humanoids.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/152790/Myrkridder--The-Demonic-Dead?affiliate_id=17596" target="_blank">Myrkridder – The Demonic dead</a>[spoiler]</p><p><strong>Myrkridder:</strong> Myrkridder are intelligent undead animated through magical means, usually by a necromancer exhuming a corpse or assembling one from other bits of corpses, and either by calling back the spirit that once occupied the corpse or by summoning a different fiendish spirit, devil, or demon to animate the assembled corpse.</p><p>The vast majority of myrkridder spirits are summoned from Hell or one of the other Underworlds of the Damned. These Evil souls are usually quite happy to be dragged back to the world of the living, even in service as an undead creature enslaved to their creator, as this means they are no longer being tormented, and can often act in the evil and vile ways that they enjoyed in life. Souls condemned to one of the more neutral afterlives could be called back, but would be more free-willed and more likely to resist the control of their maker. Some necromancers, if they trap the soul of a recently deceased Goodly person ere it goes to its rightful reward, can magically force the Good soul into a corpse and compel it to serve them as a myrkridder; these accursed beings live a virtual hell on earth, forced to do the vile bidding of their unnatural master.</p><p>Most myrkridder are created from humans; a few are created from elves, while dwarf and halfling myrkridder are virtually unknown.</p><p><strong>Myrkridder Carrion Steed:</strong> Hestermorth myrkridder outrider special ability.</p><p>Once per night a myrkridder outrider has the ability to kill a horse (or horse-like animal that can be used as a mount) with a mere touch; the horse rises again as a carrion steed 1d3 rounds later. Carrion steeds created this way are destroyed with the light of the next sunrise.</p><p><strong>Myrkridder Champion:</strong> Myrkridder champions are myrkridder soldiers and sergeants who have risen through the ranks or were prominent villains in their mortal lives; some were created from the body parts of the most despicable villains and animated by the spirit of a potent devil or demon.</p><p><strong>Myrkridder Hag:</strong> The only common female myrkridder are myrkridder hags, created by necromancers with certain unnatural lusts beyond even those common to their kind. These are usually the animated bodies of once-beautiful women; some were witches or sorceresses in life, returned to serve a new master, others courtesans or noblewomen animated by the spirits of devils or demons.</p><p><strong>Myrkridder Minstrel:</strong> Myrkridder minstrels are special myrkridder, in their former lives bards, skalds, minstrels, troubadours, or other musically-inclined entertainers of little to great talents.</p><p><strong>Myrkridder Myrkulf:</strong> Myrkulfs are a horrible form of undead that combines body parts from humans and dire wolves, infused with the magical essence of werewolves and the blood of trolls.</p><p>Due to the methods and rituals involved in their creation, myrkulfs can pass on the werewolf lycanthropic disease to those whom they have damage, as per any normal lycanthrope.</p><p><strong>Myrkridder Outrider:</strong> ?</p><p><strong>Myrkridder Sergeant:</strong> In life, myrkridder sergeants were warrior noblemen, robber barons, and other mid-level villains of some talent, wealth, and status.</p><p><strong>Myrkridder Soldier:</strong> They are the animated corpses of common soldiers and rabble, their vile souls summoned back from Hell to do their creator’s bidding.</p><p>Most are inhabited by the souls of brigands, thieves, ruffians, and ne’er-do-wells, though a few are of more elevated origins, such as noblemen or infamous outlaws, and like to remind their fellow myrkridder and their victims of their high-society or famous status.</p><p><strong>Purple Svein:</strong> PURPLE SVEIN was a poisoner in life; he was slain by application of large quantities of the same poison he used to kill his victims.</p><p><strong>Finnbogi the Flayed:</strong> FINNBOGI THE FLAYED was a cannibal and murder, flayed to death for his crimes.</p><p><strong>Janglebones:</strong> JANGLEBONES had lost most of his flesh before he was animated.</p><p><strong>Arkyn the Ancient:</strong> ARKYN THE ANCIENT died of old age and got away with his terrible crimes unpunished during his lifetime.</p><p><strong>Garm the Wolf:</strong> GARM THE WOLF literally has a wolf’s head; his creator discovered the body of a mighty but headless warrior and his dire wolf companion in a barrow, and decided to have an interesting experiment.</p><p><strong>Goldbelly:</strong> GOLDBELLY was a greedy glutton in life, and was put to death for embezzling from his chieftain.</p><p><strong>Grimhilda:</strong> GRIMHILDA was thought to be a witch, but really she was merely an old gossip who used her knowledge to blackmail her neighbors. They had her condemned as a witch and had her body staked in a bog to keep it from rising as a draugr. Some of the magic of other nearby staked witches passed on to her ere she was brought back as a myrkridder.</p><p><strong>Crow Killer:</strong> CROW KILLER was a wild-man who killed anyone foolish enough to pass through his fells; eventually the local lord and his men caught up with his and hung him for the crows.</p><p><strong>Pete o' the Bog:</strong> PETE O’ THE BOG is a bog myrkridder; in his case he was a cultist of Loki who stole from his priest and ended up being a sacrifice, tied and drowned in a bog.</p><p><strong>Lovely Varskuld:</strong> LOVELY VARSKULD was the concubine of a chieftain who sought to rise higher by killing her master’s wife; she failed, was caught, and was punished by being torn apart by oxen. Her necromancer master re-assembled her, hoping to create a paramour, but her damned soul ripped from Hell was too drear and evil even for him.</p><p><strong>Garth the Heartless:</strong> GARTH THE HEARTLESS was a fallen paladin of Hermod; he was a giant of a man, given to great mirth and kindness, ere he fell to the wiles of an enchantress. He was slain by his paramour’s enemy, the necromancer who now commands him as a myrkridder champion. His master carved out his heart, which still had a glimmer of hope and goodness, and keeps it in a magically locked and trapped box in a hidden crypt. In place of the heart, in the open wound, Garth now carried a jar holding a cackling imp who mocks the former paladin with the recitation of his sins merely for his master’s amusement.</p><p><strong>Einar the Angry:</strong> EINAR THE ANGRY was a member of a band of outlaws; he rarely followed orders, and ended up getting himself and several of his companions killed when he didn’t retreat when he was ordered to do so.</p><p><strong>Eirik the Odious:</strong> EIRIK THE ODIOUS was a most unpleasant man in life; he was an inveterate molester, buggerer, and rapist of anyone and anything he could get his hands on. The law finally caught up with him and he was thoroughly broken on a wheel. His shattered body was mostly re-assembled by his master, though the bits he valued most had been cut away and burnt to ashes by his executioner. He makes for a bitter, angry myrkridder; he walks in a disjointed way, with many a creak and clatter, as his bones never really fused together well with the necromantic ritual.</p><p><strong>The Spider:</strong> THE SPIDER was a strange experiment; his creator thought perhaps he could get more use out of a single myrkridder with a human body, four human legs, four human arms, and the head of a giant spider, and so one was assembled, with a bestial demon summoned to inhabit the corpse.</p><p><strong>Audolf:</strong> AUDOLF was a noble warrior, part of a warband, though he was craven and cowardly fled from a battle that got his chieftain’s son killed. As punishment he was buried alive in a barrow; too cowardly to kill himself, he drank barrow water and ate rats and the rotting flesh of the barrow’s inhabitants until he slowly died from lack of fresh water and real food.</p><p><strong>Big Bruin:</strong> BIG BRUIN was a werebear in life; as a myrkridder he is eternally cursed to be caught in the form of a half-man, half-bear, with blood-matted fur, great fangs, and terrible claw-like hands. He betrayed his clan to his necromancer master for gold and power; he just did not understand what the “power” offered by his new master meant.</p><p><strong>Jigsaw:</strong> JIGSAW is stitched together from dozens of different bodies and is inhabited by a potent demon; he has a few too many fingers, a couple of odd eyeballs in strange places, and a second face in place of his genitals.</p><p><strong>Wee Jack:</strong> WEE JACK was merely a child of 10 years when he was staked; what crimes he committed none know, not even his master, but the terrible smile that crosses his face when he is asked makes even hardened myrkridder shudder in fear.</p><p><strong>Black Andras:</strong> BLACK ANDRAS was a midwife who amused herself by ensuring the stillborn-births of women she disliked. She was drowned in a bog for her crimes.</p><p><strong>Storr the Mighty:</strong> STORR THE MIGHTY was a great outlaw chieftain in life; he now serves his master as a champion.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/149434/Petty-Gods-Revised--Expanded-Edition?affiliate_id=17596" target="_blank">Petty Gods</a>[spoiler]</p><p><strong>Ghoul:</strong> Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred.</p><p><strong>Ghast:</strong> Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred.</p><p><strong>Kahladaht:</strong> Kahladaht the Once Deified was once a great knight in the service of a god of law and virtue. During a crusade in a foreign land Kahladaht was tricked by a necromancer into slaying the avatar of his own god during an execution. Upon realizing what he had done the knight wandered into the desert. There he dwelt for forty days attempting to repent for his sin. In the end his god was unforgiving. Kahladaht, lost, now thought only of revenge. He sought the necromancer out, but in his fragile state of mind was seduced by the necromancer’s honeyed words. Kahladaht served the necromancer until he was slain in battle, after which he was brought back as a powerful undead being to serve his new master for eternity. Kahladaht, however, grew ambitious and struck his master down, claiming his keep and undead legion for himself. The undead knight spent years studying the forces of necromancy and cults related to the dread practice. In doing so he discovered some of the secrets of immortality, and indeed divinity. From a demon prince, he learned a secret which allowed him to siphon some level of power from the goddess of death. He had secretly stolen enough power to nearly become a true god, but the followers who flocked to him upon acquiring such power also attracted the unwanted attention of adventurers and would-be heroes. One of these bands was able to perform a ritual in an ancient palace known as “Where Angels Fear to Tread.” It alerted the goddess of death to Kahladaht’s scheme and he was stopped. Some of his power was taken from him at this time and he was left a broken and petty god, always ambitious and seeking more power.</p><p><strong>Nyctalops:</strong> ?</p><p><strong>Vampire:</strong> It is also rumored that it is Nyctalops, not Ambrogio*, who is truly the first vampire. </p><p>* According to The Vampire Bible, Ambrogio was the first vampire, cursed jealously by Apollo for Selene’s affection.</p><p>All those who find themself lost, both literally and figuratively, are his “children,” and he is their “father.” When the moon is bright, he stalks the fields in search of those who have gone astray and “leads” them (willingly or unwillingly) back to his home Aloas—a grotto set high in a dark cliffside. It is there he forces his children to drink his lunar wine (fermented from the blood of the moon) from a battered chalice forged of alien metal (akin to silver). Any living creature taking a sip of this wine must save vs. death or be turned into a vampire (with an additional save required for each additional sip).</p><p><strong>Hedel Man:</strong> Those with the wherewithal to resist her gaze will still have to contend with Xinrael’s hedel-men entourage, a motley assortment of humanoid, rotting fruit-folk brought to un-life by the necro-vivimantic properties of her divine sputum.</p><p><strong>Bogling, Bog-Standard Bogman:</strong> Bog-standard bogmen are the remains of people who died after a long struggle to get unstuck from an ignominious death in swamps or tar pits. Just as the torches of the search parties disappeared into the surrounding mire, they squeaked a last, pathetic plea for salvation and were summarily instilled with a mote of blasphemous quintessence of the god of that bog (known in some locations by the name “The Bogfather”). As years of erosion or human activity sometimes results in a situation in which a bogman becomes uncovered again, it will finally rip itself free of its prison as the first rays of moonlight touch it. A bogman desires to find living souls to take its place beneath the muck; and any humanoids it places there will rise in a similar manner the next night.</p><p><strong>Bogling, Hanged Bogman:</strong> Criminals in some areas are often hanged and given over to The Bogfather (a dark, petty god of swamps and coal), or to other gods of the bog, as a form of eternal punishment. However, sometimes a soul escapes the cool reach of the bog god’s realm and returns to its body. Preserved in weird ways by the acids of the swamp waters, hanged bogmen resemble soggy mummies.</p><p><strong>Gloaming:</strong> ?</p><p><strong>Heartless Dead:</strong> These spirits are the remains of mortals who were subjected to ixiptla or sacrificial heart-extraction whilst alive.</p><p><strong>Sepultural Wyrm Captive Spirit:</strong> Additionally, each wyrm holds 1d3 captive spirits of warriors still being digested (a process that takes decades) which they can spit forth in ectoplasmic form at will to serve them.</p><p><strong>Skeletal Servitor:</strong> Skeletal servitors are created from the corpses of dead angelic servitors through a process known only to the inner circles of the gods; what is known is that an animate undead spell alone is not enough to create one.</p><p><strong>Skeletal Servitor Dreambringer:</strong> ?</p><p><strong>Skeletal Servitor Enflamor:</strong> ?</p><p><strong>Skeletal Servitor Hunter:</strong> ?</p><p><strong>Skeletal Servitor Messenger:</strong> ?</p><p><strong>Skeletal Servitor Negator:</strong> ?</p><p><strong>Skeletal Servitor Temple Guardian:</strong> ?</p><p><strong>Tetsuizke:</strong> As she was the first head priestess chosen by Curdle herself to be the head priestess of the order, Curdle took pity on her in death. Curdle begged her father, Ywehbobbobhewy (Lord of Waters, etc., etc.) to beseech the Jale God to grant Tetskuize’s soul immortality on the godling planes. The Jale God challenged Ywehbobbobhewy to a game of Crown & Anchor, and as the game ended in a draw, the Jale God begrudgingly assented to partially fulfill the request: he made Tetskuize a lich whose phylactery (a small cheese press) is kept locked away somewhere secret on one of the godling planes.</p><p><strong>Animated Fallen Warrior:</strong> <em>Animate Fallen Warrior</em> spell.</p><p></p><p>Animate Fallen Warrior</p><p>Level : 5 Magic-user</p><p>Range: 60'</p><p>Duration : 1 turn</p><p>Similar to the spell animate dead, this spell animates a number of recently deceased warriors (who died within the last turn). The number of warriors that may be animated is equal to the level of the spellcaster plus 1d6. Each animated warrior fights and saves as a 1 HD monster (with 1d8 hp). Like all undead, animated warriors are immune to sleep, charm, and hold, and they are susceptible to the effects of turning. Animated fallen warriors will remain animated until all their newly required hp are lost, or until 1 turn has passed (whichever comes first). This spell may only be used on any fallen warrior once, after which they will immediately be taken up by The Fallen One.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/89888/Red-Tide-Campaign-Sourcebook-and-Sandbox-Toolkit?affiliate_id=17596" target="_blank">Red Tide Campaign Sourcebook</a>[spoiler]</p><p><strong>Undead:</strong> A corpse left without funerary rites leaves its owner’s soul naked to the hunger of the Hell Kings in the afterlife. Good and pious souls can hope for the intercession of the kindly gods and their protection for their wayward soul, but less noble spirits have no such guarantee. Some are too frightened to leave this world, and so linger as fearful ghosts who nurse an unthinking hatred for the living who left them unshriven. It requires either a blessed servant of the gods or a stout weapon to force them onward into the afterlife. Places where great numbers of people died without the care of priests or funerary rites often serve as nests for groups of angry, frightened undead. Due to their lack of souls elves can never become undead, but dwarves and halflings sometimes experience the same terror of the world to come.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Animate Corpse:</strong> ?</p><p><strong>Hungry Ghoul:</strong> ?</p><p><strong>Restless Specter:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/145769/Silent-Legions?affiliate_id=17596" target="_blank">Silent Legions</a>[spoiler]</p><p><strong>Undead:</strong> The undead have a special place in the shadow world. Some seem to the product of human sins and vices, while others appear to be the consequence of magical contamination or otherworldly incursions. Some occultists theorize that the undead are actually intrusions of a different state of being from some neighboring Kelipah, an infection of a different order of life than this world supports. Others claim that they are actually the product of a parasitical outer entity that infests the corpses and minds of the wretched dead. The types given below are merely the most common varieties. Death blooms in strange abundance in the varieties of undead, and unique monstrosities are common to many investigators’ experience.</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/192899/Sinister-Serpents-New-Forms-of-Dragonkind?affiliate_id=17596" target="_blank">Sinister Serpents New Forms of Dragonkind</a>[spoiler]</p><p><strong>Skeleton:</strong> Creatures slain by the slime dragon's acid are turned into undead skeletons and shadows (so two monsters per slain victim).[/spoiler]</p><p></p><p>Stonehell[spoiler]</p><p><strong>Undead:</strong> In recent years, the nixthisis‘ ever-waxing power has exerted a new influence on the dungeon. Due to the sheer amount of turbulent emotions that the creature has fed upon over the decades, the nixthisis has become a powerful force of Chaos. Like a massive turbine, the nixthisis constantly generates and expels waves of chaotic energy. This energy is causing the normally immutable forces of Law to degrade within the dungeon. On Stonehell‘s lowest levels, this malignant Chaos has transformed sections of the dungeon into nightmare realms of unpredictability, with the nixthisis as their ruler. Closer to the surface, the influence of Chaos is less visible, manifesting mostly in the form of the spontaneously created undead which prowl the upper levels.</p><p>For many decades, these prisoner-slaves worked away at the gold veins under the mountains. It came to pass that, as the miners dug away at a seam of gold, they uncovered a curious stele entombed in the earth. With the discovery of this ancient stone monolith, the miners unleashed a malevolent spirit back into the world, and, in an orgy of violence and blood, the miners turned on one another. Those who died in the mines rose again in new and awful undead forms.</p><p><strong>Phantasm:</strong> Phantasms are the mindless, ghost-like spirits of those who died from catastrophe and are doomed to continue the actions they performed prior to their deaths.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Bone Thing:</strong> ?</p><p><strong>Crypt Shade:</strong> This undead creature is a roughly human-shaped collection of shadows, dust, rotted burial linens, bone fragments, and other sepulcher debris. Spawned from chaos and lingering hate, crypt shades feed on the fear and pain of their victims.</p><p><strong>Bone Monkey:</strong> Spawned by a mixture of the magical residue in this area and the Chaotic energies of the nixthisis, these creatures are the animated skeletal remains of baboons.</p><p><strong>Agony:</strong> Agonies are the undead spirits of those who were judged unworthy of receiving the Lady of Whips‘ final reward.</p><p><strong>Pitman:</strong> ?</p><p><strong>Ore Bones:</strong> Ore bones are indistinguishable from normal undead skeletons until observed up close. Only then are the mineral deposits that cake their exposed bones discernable. These mineral deposits, similar to those that form stalagmites and other cave formations, have seeped into the marrow of the ore bones‘ skeleton and encrust the exposed bones, making it tougher and more resistant to damage.[/spoiler]</p><p></p><p>Stonehell Buried Secrets[spoiler]</p><p><strong>Klydessia:</strong> So strong was her devotion and magic that she lingers on long after she should have gone on to her final reward. She has become an abide, a minor form of lich sustained by her power and the nixthisis‘ duplicitous mission. </p><p>Klydessia‘s magic and devotion have prolonged her existence long beyond her natural span of years. These forces have transformed her into an abide, a rare type of undead similar to a lich. </p><p>A note about Klydessia: She is an unusual abide due to the fact that she wasn‘t a true magic-user or cleric prior to her transformation. Klydessia was a witch-priestess, a special NPC class that will be detailed in a future Stonehell Dungeon Supplement. </p><p><strong>Cthonic Hound:</strong> Chthonic hounds are the reanimated corpses of dogs that have been sacrificed to Chthonia Trimorphia. Infused with the deity‘s power, these zombie dogs act as guardians of sanctuaries dedicated to the goddess, Unlike most reanimated corpses, Chthonic hounds are in near-perfect condition, their bodies only marred by the sacrificial knife wounds that took their lives. </p><p>The most common sacrifices to Chthonia Trimorphia are dogs, some of which the goddess reanimates to serve her devotees. </p><p><strong>Abide:</strong> When a magic-user or cleric of 8th level or greater achievement possesses an abnormally powerful drive or devotion towards a specific goal, that willpower can be sufficient to overcome Death itself. Sustained by both their sheer will and mystical energies, these atypical mortals linger on past their allotted time to become undead creatures known as abides. [/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/140450/Slumbering-Ursine-Dunes?affiliate_id=17596" target="_blank">Slumbering Ursine Dunes</a>[spoiler]</p><p><strong>Rusalka:</strong> ?</p><p><strong>Zombastodon:</strong> Though colloquially called “zombastodons” by feckless wags who care not for life and limb, the Mammut Morbidium is a reanimated spirit-demon of the more mundane mastodon.</p><p>It is said that Kostej the Deathless himself had a hand in the base sorcery that first revivificated the lifeless corpses of the wooly elephantine pack animals so very much beloved by the northern rump-states of the Hyperboreans in the long glacial age that ended their civilization.[/spoiler]</p><p></p><p>The Cursed Chateau[spoiler]</p><p><strong>Lord Jordain:</strong> Lord Jourdain turned to necromancy, black magic, and eventually demon worship as means to alleviate his world-weariness and boredom. He communed with elemental spirits, slew his servants and raised them from the dead, and even summoned dark beings from the netherworld, but he found no pleasure in any of these activities. Lord Jourdain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed ritual suicide in the hope that the next world might prove more interesting than the present one.</p><p>Lord Jourdain’s spirit survived his death as he had hoped, but it was bound to his earthly home by a curse he could not explain. "us, he could not move on to whatever reward – or punishment – awaited him in the afterlife. Instead, he remained forever linked to his chateau.</p><p>This secret room is also where Lord Jourdain committed ritual suicide, spilling his blood into a large basin that contained numerous magical herbs and chemicals. He hoped that this ritual would not only end his life but allow his spirit to roam freely through the cosmos. Unfortunately, he misunderstood the nature of the ritual he was attempting and so bound himself to the grounds of his chateau.</p><p><strong>Skeleton:</strong> A result of Lord Jourdain’s intervention.</p><p>An undead ooze can also expel skeletons from its body, which fight on its behalf.</p><p><strong>Hervisse the Cook, Wight:</strong> ?</p><p><strong>Landri the Majordomo, Spectre:</strong> ?</p><p><strong>Rixende the Maid, Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> Servants of Lord Jourdain whom he tricked into cannibalism and thereby set on the path to becoming ghouls.</p><p><strong>Dame Helissente, Spectre:</strong> "is locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Jourdain,</p><p>who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Jourdain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to having forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful spirit rose as a vengeful spectre.</p><p><strong>Undead Ooze:</strong> Created by Lord Jourdain through necromantic rituals.</p><p><strong>Ghast:</strong> ?[/spoiler]</p><p></p><p>The Cursed Chateau[spoiler]</p><p><strong>Lord Jordain:</strong> Lord Jourdain turned to necromancy, black magic, and eventually demon worship as means to alleviate his world-weariness and boredom. He communed with elemental spirits, slew his servants and raised them from the dead, and even summoned dark beings from the netherworld, but he found no pleasure in any of these activities. Lord Jourdain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed ritual suicide in the hope that the next world might prove more interesting than the present one.</p><p>Lord Jourdain’s spirit survived his death as he had hoped, but it was bound to his earthly home by a curse he could not explain. Thus, he could not move on to whatever reward – or punishment – awaited him in the afterlife. Instead, he remained forever linked to his chateau.</p><p>This secret room is also where Lord Jourdain committed ritual suicide, spilling his blood into a large basin that contained numerous magical herbs and chemicals. He hoped that this ritual would not only end his life but allow his spirit to roam freely through the cosmos. Unfortunately, he misunderstood the nature of the ritual he was attempting and so bound himself to the grounds of his chateau.</p><p><strong>Skeleton:</strong> A result of Lord Jourdain’s intervention.</p><p>An undead ooze can also expel skeletons from its body, which fight on its behalf.</p><p><strong>Hervisse the Cook, Wight:</strong> ?</p><p><strong>Landri the Majordomo, Spectre:</strong> ?</p><p><strong>Rixende the Maid, Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> Servants of Lord Jourdain whom he tricked into cannibalism and thereby set on the path to becoming ghouls.</p><p><strong>Dame Helissente, Spectre:</strong> This locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Jourdain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Jourdain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to having forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful spirit rose as a vengeful spectre.</p><p><strong>Undead Ooze:</strong> Created by Lord Jourdain through necromantic rituals.</p><p><strong>Ghast:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/58647/Larm?affiliate_id=17596" target="_blank">The Village of Larm</a>[spoiler]</p><p><strong>Undead:</strong> One day the new Abbot, Erkmar, was given a strange book made of human skin and written in blood, the so-called Dark Book of Grimic.</p><p>He knew he had to destroy it, so he initiated a ritual involving every single monk and cleric in the temple. They gathered in the church crypt, began chanting songs and prayers, lit magic candles and a huge fire, then threw the book on top of it.</p><p>The complex ritual wasn’t necessary, as this sort of book “wants” to be destroyed (see Appendix 6). Erkmar could have destroyed it with just a candle. Still his quick actions afterwards, and the fact that he immediately sealed the temple, prevented an even greater catastrophe occurring.</p><p>At first nothing happened, the book seemed to resist the fire. But suddenly, the Abbot was blinded by a roaring flame and the whole temple was engulfed in heavy black smoke that made it hard to breathe.</p><p>When he was able to see and breathe again, he gasped in horror, for what he saw was too terrible for him to behold.</p><p>Everyone in the temple, except for himself, had been transformed into a zombie, skeleton or other terrible form of undead. In shock, he stumbled all the way out of the temple and banged the door shut behind him, never to return again.</p><p>All the undead in this temple were transformed by The Dark Book of Grimic about 30 years ago.</p><p><strong>Skeleton:</strong> Like all the monks and clerics in the temple, these acolytes were transformed into undead when the Dark Book of Grimic was destroyed 30 years ago.</p><p>Dark Book of Gimric.</p><p><strong>Zombie:</strong> Dark Book of Gimric.</p><p><strong>Ghoul:</strong> Dark Book of Gimric.</p><p><strong>Wight:</strong> Dark Book of Gimric.</p><p><strong>Wraith:</strong> Dark Book of Gimric.</p><p></p><p>The Dark Book of Grimic</p><p>This strange book, made of human skin and written in blood, is a powerful tool of the chaotic god Grimic, “the Slaughterer”.</p><p>It is written in the goblin tongue.</p><p>Every worshipper of Grimic who reads this book, which takes 1d4 days, can add 1 point to his strength score and 1 point to his wisdom score.</p><p>The true purpose of the book is only fulfilled when lawful beings try to destroy it. The book can only be destroyed by fire, but the moment the pages catch alight, black smoke will erupt from the book, turning every living thing within its cloud into an undead thing of comparable hit points (e.g. level 1 persons are transformed into skeletons, level 2 beings become zombies, those of level 3 will become wights, level 4 – wraiths, level 5 - mummies, level 6 - spectres, and those of level 7 or higher will become vampires).</p><p>The sole purpose of these undead beings is to destroy all living things in the immediate surroundings, which gives them a morale of 12.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/202900/Theorems--Thaumaturgy-Revised-Edition-No-Art?affiliate_id=17596" target="_blank">Theorems & Thaumaturgy Revised Edition</a>[spoiler]</p><p><strong>Leprous Dead:</strong> In melee, the leprous dead attack with their fists. Each successful hit carries with it the risk of leprosy infection. The target must save versus poison, with a +3 bonus, or contract the disease. Infected victims suffer a loss of 2 points of CHA per month, dying when CHA reaches 0. Those who die from the disease will themselves become leprous dead.</p><p></p><p><strong>Undead</strong> <em>Curse of Undeath</em> spell.</p><p><em>Death Geas</em> spell.</p><p><em>Raise Dead Lesser</em> spell.</p><p><em>Summon Necromantic Familiar</em> spell.</p><p><em>Steal Life Force</em> spell.</p><p>Death Ward Ring magic item.</p><p><strong>Wraith:</strong> <em>Guardian Spirit</em> spell.</p><p><strong>Wight:</strong> <em>Reinstate Spirit</em> spell.</p><p><strong>Skeleton:</strong> <em>Skeletal Army</em> spell.</p><p><em>Skeletal Servitor</em> spell.</p><p>Skeleton Teeth magic item.</p><p><strong>Zombie:</strong> <em>Zombie Servitor</em> spell.</p><p></p><p>Curse of Undeath 6th level [Enchantment, Necromancy]</p><p>Duration: Permanent</p><p>Range: 30’</p><p>The necromancer places a curse on a single target in range, declaring that their fate upon death is to rise again as undead. The target may make a saving throw versus spells to resist. If the save fails, the victim’s soul is forfeit and the doom is inevitable. It may only be dispelled by remove curse or limited wish.</p><p>The exact form of undead which the victim becomes depends on the victim’s level or Hit Dice and is determined by the Labyrinth Lord.</p><p></p><p>Death Geas 7th level [Charm, Necromancy]</p><p>Duration: See below</p><p>Range: 30’</p><p>Similar to the cleric spell quest, this spell compels the target to undertake a quest determined by the caster. The death geas functions identically to the quest spell, save for one addition: if the victim dies while performing the quest, he or she will rise as undead and not rest until the quest is fulfilled. The type of undead the victim rises as depends on the victim’s level or Hit Dice and should be determined by the Labyrinth Lord.</p><p></p><p>Guardian Spirit 5th level [Necromancy, Summoning]</p><p>Duration: 1 day per level</p><p>Range: 0</p><p>Casting Time: 2 hours</p><p>Cost: 250gp (dust of skulls and black opal)</p><p>The necromancer summons a lost soul from the underworld and tasks it to guard the location where this spell is cast. Once summoned, the spirit lies dormant and invisible in the locale to be protected, but will manifest when any living being enters the area. When casting the spell, the necromancer must choose from the following options:</p><p>• The spirit manifests as a wraith and attempts to fight off intruders.</p><p>• The spirit manifests in the necromancer’s current location, warning of the intrusion.</p><p>• The spirit manifests as a chilling fog, having the same effects as the fog cloud spell, but additionally causing 1hp of cold damage per round.</p><p>The guardian spirit will only manifest once, after which the spirit is released from its task.</p><p>The summoning and binding of the guardian spirit takes the form of a two hour ritual and requires three humanoid skulls and a black opal worth 250gp. These components are ground into a fine dust which must be sprinkled throughout the area as the spell is cast.</p><p></p><p>Raise Dead, Lesser 4th level [Necromancy]</p><p>Duration: Permanent</p><p>Range: 120’</p><p>Similar to the clerical spell raise dead, this spell enables the necromancer to bring the dead back to life. However, unlike the true raise dead, this spell lacks the power to permanently reunite spirit and flesh. The raised creature suffers the fortnight of weakness, as described in raise dead, and may then act as normal for one day per level of the caster. Once this grace period has passed, the resurrected spirit becomes restless and the body begins to weaken, spiralling toward a second, inevitable death. The subject must roll each day on the following table, with a cumulative +3% modifier per day.</p><p>Raise dead, lesser, daily effects</p><p>d% Result</p><p>01–24 Lose 1d4 hit points.</p><p>25–34 Lose one point of CON.</p><p>35–44 Lose one point of DEX.</p><p>45–54 Lose one point of STR.</p><p>55–59 Fingers, teeth, or hair start rotting away or falling out. CHA reduced by one.</p><p>60–64 A limb dies and drops off.</p><p>65–69 Lose one experience level.</p><p>70–73 Overcome with murderous lust.</p><p>74–78 Overwhelmed with sorrow.</p><p>79–83 Lose the will to eat—starvation begins unless force-fed.</p><p>84–87 Can only gain sustenance through cannibalism.</p><p>88–91 Become semi-corporeal—AC improves by 2 points, but unable to manipulate fine objects.</p><p>92–94 Become fully incorporeal—can only be harmed by magical weapons, but cannot affect the physical world in any way.</p><p>95–99 Become undead (the Labyrinth Lord decides which type).</p><p>00+ Death.</p><p></p><p>Reinstate Spirit 9th level [Necromancy, Summoning]</p><p>Duration: Permanent</p><p>Range: Unlimited</p><p>Casting Time: 1 hour</p><p>With this ritual, the necromancer may summon the spirit of a deceased being whose name is known and to cause it to be reinstated into a corpse which is in the caster’s presence. The spirits of long-deceased beings dwell in the more distant realms of death and are less easily tempted back to life—as the necromancer increases in experience, he may successfully send his summons to spirits of ever more advanced age, as shown in the table below.</p><p>Reinstated in the new body, the spirit becomes an undead creature equivalent to a wight. It does, however, retain its personality and all knowledge of its life (and beyond).</p><p>The newly undead creature is not necessarily in any way favourably disposed towards the caster and may, indeed, resent being forcibly brought into a state of undeath. Powerful spirits may, at the Labyrinth Lord’s discretion, be allowed a saving throw versus spells to resist being reinstated.</p><p>The casting of this spell to revive the spirits of the long-dead is extremely taxing on the necromancer’s sanity. When reinstating a spirit which has been deceased for 70 years or more, the caster must make a saving throw versus spells or permanently lose one point of WIS. For spirits of 140 years or older, the save at a -2 penalty and, for those of 1,000 years or older, a -4 penalty applies.</p><p>Reinstate spirit, maximum age of spirit</p><p>Caster Level Time Deceased</p><p>17 7 years</p><p>18 70 years</p><p>19 140 years</p><p>20 1,000 years</p><p>21+ Unlimited</p><p></p><p>Skeletal Army 8th level [Necromancy]</p><p>Duration: 1 hour per level</p><p>Range: 120’</p><p>Cast in a graveyard or at the site of a battle, this spell causes up to 1d6 HD of skeletons per level of the caster to reanimate and rise up from the earth, ready to do the caster’s bidding. The skeletal legion are equipped with whatever weapons and arms they were buried with. When the duration ends, the raised skeletons and their weaponry crumble to dust.</p><p></p><p>Skeletal Servitor 1st level [Necromancy]</p><p>Duration: 6 turns, +1 turn per level</p><p>Range: Touch</p><p>A single humanoid skeleton is reanimated under the caster’s control for the duration of this spell. Apart from the short duration and the limitation of a single skeleton, it functions in the same way as animate dead.</p><p></p><p>Steal Life Force 9th level [Necromancy]</p><p>Duration: Permanent</p><p>Range: Touch</p><p>An energetic conduit is opened between the necromancer and another sentient, living being. The subject must save versus death or be aged 1d10 years. If the subject is aged beyond his natural life-span, it dies.</p><p>The energy drained from the victim is channelled into the necromancer, who is rejuvenated by an equal number of years (restoring him to a state of at most young adulthood). Some evil necromancers make use of this spell to indefinitely extend their life-span by stealing the lives of victims.</p><p>Each time this spell is used, there is a 1 in 6 chance that the caster will permanently lose one point of CON. When the number of CON points lost equals the necromancer’s original CON ability score, he enters an undead state.</p><p></p><p>Summon Necromantic Familiar 1st level [Necromancy, Summoning]</p><p>Duration: See description of magic-user spell</p><p>Range: 10’ per level</p><p>Casting Time: 1-24 hours</p><p>Cost: 100gp (rare herbs)</p><p>This spell works in a similar way to the magic-user spell summon familiar, but with the following differences:</p><p>• The reanimated corpse of a creature from the normal familiars list may respond to the spell—an undead cat or raven, for example.</p><p>• Necromancers casting this spell may also summon gruesome creatures such as an unnaturally large spider or centipede.</p><p>• The probability of a special familiar remains at 5%, but only an imp or quasit will respond to this spell.</p><p></p><p>Zombie Servitor 2nd level [Necromancy]</p><p>Duration: 6 turns, +1 turn per level</p><p>Range: Touch</p><p>This spell causes a single humanoid corpse to reanimate as a zombie under the necromancer’s control for the duration. Apart from the short duration and the limitation of a single zombie, it functions in the same way as animate dead.</p><p></p><p>Death Ward Ring</p><p>This ring grants the wearer the ability to cheat death a limited number of times—it typically has 1d4 charges when found. When the wearer of the ring reaches 0 or lower hit points, a charge of the ring is automatically expended. Each time a charge is used, the Labyrinth Lord should roll on the following table to determine the effect.</p><p>Death ward ring, effects of usage</p><p>d10 Effect</p><p>1–5 Wearer revived to 1hp.</p><p>6 Wearer revived to 1hp but permanently loses 1 point of CON or WIS.</p><p>7 Wearer revived to 1hp but becomes resistant to raise dead, which has a 50% chance of failure the next time it is cast.</p><p>8 Wearer revived to 1hp but unconscious for 2d4 days.</p><p>9 Wearer does not suffer the damage which would have caused death; it is instead reflected to its source.</p><p>10 Wearer becomes undead (perhaps a ghoul, wight, or zombie).</p><p></p><p>Skeleton Teeth</p><p>These enchanted teeth are usually found as a set of 2d6, either laced onto a necklace or kept in a pouch. The teeth are typically human, but may be of any species. When a tooth is taken and thrown onto the ground, an animated skeleton bearing a sword springs up immediately. If the person throwing the tooth is a necromancer, he can command the skeleton to do his bidding. Characters of other classes have a 75% chance of being able to command the conjured skeleton; otherwise the creature will turn and attack the one who summoned it. The skeletons and their swords crumble to dust after 6 turns.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/110741/Vampires-of-the-Olden-Lands?affiliate_id=17596" target="_blank">Vampires of the Olden Lands</a>[spoiler]</p><p><strong>Bhabaphir, Granny Soul-Sucker:</strong> Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed.</p><p><strong>Ekimmu, Spirit Vampire, Vampire Lord:</strong> They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos.</p><p>Strighoiphirs who have ascended beyond their physical bodies.</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p><strong>Spectre:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p><strong>Lhamira, Vampire-Witch:</strong> A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.</p><p><strong>Lhamphir, Plague Bearer:</strong> The lhamphir arises on rare occasions from those who were slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him.</p><p>If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.</p><p><strong>Mhoroiphir, Living Vampire:</strong> Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others:</p><p> Dying without being consecrated to the God of Law;</p><p> Committing suicide;</p><p> Practicing sorcery, black witchcraft, or eldritch wizardry in life;</p><p> Having a spell-caster’s familiar jump on your corpse before you are buried;</p><p> Eating the flesh of an animal killed by a vampire;</p><p> Being slain by a lycanthrope;</p><p> Death by murder un-avenged;</p><p> Dying while cursed by a sorcerer or witch.</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.<strong>:</strong> </p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.</p><p><strong>Strighoiphir, Dead Vampire:</strong> A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p><strong>Szalbaphir, Vampire Gamin:</strong> Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.</p><p><strong>Wraith:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p><strong>Ghast:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.</p><p><strong>Ghoul:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.</p><p><strong>Zombie:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.</p><p></p><p><strong>Wraith:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p><strong>Ghast:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.</p><p><strong>Ghoul:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.</p><p><strong>Zombie:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/119688/Westwater-RPG-No-art-version?affiliate_id=17596" target="_blank">Westwater</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are those animated skeletal remains of humanoid (most often but not always) creatures.</p><p><strong>Specter:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> Wraiths are undead creatures, spirits of those who have died violently.</p><p>Creatures slain by a wraith will raise as a wraith themselves in 1d4 days.</p><p><strong>Wight:</strong> Any creature drained to level 0 will die and become a wight themselves in 1d4 days.</p><p><strong>Zombie:</strong> Zombies are mindless undead creatures, being the animated remains of humanoids (mostly).[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/82053/Wrack--Rune?affiliate_id=17596" target="_blank">Wrack & Rune</a>[spoiler]</p><p><strong>Ghost:</strong> Before Nacor returned to claim the booty, he died at sea.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/144820/YoonSuin?affiliate_id=17596" target="_blank">Yoon-Suin</a>[spoiler]</p><p><strong>Undead Amphisbaenid:</strong> These amphisbaenids sometimes, for reasons unknown, are able to extend their life beyond death and live an immortal existence in the deep forests of Láhág.</p><p><strong>Chokgyur, Who Has Seen the Afterlife:</strong> </p><p><strong>Chokgyur Worshipper:</strong> Undead monks who he drained the life from and took with him when he left the Walung monastery.</p><p><strong>Sokushinbutsu:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>Lamentations of the Flame Princess[spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/115059/LotFP-Rules--Magic-Free-Version?affiliate_id=17596" target="_blank">Lamentation of the Flame Princess</a>[spoiler]</p><p><strong>Undead:</strong> <em>Animate Dead</em> spell.</p><p><em>Animate Dead Monsters</em> spell.</p><p><em>Summon</em> spell entity's Victims Rise as Undead power.</p><p>Animate Dead </p><p>Magic-User Level 5 </p><p>Duration: Instantaneous </p><p>Range: 10' </p><p>This spell energizes the faint memories of life that cling to the corpses and skeletons of people, allowing them to move and act in a gross mockery of their former existence. Because the entities inhabiting these bodies are chosen by the caster, these undead are under his total control. However, the faint memories of life retained by the corpse or skeleton constantly struggles with the invader introduced by the caster, a conflict that drives the host corpse or skeleton to destructive urges. The animated dead will always interpret any instructions in the most violent and destructive manner possible. They will also prefer to attack those that they knew in life, no matter their former relationship with the person in question. The bodies remain animated until they are destroyed. </p><p>For each level of the caster, he creates 1 Hit Die, the total of which is then used to determine the Hit Dice of the undead and any special abilities. One or two Hit Dice must be assigned to each undead as the caster desires. This is each undead’s Hit Dice for the purposes of its Hit Points, saving throws, and to hit rolls. If the undead is to have special abilities, each increases the Hit Dice “cost” by one (except energy drain, which increases it by two). Adding special abilities does not increase the actual Hit Dice of the undead. Only mindless undead are created by this spell, and they must be commanded verbally. </p><p></p><p>Animate Dead Monsters</p><p>Magic-User Level 6 </p><p>Duration: Instantaneous </p><p>Range: 10' </p><p>This spell energizes the faint memories of life that cling to the corpses and skeletons of creatures, animating them to a mocking caricature of their living selves. Each creature’s intellect and willpower is no longer present, allowing these undead to be under the total control of the caster. However, the faint memories of life retained by the corpse or skeleton constantly struggles with the invader introduced by the caster, a conflict that drives the host corpse or skeleton to destructive urges. They will always interpret any instructions in the most violent and destructive manner possible. The bodies remain animated until they are destroyed. </p><p>For each level of the caster, he creates 1 Hit Die, the total of which is then used to determine the Hit Dice of the undead and any special abilities. One or two Hit Dice must be assigned to each undead as the caster desires. This is each undead’s Hit Dice for the purposes of its Hit Points, saving throws, and to hit rolls. If the undead is to have special abilities, each increases the Hit Dice “cost” by one (except energy drain, which increases it by two). Adding special abilities does not increase the actual Hit Dice of the undead. Only mindless undead are created by this spell, and they must be commanded verbally. </p><p></p><p>Summon </p><p>Magic-User Level 1 </p><p>Duration: See Below </p><p>Range: 10' </p><p>Magic fundamentally works by ripping a hole in the fabric of space and time and pulling out energy that interacts with and warps our reality. Various mages have managed to consistently capture specific energy in exact amounts to produce replicable results: Spells. </p><p>The Summon spell opens the rift between the worlds a little bit more and forces an inhabitant From Beyond into our world to do the Magic-User's bidding. What exactly comes through the tear, and whether or not it will do what the summoner wishes, is wholly unpredictable. </p><p>Once the Summon spell is cast, there are a number of steps to resolve: </p><p>The caster chooses the intended Power of the ¶¶Summoned Entity </p><p>The caster makes a saving throw versus Magic ¶¶</p><p>Determine the Entity’s Form ¶¶</p><p>Determine the Entity’s Powers ¶¶</p><p>Resolve the Domination Roll ¶¶</p><p>Step One </p><p>The caster must decide how powerful a creature— expressed in terms of Hit Dice—he will attempt to summon. This cannot be more than two times the caster's level, but this effective level for this purpose can be modified by Thaumaturgic Circles and Sacrifices—see below. </p><p>Step Two </p><p>The caster must make a saving throw versus Magic. Failing this saving throw means a more powerful creature than anticipated might come through the tear in the fabric of reality, which can have dire consequences for all present. </p><p>Step Three </p><p>The creature's form and powers will be randomly determined on the following tables, with different results altering the creature's basic stats. </p><p>Those default stats are: AC 12, 1 attack for 1d6 damage, Move 120' (ground), ML 10. </p><p>To determine the creature’s basic form, roll 1d12 if the original casting save was made, 1d20 if it was not. </p><p>Form</p><p>1–2 1 Amoeba </p><p>2 Balloon </p><p>3 Blood (immune to norm. attacks) </p><p>3–4 1 Brain </p><p>2 Canine (Move 180') </p><p>3 Crab (2 attacks, +2 AC) </p><p>5–6 1 Crystal (+4 AC) </p><p>2 Excrement </p><p>3 Eyeball </p><p>7–8 1 Frog (leap 150') </p><p>2 Fungus (Move 60') </p><p>3 Insectoid (+2 AC) </p><p>9–10 1 Organic Rot (causes disease on a hit) </p><p>2 Polyhedral </p><p>3 Seaweed </p><p>11–12 1 Slime (Move 60') </p><p>2 Snake (50% poison, 50% constriction) </p><p>3 Squid </p><p>13–19 1 Anti-Matter (HDd6 explosion on every contact) </p><p>2 Dream-Matter (all touched become Confused) </p><p>3 Flowing Colors </p><p>4 Fog (immune to normal attacks) </p><p>5 Lightning (Move 240', immune to normal attacks, 1d8 damage touch, touching it with metal does 1d8 damage) </p><p>6 Orb of Light (immune to normal attacks) </p><p>7 Pure Energy (immune to normal attacks, touch does 1d8 damage) </p><p>8 Shadow </p><p>9 Smoke (immune to normal attacks, Move 240', suffocation attack) </p><p>10 Wind (immune to normal attacks, Move 240') </p><p>20* 1 Collective Unconscious Desire for Suicide </p><p>2 Disruption of the Universal Order </p><p>3 Fear of a Blackened Planet </p><p>4 Imaginary Equation, Incorrect yet True </p><p>5 Lament of a Mother for her Dead Child </p><p>6 Lust of a Betrayed Lover </p><p>7 Memories of Pre-Conception </p><p>8 Regret for Unchosen Possibilities </p><p>9 Space Between the Ticks of a Clock </p><p>10 World Under Water </p><p>*If an Abstract Form is rolled, ignore the rest of the steps and go straight to the particular Abstract Form description below. </p><p>Each basic form that is not from the Abstract Forms category will have a number of additional features. </p><p>The base Hit Dice of the creature that the caster wished to summon determines the die type used to determine additional features as follows: Hit Dice ie Type </p><p>0 (1d6 hp) 1d2 </p><p>1 1d4 </p><p>2 - 4 1d6 </p><p>5 - 7 1d8 </p><p>8 - 10 1d10 </p><p>11 - 13 1d12 </p><p>14 + 1d20 </p><p>Roll the indicated die type… This is the Base Number. Roll that die again. If the new roll is less than the Base Number, then roll an appendage on the following table. Roll again and keep adding appendages until a new roll greater than, or equal to, the previous roll is made. </p><p>Appendages Adjective Noun </p><p>1 1 Adhesive Antennae </p><p>2 Beautiful Arms </p><p>3 Bestial Branches </p><p>4 Chiming Claws </p><p>5 Crystalline Eggs/Seeds </p><p>6 Dead Eyes/Great Eye </p><p>2 1 Dripping Face </p><p>2 Fanged Feathers </p><p>3 Flaming Fins </p><p>4 Furred Flowers </p><p>5 Gigantic Foliage </p><p>6 Glowing Fronds </p><p>3 1 Gossamer Genitals </p><p>2 Gushing Horn </p><p>3 Humming Legs </p><p>4 Icy Lumps </p><p>5 Immaterial Machine </p><p>6 Incomplete Maggots </p><p>4 1 Malformed Mandibles </p><p>2 Necrotic Mouths/Great Maw </p><p>3 Negative Oil </p><p>4 Neon Proboscis </p><p>5 Numerous Pseudopods </p><p>6 Petrified Scales </p><p>5 1 Prehensile Shell </p><p>2 Pungent Sores </p><p>3 Reflective Spine </p><p>4 Rubbery Stinger </p><p>5 Running Stripes </p><p>6 Skeletal Suction Pods </p><p>6 1 Slimy Tail </p><p>2 Smoking Teats </p><p>3 Stalked Teeth </p><p>4 Thorned Tentacles </p><p>5 Throbbing Wings </p><p>6 Transparent Wrapping </p><p>Step Four </p><p>To determine the number of powers that a creature has, use the base Hit Dice of the creature that the caster wished to summon to determine which die type to use according to the following table: Hit Dice ie Type </p><p>0 (1d6 hp) 1d2 </p><p>1 1d4 </p><p>2–4 1d6 </p><p>5–7 1d8 </p><p>8–10 1d10 </p><p>11–13 1d12 </p><p>14+ 1d20 </p><p></p><p>Roll the indicated die type… This is the Base Number. Roll that die again. If the initial saving throw in Step Two was successful, the entity has a special power if the second roll is less than the Base Number. Roll again and keep adding special powers until a new roll greater than, or equal to, the previous roll is made. </p><p>However, if the initial saving throw was failed, a new power is gained on a roll less than, or equal to, the Base Number, so the creature will have a greater chance to have more powers than if the casting was more controlled. If a 1 is rolled, however, no further rolls can be made. </p><p>The possible powers of a summoned entity can be randomly determined on the following table. Reroll any duplicate results. </p><p>1. AC +2d6 </p><p>2. AC +1d10 </p><p>3. AC +1d12 </p><p>4. AC +1d12, immune to normal weapons </p><p>5. AC +1d20 </p><p>6. AC +1d4 </p><p>7. AC +1d6 </p><p>8. AC +1d6, immune to normal weapons </p><p>9. AC +1d8 </p><p>10. AC +1d8, immune to normal weapons </p><p>11. Animate Dead (at will) </p><p>12. Blurred (always on, first attack against creature always misses, otherwise +2 AC) </p><p>13. Bonus Attack (if initial attack hits, opportunity for another attack) </p><p>14. Bonus Damage on Great Hit (does one greater die damage if hits by 5 or more, or rolls a natural 20) </p><p>15. Chaos (at will, one at a time) </p><p>16. Cloudkill (at will, one at a time) </p><p>17. Cold Attack (ranged, HDd6 damage) </p><p>18. Confusion (on a successful hit) </p><p>19. Continuing Damage (after a hit, victim takes one die less damage each Round until creature leaves or is killed) </p><p>20. Damage Sphere (all within 15' take 1d6 damage per Round) </p><p>21. Darkness (at will, one at a time) </p><p>22. Detect Invisibility (always on) </p><p>23. Drain Ability Score (on a successful hit) </p><p>24. Duo-Dimension (always on, but does not take extra damage) </p><p>25. Electrical Attack (ranged, HDd6 damage) </p><p>26. Energy Drain (on a successful hit) </p><p>27. ESP (always on) </p><p>28. Explosion </p><p>29. Feeblemind (on a successful hit) </p><p>30. Fire Attack (ranged, HDd6 damage) </p><p>31. Gaseous Form (at will) </p><p>32. Globe of Invulnerability (always on self) </p><p>33. Grapple (+5 to rolls involving grappling) </p><p>34. Haste (always on self) </p><p>35. Immune to Cold </p><p>36. Immune to Electricity </p><p>37. Immune to Fire </p><p>38. Immune to Magic </p><p>39. Immune to Metal </p><p>40. Immune to Normal Weapons </p><p>41. Immune to Physical Attacks </p><p>42. Immune to Wood </p><p>43. Impregnates (victims hit must save versus Poison or carry a thing) </p><p>44. Incendiary Cloud (at will, one at a time) </p><p>45. Lost Dweomer </p><p>46. Magic Drain (on a successful hit) </p><p>47. Maze (on a successful hit) </p><p>48. Memory Wipe (on a successful hit, but no other damage) </p><p>49. Mimicry (can duplicate sounds and voices it has heard) </p><p>50. Mind Control (at will, one at a time) </p><p>51. Mirror Image (always on) </p><p>52. Move Earth (at will) </p><p>53. Multiple Attacks (additional 1d3 attacks) </p><p>54. Paralysis (on a successful hit) </p><p>55. Pernicious Wounds (do not naturally heal) </p><p>56. Phantasmal Force (at will, one at a time) </p><p>57. Phantasmal Psychedelia (at will, one at a time) </p><p>58. Phantasmal Supergoria (at will, one at a time) </p><p>59. Phasing (can move through solid objects) </p><p>60. Plant Death (all vegetation dies within 10' x HD) </p><p>61. Poison (on a successful hit) </p><p>62. Polymorph Other (on a successful hit) </p><p>63. Prismatic Sphere (at will) </p><p>64. Prismatic Spray (at will) </p><p>65. Prismatic Wall </p><p>(at will, one at a time) </p><p></p><p>66. Psionic Attack (auto-hit, 1d6 damage) </p><p>67. Psionic Scream (auto hit in 30' radius area, 1d6 damage + victims must save versus Magic or be Slowed) </p><p>68. Radiation Attack </p><p>69. Radioactive </p><p>70. Ranged Attack </p><p>71. Regenerate (regains 1d3 hp a Round) </p><p>72. Reverse Gravity (at will, one at a time) </p><p>73. Silence (always on in 15' area) </p><p>74. Slow (once every ten Rounds) </p><p>75. Spell Turning (always on) </p><p>76. Spellcasting (as Magic-User of 2d6 levels – random spells) </p><p>77. Spore Cloud (all in area must save versus Poison or become infested) </p><p>78. Stinking Cloud (continuous around creature) </p><p>79. Stone Shape (at will) </p><p>80. Summon (as per this spell, no miscast, creatures under control of this creature, not original caster) </p><p>81. Swallow Whole (on a natural 20 or hitting by 10 or more) </p><p>82. Symbol (one type, randomly determined, at will) </p><p>83. Telekinesis (at will) </p><p>84. Teleportation (at will) </p><p>85. Time Stop </p><p>86. Transmute Flesh to Stone (on successful hit) </p><p>87. Transmute Rock to Mud (at will) </p><p>88. Valuable Innards (worth 500 sp × HD) </p><p>89. Ventriloquism (at will) </p><p>90. Victims Rise as Undead </p><p>91. Vulnerable to Cold (takes +1 damage per die) </p><p>92. Vulnerable to Cold Iron (takes +1 damage per die) </p><p>93. Vulnerable to Electricity (takes +1 damage per die) </p><p>94. Vulnerable to Fire (takes +1 damage per die) </p><p>95. Vulnerable to Metal (takes +1 damage per die) </p><p>96. Vulnerable to Physical Attacks (takes +1 damage per die) </p><p>97. Vulnerable to Silver (takes +1 damage per die) </p><p>98. Vulnerable to Wood (takes +1 damage per die) </p><p>99. Wall of Fire (at will, one at a time) </p><p>100. Web (at will, one at a time) </p><p>Step Five </p><p>The Domination roll requires two 1d20 rolls, one on behalf of the caster, the other on behalf of the summoned entity. </p><p>The caster's level, Thaumaturgic Circle Modifiers, and Sacrifice modifiers are added to his roll. </p><p>The creature's Hit Dice is added to its roll, and it also receives +1 to the roll for every Power it has. </p><p>Domination Roll Results </p><p>If the Magic-User wins, the margin of victory determines how many d10s to roll to determine how many Rounds the creature will be under the caster's control. The caster must concentrate on controlling the creature for this period of time, and if the caster's concentration is broken (by being damaged, or casting another spell, for instance), there must be another Domination roll to determine if the creature will remain under control (this second roll can only confirm the original term of control, not extend it, and at most the creature can only win a basic victory in this second contest). The creature returns to its dimension when this time ends. </p><p>If the Magic-User wins by a Great Margin (equal to, or greater than, 5 + creature’s Hit Dice + the number of its Powers), the caster can demand a longer service from the creature without needing to consciously direct it. The details of this service must be communicated in a clear and succinct manner. </p><p>If the caster wins by a margin of 19 or more (or double a Great Margin), the creature is bound permanently in our world, and under the complete control of the caster, with no direct concentration required to maintain this control. </p><p>If the creature wins the Domination roll, it will simply lash out, attempting to kill and maim all living creatures while it is stable in this reality (a number of Rounds equal to d10 × the margin it won the Domination contest, minimum number of Rounds equal to its Hit Dice). </p><p>If the creature wins by a Great Margin (equal to, or greater than, 5 + Magic-User's Hit Dice + Sacrifice + Thaumaturgic Circle modifiers), the caster is completely at the mercy of the creature, mind, </p><p>body, and soul. Roll </p><p>1d6 and consult the Dominating Creature table below to determine what happens. </p><p>If the creature wins the roll by 19 or more (or double a Great Margin), it must make a 1d20 roll. On a 1–19 it is empowered by energy from its own dimension and multiplies its Hit Dice by 1d4+1. Re-roll its powers using its new Hit Dice as a base. It will then go on a killing rampage. </p><p>If this extra roll is a 20, the barrier between realities is sundered, and innumerable monstrosities begin dropping through. Hundreds of them will come through in the first hour, then about a hundred a day for the next week, then just a few each day. All will be hostile, as their passage to this world is accidental and our reality will be unfamiliar and unpleasant to their sensibilities. </p><p>If the domination roll is a tie, then roll again, but this time, the caster uses a d12 instead of a d20, and Thaumaturgic and Sacrifice modifiers do not apply. </p><p>Dominating Creature </p><p>1. The creature retreats to its own reality, bringing the caster back with it. The caster's physical body is destroyed, but his mental essence exists forever in misery. </p><p>2. The creature's presence in this universe is stable and it will not be drawn back to its world. The caster's will is replaced with that of the creature, and the character becomes an NPC. If the creature and the Magic-User together have the strength to destroy everyone and everything in their immediate surroundings, they will do so. If there is doubt about their ability to accomplish this, the creature and caster will retreat and begin their long-range campaign to bring about Hell on Earth. </p><p>3. The creature holds the rift open longer than it was supposed to be; 1d10 more creatures with Hit Dice ranging from 1 to the summoned creature's Hit Dice, flood into the physical world. They will attempt to slay and consume every living thing. </p><p>4. The creature and the Magic-User merge to form one being. It can switch between the two physical forms at will, and in either form possesses all the powers of both beings. The creature is in control. </p><p>5. The creature explodes on contact with our universe, disrupting all sense of self and identity. All human or human-like characters within 120' are randomly switched into new bodies, with the levels and class abilities of the new body (all bodies must change, even if a random roll puts a character back in their original body). Characters retain their previous Charisma, Intelligence, and Wisdom, and take on the Constitution, Dexterity, Strength, Class, Level, and Hit Points of the new body. All present are now Chaotic in alignment, and any Clerics lose their Cleric spells. </p><p>6. The creature is not at all interested in being in “reality,” nor does it care about anyone present. It is however supremely vexed at being called through the veil by a piece of meat. It will take one of the caster's comrades as compensation. The caster must choose one of his fellow player characters, and then that character will simply cease to be. If the caster delays, or chooses anyone else than a player character, then all the player characters in the area will be winked out of existence… and the caster will be left alone. </p><p>Thaumaturgic Circles and Sacrifices </p><p>Using Thaumaturgic Circles and offering Sacrifice while casting the spell makes the portal between worlds more interesting, attracting greater creatures to the summoning point and so allowing them to be summoned. It also numbs the consciousness of these creatures, such as it is, allowing a Magic-User to more easily control greater creatures. </p><p>Each full 2 Hit Dice of sacrifices gives the caster a +1 bonus to the Domination roll, or 1 Hit Die for a +1 bonus if the sacrifice is the same race as the caster. To count as a sacrifice, the victim must be helpless at the time of the slaying and purposefully slain for just this purpose. Combat deaths do not count. </p><p>Thaumaturgic Circles are magical diagrams (or mathematical equations which are nonsense in our </p><p>world, but important in some other) used to focus magical energy and give the caster greater control over his summoning. The diagrams are not enough, though. The materials used to draw and decorate the circles are crucial to communicating their information to the summoned creatures. 500 sp worth of materials is required to invest in a circle for every +1 bonus to the caster's Domination roll, and this is consumed with every casting. [/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/148012/LotFP-Referee-Book-old-Grindhouse-Edition?affiliate_id=17596" target="_blank">Lamentations of the Flame Princess Grindhouse Edition Referee Book</a>[spoiler]</p><p><strong>Undead:</strong> Certain undead are so infested with disease that they slowly kill those they damage. Those damaged by such undead must make a saving throw or turn into the same type of undead within a set period of time.</p><p><strong>Vampire:</strong> Vampires may create other vampires. Any charachter drained to 0 Constitution by a vampire over multiple sessions – not through a total drain – will rise at sunset d6+1 days later as a vampire with one hit point.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/141032/A-Red--Pleasant-Land?affiliate_id=17596" target="_blank">A Red and Pleasant Land</a>[spoiler]</p><p><strong>Vampire:</strong> If a vampire successfully slays a victim through energy drain, the victim will become a vampire of the same type of the lowest rank (pawn or ace).</p><p><strong>Voivodjan Vampire:</strong> ?</p><p><strong>Nephilidian Vampire:</strong> ?</p><p><strong>Colorless Bishop, Nephilidian Vampire:</strong> ?</p><p><strong>Colorless Knight, Nephilidian Vampire:</strong> ?</p><p><strong>Colorless Pawn, Nephilidian Vampire:</strong> ?</p><p><strong>Colorless Queen, Nephilidian Vampire, Nyvyan:</strong> ?</p><p><strong>Colorless Rook, Nephilidian Vampire:</strong> Colorless Rooks are made from the remains of dead Pale Rooks: first the corpse is sat on a throne and enmeshed in a kind of rolling frame pulled by horses. Then the top of the Rook’s head is sawn off like the lid off a pot and the head is filled with sea water nearly to the rim. If a vampire then sits floating in the head, the Colorless Rook comes to life, and can act as a powerful battle oracle or magical battery.</p><p><strong>Decapitated Lord, Voivodjan Vampire:</strong> ?</p><p><strong>Elizabeth Bathyscape, Heart Queen, Voivodjan Vampire:</strong> ?</p><p><strong>Pale Horse:</strong> If a Stalking Horse is slain, a Pale Horse—a kind of horse-headed ghoul— will burst forth and simultaneously attack all nonvampires within 7’, attempting to strangle them with the slain horse’s entrails at +6 to hit for 2d10hp. This happens as soon as the Stalking Horse dies (no initiative roll) and the Pale Horse then dies immediately after the attack, regardless of its outcome.</p><p><strong>Nadasdy, King of Hearts, Voivodjan Vampire:</strong> ?</p><p><strong>Knave of Hearts, Voivodjan Vampire:</strong> ?</p><p><strong>Order of Clubs, Voivodjan Vampire:</strong> ?</p><p><strong>Order of Diamonds, Voivodjan Vampire:</strong> ?</p><p><strong>Order of Hearts, Voivodjan Vampire:</strong> ?</p><p><strong>Order of Spades, Voivodjan Vampire:</strong> ?</p><p><strong>Pale Bishop, Voivodjan Vampire:</strong> ?</p><p><strong>Artorius, Pale King, Voivodjan Vampire:</strong> ?</p><p><strong>Pale Knight, Voivodjan Vampire:</strong> ?</p><p><strong>Pale Pawn, Voivodjan Vampire:</strong> ?</p><p><strong>Red Bishop, Voivodjan Vampire:</strong> ?</p><p><strong>Red Bride, Voivodjan Vampire:</strong> ?</p><p><strong>Vlad Vortigen, Red King, Voivodjan Vampire:</strong> ?</p><p><strong>Red Knight, Voivodjan Vampire:</strong> ?</p><p><strong>Red Pawn, Voivodjan Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/97686/Carcosa?affiliate_id=17596" target="_blank">Carcosa</a>[spoiler]</p><p><strong>Mummy:</strong> Mummies are sorcerous devotees of Nyarlathotep entombed beneath the ground in various places, most notably beneath the vast Radioactive Desert.</p><p>The mummies of the world of Carcosa are not mindless, shambling things wrapped in bandages! Rather, they are dead Sorcerers (of any level) whose services to Nyarlathotep have earned them the state of being undead.</p><p><strong>Mummy Brain:</strong> As millennia pass, the dry bodies of mummies gradually crumble to dust. Usually the living brains of mummies rot away upon the dissolution of a mummy’s body. But a few of the brains of mummies who are of 8th or higher level and have an 18 intelligence score continue to think and exist.</p><p><strong>Unquiet Worms:</strong> The nethermost caverns are not for the fathoming of eyes that see; for their marvels are strange and terrific. Cursed the ground where dead thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth’s pores ought to suffice, and things have learnt to walk that ought to crawl.</p><p>Sometimes the worms that feed on a dead Sorcerer’s brain will assimilate the Sorcerer’s memories and sorcerous and psionic powers. Such worms swell to thrice their normal size and assemble in a horrid, vaguely humanoid shape that walks as a man.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/63592/Death-Frost-Doom?affiliate_id=17596" target="_blank">Death Frost Doom</a>[spoiler]</p><p><strong>Risen Dead:</strong> Grimoire of Walking Flesh. This text, written in the Duvan’Ku language, allows the creation of a flesh golem. It requires the parts of 10d4 fresh bodies, takes two weeks time as the parts are assembled, and then requires a strong electrical charge (a lightning bolt will do) to activate the body. There is no monetary cost to making the golem with this book, and an unlimited amount may be made. When the golem activates, the mutilated remains of the bodies used for parts will rise and seek to destroy the creator of the golem. The golem will not fight these undead. The risen dead will be 2 Hit Dice 50% of the time, 2 Hit Dice and able to paralyze 40% of the time, and 4 Hit Dice and able to drain levels 10% of the time (check each creature individually). If the bodies have been utterly destroyed, then the creatures will be incorporeal, and 4 Hit Dice and energy draining (75%) or 7 Hit Dice and double energy-draining (25%). Anyone using the book will of course not know about the vengeful dead until it’s rather obvious.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Undead Creature:</strong> ?</p><p><strong>Sarcophogus Corpse:</strong> ?</p><p><strong>Altar Corpse:</strong> ?</p><p><strong>Disembodied Ghost:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Hideous Undead Thing:</strong> ?</p><p><strong>General Overlord Cyris Maximus, Vampire:</strong> ?</p><p><strong>Child Corpse:</strong> ?</p><p><strong>Commoner Corpse:</strong> ?</p><p><strong>Priest Corpse:</strong> ?</p><p><strong>Warrior Corpse:</strong> ?</p><p><strong>Above-Ground Corpse:</strong> ?</p><p><strong>The Sleepless Queen:</strong> This woman in life was a streetwalker who was kidnapped, murdered, and corrupted into this form specifically as bait to lure greedy people to their deaths.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/104807/Death-Love-Doom?affiliate_id=17596" target="_blank">Death Love Doom</a>[spoiler]</p><p><strong>Restless Dead:</strong> If the child is touched, the clock will begin to spin backwards at great speed, and all corpses on the grounds will rise. The clock will then stop, and the undead will converge on this point. </p><p><strong>Animated Fetus:</strong> Then her husband gave her this gift which brought a demon, and it told her that she was not her husband’s deepest love. The look on Erasmus’ face told her it was true. As flesh tore and bent around her, she directed all of her hate to the latest of his offspring which she was carrying, and it gained unnatural life. No one but her knows that this is her doing and not that of the demon’s, but it has gotten away from her now. </p><p>Myrna is a wreck of a human being, as her late-term fetus gained self-awareness and miscarried itself. After dying, it rose from the dead, its mother’s blood and nourishment still coursing through its veins. [/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/183865/England-Upturnd?affiliate_id=17596" target="_blank">England Upturn'd</a>[spoiler]</p><p><strong>Oannes Neverborn, Animated Mutant Foetus:</strong> The thing inside the jar is Oannes Neverborn, a foetus who cut his way out of his mother—a mentally disabled woman who lived in St. Mark’s—with the egg tooth on his face before being trapped by the local witch and preserved by William Jackson, the local physician. [/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/82997/Hammers-of-the-God?affiliate_id=17596" target="_blank">Hammers of the God</a>[spoiler]</p><p><strong>Dwarf Sentinel:</strong> Dwarf Sentinels are those dwarfs so loyal to a cause that they continue to serve even after their body dies a natural death. It must be noted that their existence is not an unnatural affront to the gods; indeed, their existence is a testament to their devotion to the gods.</p><p>Stories about dwarfs that place so much importance on their duty that death itself does not deter them. These Sentinels maintain their posts as undead things, as the Old Miner grants them their greatest wish: To continue to serve.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/147685/Lusus-Naturae?affiliate_id=17596" target="_blank">Lusus Naturae</a>[spoiler]</p><p><strong>Progeny of Lilith:</strong> These undead children are not actually the spawn of Lilith; they are human children who have been bitten by fleas contaminated with Wastrel blood. Anyone who is bitten by such a flea, and has not yet reached puberty, becomes one of the Progeny within 1-20 minutes.</p><p>If one of the Progeny manages to bite a child, he becomes one of them in 1-6 rounds.</p><p><strong>Undead:</strong> Void's Memory wields a nightmarish sword called Hymn To Forgotten Mothers Who Buried Stillborn Children in Shallow Graves Beneath Rotting Sycamores. Anyone struck by the blade takes 7-12 damage, and must save vs. Magic or become undead for a period of 1-100 days.</p><p><strong>Crawler:</strong> In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.</p><p><strong>Devourer:</strong> In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.</p><p><strong>Leaper:</strong> In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.</p><p><strong>Shambler:</strong> In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/208237/Ruinous-Palace-of-the-Metegorgos?affiliate_id=17596" target="_blank">Metegorgos</a>[spoiler]</p><p><strong>Sad Zombie:</strong> On those rare occasions in which Metegorgos has faced some real threat, she has awakened her snakes and turned to stone those who defied her. This happens uncommonly, in part because she has quite a few other deadly strengths. Mostly, though, fossilizing folks uses up what little warmth she has left, leaving her many children hungry.</p><p>When this happens, she has the statues destroyed. Some hours later, she will stillbirth walking dead in the same shapes as those destroyed.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/134386/No-Salvation-for-Witches?affiliate_id=17596" target="_blank">No Salvation for Witches</a>[spoiler]</p><p><strong>Undead Fish:</strong> Until recently, the pond was full of perch, carp, and trout, but these all died when the spheres manifested. Shortly thereafter, an incandescent spiral full of twisted sorcery tore through the brambles and splashed into this pond, imbuing the dead fish with a twisted form of life.</p><p><strong>Hooded Man:</strong> To each side of the nave, in the transept,</p><p>a hooded man waits silently. These two men are actually nothing more than animated skins—Woolcott tracked down and killed two witch-hunters, then flayed them and animated their skins (tossing their muscles, bones, and organs into the gutter). Though hollow, these attendants are quite strong, and serve Woolcott unto death.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/117257/Qelong?affiliate_id=17596" target="_blank">Qelon</a>[spoiler]</p><p><strong>Angry Ghost:</strong> ?</p><p><strong>Araq:</strong> The araq are invisible guardian spirits, usually family ghosts of powerful or notable ancestors. They have become angry as families are slaughtered and villages destroyed.</p><p><strong>Beisaq:</strong> The beisaq are hungry ghosts, spirits of men or women killed by violence and unburied – lots of those around during wartime.</p><p><strong>Daereqlan:</strong> These are the spirits of villagers forced to flee into the wilderness to die. Their spirits reincarnate or possess warm-blooded wild animals (deer, panthers, tigers, dholes, boars, apes, birds, bears, etc.).</p><p><strong>Qmoc Praj:</strong> These are the ghosts of women who died in childbirth.</p><p><strong>Quon Praj:</strong> ?</p><p><strong>Varangian Cool Hand:</strong> Given the decades of war that they have been fighting, it is understandable that the Varangians may have undergone some wear and tear, to be repaired as best he can by Hagen, their dwarven necromancer-alchemist.</p><p><strong>Varangian Dead Eye:</strong> Given the decades of war that they have been fighting, it is understandable that the Varangians may have undergone some wear and tear, to be repaired as best he can by Hagen, their dwarven necromancer-alchemist.</p><p><strong>Hound-Lich:</strong> Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy.</p><p><strong>Elephant-Lich:</strong> Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy.</p><p><strong>Garuda-Lich:</strong> Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/127039/Scenic-Dunnsmouth?affiliate_id=17596" target="_blank">Scenic Dunnsmouth</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> Uncle Ivanovik lives in a log cabin, much the same as 4. Anyone he captures is strapped to the dining room table, and Ivanovik begins the process of mummification while they still live. Unlike 4 above, Ivanovik is cold and dispassionate and will not say a word throughout the whole process, however much his victim pleads and screams. He will then row the body out to a specific point in the bog, utter some chants and dump the body. If the player characters raise any of these bodies out of the swamp they will rise as “bog people” zombies within a few Rounds and attempt to fill their bellies with warm flesh. </p><p>If any of these skeletons manage to kill someone they will instantly de-animate. Within two Rounds the person slain will rise as a zombie and attempt to kill the nearest living person in same fashion using his weapons. </p><p>The skeleton is clutching a two-handed, double-edged copper axe known as Kinslayer. It is also wearing several pieces of copper jewelry worth a total of 24sp or 200sp if sold to a university or archaeologist. Kinslayer deals double the normal amount of damage to people of Celtic descent (Irish, Scottish, or Welsh), as it literally causes their blood to boil in their veins. Any human killed by the axe will rise at the next full moon as a flesh hungry, free-willed, intelligent zombie intent on revenge, unless it is buried on hallowed ground or has Bless cast on its body. </p><p><strong>Ensouled Dead</strong> <em>Ensoul the Dead</em> spell.</p><p><strong>Ghost of the van Kaus:</strong> Anyone who is killed in the van Kaus crypt will have their corpse possessed by a ghost of the van Kaus family. </p><p><strong>Van Kaus Dead:</strong> ?</p><p><strong>Fir Mac Nolg:</strong> If all four of the gold coins are removed from the pots before the axe is removed from the skeleton, it will awaken. </p><p></p><p>Kinslayer</p><p>This two-handed double-bladed copper axe dates from Paleolithic times. The axe head is beaten copper, engraved with ancient sigils, circles and crosses. Any attempt to map them to astrological patterns will show that they are binding rituals based upon the constellations in the sky. The hilt itself is an aged wood, flying rowan soaked in the blood of the dark druid’s goddess to seal its dark pact.</p><p>The two-handed axe deals double damage to any individual with at least 1/16th Irish, Welsh, or Scottish ancestry. Any human (of any ancestry) slain by the blade will rise on the next full moon as a free willed undead with two main urges: a belly full of warm mammal flesh and revenge upon their killer. They will instinctively know the direction of the axe at any given time. The only way to prevent this from occurring is to bury the body on hallowed ground or cast Bless upon its corpse before it rises. If it cannot eat fresh, warm meat at least every other day it will expire.</p><p>Move: 120’</p><p>Armour: as Armour</p><p>Hit Dice: Living total + 1</p><p>Attacks: d4 or by weapon</p><p>Special: suffers damage from direct sunlight (1d6 /round).</p><p></p><p>Ensoul the Dead</p><p>Magic-User Level 4</p><p>Range: Touch</p><p>Duration: Permanent</p><p>This spell summons a tem poral pathogen to stitch the remaining psychic echoes of a person’s life to his rotting corpse, moving back in time to pull his mind from the last moment of his existence. This is extremely painful as these shards of a mind are stitched together and the subject of the spell will scream in pain and beg for an end to their suffering if they are able to speak. While the resulting undead is as intelligent as it was in life, it cannot harm the caster and must obey the Magic-User’s every order, but as it seeks to relinquish its own curse, it will try to involve as much murder in the orders given by the Magic-User as possible (including murdering anyone it was not specifically ordered not to). </p><p>If an Ensouled Dead manages to kill a living person, it will de-animate. The person it just killed will rise in the next Round as an Ensouled Dead. The Ensouled Dead have as many Hit Dice as it had in life, increased by 1 if its corpse is still coated in flesh. It also retains its combat bonus and any spells still in memory. The caster can raise one corpse per caster level, but cannot raise the corpse of an Ensouled Dead that has de-animated by killing another person.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/183866/The-Cursed-Chateau?affiliate_id=17596" target="_blank">The Cursed Chateau</a>[spoiler]</p><p><strong>Lord Joudain:</strong> Lord Joudain turned to necromancy, black magic, and eventually devilry as means to alleviate his world-weariness and boredom. He communed with elemental entities, slew his servants and raised them from the dead, and even summoned demons from Beyond, but he found no pleasure in any of these activities. Lord Joudain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed suicide according to a ritual found in an ancient grimoire in the hope that the next world might prove more interesting than the present one. </p><p>Lord Joudain’s consciousness persisted after his death, just as he had hoped. Rather than moving on to some other plane of existence—or even the heaven, hell, or purgatory preached by the Church—his being was instead bound to his earthly home for reasons he had neither anticipated nor could explain. He could not move on to whatever reward—or punishment—awaited him in some afterlife. Instead, he remained forever linked to his chateau.</p><p><strong>Arnaud:</strong> Joudain slew him with his sword and reanimated him later, but sewed his lips shut so that he might never again utter a word against Ysabel. </p><p><strong>Bertrand:</strong> ?</p><p><strong>Clareta:</strong> When Clareta died at an advanced age, Joudain deeply missed her. One of the few times he can remember actually praying to God was when he asked that Clareta be restored to life like Lazarus of Bethany in the Gospel of St. John. When this did not happen as he demanded, it only confirmed to him that God was, at best, a myth or, at worst, impotent. Regardless, he had no need for belief in him. When Joudain committed suicide and his consciousness was bound to the chateau, he found he could call Clareta’s ghost from beyond the grave and she has served here ever since. </p><p><strong>Elias:</strong> Elias was very loyal to Joudain and remained in his service until he died of fever. Conseq-uently, he was one of the first servants whom Joudain reanimated. Unfortunately, the effects of the fever—paralysis—remained even after death and Elias moves somewhat slowly and stiffly. In addition, his face is grotesquely contorted by rigor, which impairs his ability to speak clearly.</p><p><strong>Esteve:</strong> Lord Joudain took advantage of this by ensuring that he partook of Hervisse’s “special” meals, which ultimately resulted in his current state. He is now a ravenous nigh-immortal mockery of his former self.</p><p><strong>Guilhem:</strong> Guilhèm died when he was ten years old after a fall from the window of the Observatory. Joudain sincerely mourned his death and continued to ponder why it was that he had such affection for the boy. After Joudain committed suicide, he found that Guilhèm’s consciousness lingered about the chateau as well.</p><p><strong>Hervisse:</strong> His consciousness was called back from the Beyond by Joudain. </p><p><strong>Jaume:</strong> Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity, a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. </p><p><strong>Miquel:</strong> Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity, a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. Not long afterward, Joudain decided that, because the twin footmen no longer “matched,” he had no choice but to inflict the same fate on Miqèl, who now looks exactly like his older brother.</p><p><strong>Julian:</strong> When he died, he was buried in the garden, under his beloved rose bushes. Joudain called to his consciousness after he committed suicide and his incorporeal form answered. </p><p><strong>Landri:</strong> Joudain kept Landri around, because it amused him to taunt and mock him and his beliefs. He even hoped that he might eventually break him, but it never occurred and Landri remained steadfast in his faith. Annoyed by this, Joudain slew Landri with his sword in the Chapel (see p.48) and then raised him from the dead in that very room, using it to once more sneer at Landri’s faith. </p><p><strong>Laurensa:</strong> ?</p><p><strong>Martin:</strong> ?</p><p><strong>Mondette:</strong> ?</p><p><strong>Rixenda:</strong> ?</p><p><strong>Ysabel:</strong> In his blasphemous Black Masses, Joudain needed a young and virginal woman whose naked body would serve as his altar. He found such a woman in Ysabel, whom he brought to the chateau after searching across southern France for a “perfect” woman with all the right qualities he sought. Though ostensibly a maid, Joudain treated her very well and provided for her every need, provided she never leave his domain and that she perform her “religious” duties without complaint. </p><p>In time, Jaume seduced Ysabel and her deflowering made her no longer suitable for Joudain’s purposes. He killed Jaume in retaliation and Ysabel, her sanity already tenuous by this point, took her own life by drinking poison. He tried to reanimate her like his other servants but, for some reason, the process did not work as he had hoped and the result was a semi-corporeal ghost-like being with transparent “skin” who spends most of her undead existence weeping. </p><p><strong>Undead:</strong> A character who dies on the chateau’s grounds can be reanimated by Joudain as the result of certain results on the Random Event table. </p><p><strong>Dame Hellisente:</strong> This locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Joudain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Joudain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room (included its windows) bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to have forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful consciousness remains here, mad with grief and rage. [/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/152587/The-Squid-the-Cabal-and-the-Old-Man?affiliate_id=17596" target="_blank">The Squid, the Cabal, and the Old Man</a>[spoiler]</p><p><strong>Mummy-Squid:</strong> The Treasury is guarded by five mummies that have had their arms replaced by tentacles. The mummies have been here longer than the current members of the cult who believe that the mummies were also stolen during the assault on the Library of Alexandria. Making use of all the knowledge gathered in the Treasury, the cultists were able to reproduce old Egyptian rituals several centuries ago to revive them, adding a special touch – the tentacles – of their own to the beasts.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/133078/Thulian-Echoes?affiliate_id=17596" target="_blank">Thulian Echoes</a>[spoiler]</p><p><strong>Work Detail:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/82999/Tower-of-the-Stargazer?affiliate_id=17596" target="_blank">Tower of the Stargazer</a>[spoiler]</p><p><strong>Ghostly Attackers:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/175128/Towers-Two?affiliate_id=17596" target="_blank">Towers Two</a>[spoiler]</p><p><strong>Voiden:</strong> For Razak has discovered the power of the Loi-Goi (or rather it discovered him), and with it he has created an undead force of warrior-zombies (The Voiden) which he plans to use in the final campaign to destroy his brother and lay absolute claim to the Towers Two.</p><p>The Voiden are creatures Razak has created in the shops of necromancy he calls home, under the direct guidance of the Loi-Goi, who has reached into Razak’s mind through the questing tentacle-pod of the Loi-Goi, which Razak discovered beneath his tower, in the deep catacombs near his mother’s tomb. The Voiden are created using the parts of those once alive...they are then bathed in various sorcerous and chemical compounds which merge the various bits and pieces together.</p><p><strong>Captain Chaulk:</strong> Captain Chaulk, a captain whose rule caused such derision in his own crew that half rose against him in mutiny, bringing about such a violent upheaval that every man involved in this bloody brawl was killed... every man save the Captain, who, though mortally wounded, lashed himself to the wheel and somehow piloted the ship into the port of Mlag. Here it crashed itself onto the large rock outcropping on the south side of the bay, and has remained there ever since. And even though Captain Chaulk and his crew were given a decent burial, it did not deter the Captain from returning to his duty.</p><p><strong>Lord Javon, The Damned Thing:</strong> The guilt-stricken Lord Javon spent years weeping beside his dead wife’s stone coffin praying for the forgiveness that could never come. He heaped flowers and jewelry on her decaying corpse, but nothing could assuage his undying guilt. The despondent lord finally climbed into his coffin and slashed his own jugular, but even death could not cure his despair. Javon rose weeks later in undeath, cursed for all eternity as a damned thing. </p><p><strong>Tomb Zombie:</strong> The guilt-stricken Lord Javon spent years weeping beside his dead wife’s stone coffin praying for the forgiveness that could never come. He heaped flowers and jewelry on her decaying corpse, but nothing could assuage his undying guilt. The despondent lord finally climbed into his coffin and slashed his own jugular, but even death could not cure his despair. Javon rose weeks later in undeath, cursed for all eternity as a damned thing. The curse allowed the undead lord to raise any corpse back to life except his beloved Lady Morose.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/214470/Vaginas-are-Magic?affiliate_id=17596" target="_blank">Vaginas are Magic</a>[spoiler]</p><p><strong>Undead:</strong> <em>Raise the Dead</em> spell.</p><p><em>Storming Through Red Clouds and Holocaustwinds</em> spell miscast.</p><p><strong>Undead Wizard:</strong> <em>Raise the Dead</em> spell.</p><p><strong>Undead Dead God:</strong> <em>Raise the Dead</em> spell.</p><p></p><p>RAISE THE DEAD </p><p>While Biblical scholars have determined that the Earth is about 6000 years old, mystic explorers guess the world may be much older, perhaps as much as three or four times older than that! That’s a lot of time for a lot of humans to live and die. Hordes of the dead in less civilized times were never </p><p>properly buried, and many of the graves of those who were have no markers. We tread on the dead with every step. </p><p>Raise the Dead allows the caster to animate a number of these ancient dead, 1d6 of them per level of the caster, with the dimmest semblance of cohesion, motor function, and awareness. With all reason and natural instinct rotted away, all that is left is the primal need to kill and devour the living, though sustenance does these things no good. </p><p>The creatures will pop up out of the ground, including the walls, or the ceiling, if this is more appropriate, within a 50’ radius of the caster, fairly evenly distributed. If the caster is inside a structure, understand they will pop out of the ground, not the floor, and the distinction is important. If there is no ground within this area, the spell has no effect. </p><p>These creatures are not in any way under the caster’s control, although they will not harm the caster in any way, or even acknowledge her if there are other living beings nearby to attract their attention. If there are no such other beings, the dead will congregate around the caster, and often mimic her actions. </p><p>The creatures are Armor 12, Move 60’, 1 Hit Die, 1 rending and biting attack doing 1d6 damage, Morale 12. Because they cannot feel pain, the lower half of any damage roll has no effect. For example, if a weapon does 1d4 damage, a 1 or 2 result does no damage; with 1d8 damage, a 1–4 result does no damage; and so on. </p><p>W </p><p>MISCAST TABLE (1D12) </p><p>1. The undead are all very angry with the caster, and will move to rip her apart to the exclusion of all other activities before settling back to their rest. </p><p>2. Ten times the amount of undead are raised. </p><p>3. All of the undead retain their intellect and full memories of their former lives (assume corpses this close to the surface will be 1d100x1d4 years old), and will behave accordingly. </p><p>4. Every living creature in a 10’ x level of caster area, centered on but not including the caster, turns undead. Basically, they are dead but still retain consciousness and motor function, but do not need to breathe, eat, etc. They also never heal. </p><p>5. Only one undead creature is raised. It is the corpse of a wizard, level 1d6 + 1d12, who will rise with a full spell complement, full memories and intellect, free will and autonomy, and a bad, bad attitude. </p><p>6. A Dead God is raised. It will wreak havoc on all, without bounds. Armor 25, Move 150’, 150 Hit Dice, one sweeping attack per round doing 1d4 instigators worth of damage, Morale 12. </p><p>7+. Refer to Miscast Table, inside front cover.</p><p></p><p>STORMING THROUGH RED CLOUDS AND HOLOCAUSTWINDS </p><p>Humans are tribal creatures, that much is plain. What is perhaps more shocking is the ease in which a human’s tribal identification can be manipulated. Storming Through Red Clouds and Holocaustwinds creates a barely perceptible red mist cloud, the consistency perhaps of the edges of spurting blood, </p><p>which touches the perception of everyone it envelops. The mist originates at a point up to 20’ per caster level away, and covers a space of radius 10’ per caster level. </p><p>Everyone in the mist must save versus Magic. Those succeed retain themselves. Those who fail become territorial, paranoid, xenophobic, and bestial in thought. They will attack anyone within sight as fiercely as possible, in this order: </p><p>Whoever is within immediate striking distance </p><p>Whoever has been touched by the mist but is not affected by it </p><p>Whoever has been touched by the mist and was affected by it </p><p>Whoever is closest. </p><p>The cloud travels 120’ per round directly away from the caster, and persists for one round per caster level. After failing a saving throw, effects last (caster level)d6 rounds, persisting for this duration even if the mist itself has dissipated. </p><p>When the spell ends, the cloud does not entirely disappear. It is diluted in the greater atmosphere to the point that it is no longer effective. But every time the spell is cast, additional red cloud particles saturate the atmosphere. How long until the very air we breathe will become hostile to human cooperation and civilization? </p><p>H </p><p>MISCAST TABLE (1D12) </p><p>1. Anyone killed in the cloud will rise as undead, seeking revenge on the caster. </p><p>2. The cloud does not affect anyone in it, but the caster will go berserk. </p><p>3. The cloud will have no immediate effect on anyone in it, but each person exposed to the cloud will go berserk in 1d12 hours, mindlessly attacking anyone nearby. </p><p>4. The cloud’s effect on those exposed to it are permanent, although victims will only be berserk towards others affected by the cloud. As each such victim dies, the remaining survivors each gain a +1 to their Attack Bonus and +1 to their maximum hit points. </p><p>5. Everyone in the cloud gains 1d8 hit points and a preternatural sense about other people: they can always know when a particular person is thinking about them. </p><p>6. All affected by the cloud clump together to form a Constructicon-style superbeast that has the combined Hit Dice of its constituents (treat 0 level characters as ½ Hit Dice for this purpose) with the resulting hit point and Attack Bonus advantages. It smashes for 1d6 damage per 10 human-sized members or fraction thereof. </p><p>7+. Refer to Miscast Table, inside front cover.</p><p>MISCAST TABLE </p><p>ROLL 1D12 TO DETERMINE THE EFFECT OF A MISCAST SPELL </p><p>1-6. Effect custom to the specific spell.See the spell description for details. </p><p>7. An extradimensional entity has slipped into this reality through a hole created by the casting attempt. Treat as if the Summon spell has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. </p><p>8. An entirely different spell has been cast. Randomly determine what spell was cast from the campaign spell list (reroll if the intended spell comes up) with a 1d10 effective caster level. If the spell requires a specific target or target area, determine this randomly. </p><p>9. Uncontrolled extradimensional radiation floods an area equal to the intended spell level x 20’ radius. Every biological creature of at least one Hit Die (except the caster) suffers 1d6 damage. The sum of the damage done is pooled together, and this pool of damage heals the caster up to maximum hit points, but all remaining damage beyond that is subtracted back from the caster’s hit points. </p><p>10. The misappropriation of magical energy causes time to slide ahead: </p><p>If play is in “slow time” (wilderness exploration, staying put in a particular location for healing or research purposes, or any such gameplay where time passes at a great rate), then 1d6 days for every spell level passes instantly. All characters within 20’ staying in the same place the entire time. Any environmental effects of the character being in that spot unmoving for that many days are instantly applied (for instance, if they are in an unforgiving tundra, they will suffer the results of 1d6 days of cold exposure). The characters are then affected as if they have not eaten or slept in that entire time. </p><p>If play is in “medium time” (such as dungeon exploration or any game play where time is measured in 10 minute turns), then 1d6 turns per spell level pass instantly. All characters within 20’ stay in the same place the entire time. Light sources are expended, encounter checks are made, and any effect of the characters being in that spot unmoving for that period of time are instantly applied. </p><p>If play is in “fast time” (such as combat or any game play where time is measured in six-second rounds), every biological being within 20’, including the caster, rolls 1d6 per spell level, and is effectively paralyzed for that many rounds. </p><p>11. Odd and alien light floods a 100’ area, destructive and harmful to physical life, but so strange that biological bodies don’t know the proper response to the harm suffered. Bodies therefore guess at how they are supposed to respond to the malignant force, deciding to “remember” the last damage suffered and recreate that to express the harm caused by the light. Every character within the area re-suffers the last damage inflicted upon them. If the specific damage suffered cannot be remembered, then surely the foe that caused it can be; assume maximum damage was suffered. If even that cannot be remembered, the character suffers 1d20 points of damage. If a character has never before suffered hit point damage and is subject to this effect, it does no damage and instead doubles their maximum (and current) hit point amount. </p><p>12. Microscopic organisms floating in the air are engorged with strange energies, growing large enough to be seen and emitting glowing hues. They pass through all matter freely and devour all perishables (food, oil, torches, ammunition, gunpowder, basically any item individually accounted for and expended in a character’s inventory, money and other such valuables excepted) within a 10’ per spell level radius.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/209509/Veins-of-the-Earth?affiliate_id=17596" target="_blank">Veins of the Earth</a>[spoiler]</p><p><strong>Egg Dead, Pseudo Oolites:</strong> When a pregnant dragon dies, the young starve in their eggs. Very occasionally something bleak and awful seeks the corpse. It wants a toy and, finding one, cranks up the wasted flesh with automatic fires. The moonwhite eggs forgotten in the corpse-fat earth.</p><p>The foetal wyrmlings curling in necrotic yolk, stir. Cold miniature hearts flex. The eggs crack late and undergrown. Cold curls of baby lizardflesh poke through. They spew out from the grave-nest in a snapping tangle. Moving like a knotted pile of wet garden hose sloping down steps. The last thing they recall is starving to death inside.</p><p>A Dragon, even pre-birth, has the intelligence of a man. These un-dead ever-starving children, genetically prepped for raptorous majesty, are unshaped by material experience. They are hungry, cannot eat, and cannot die. They wander in birth-flocks, looking for something they cannot find and do not understand. Then they return to the egg. They do not understand the world. Rot has written invisible curls on the still-developing brains. Their bodies are unripe. The egg is all they know.</p><p>They crawl back inside and carefully rebuild the shell. This takes long weeks of agonised failures as they learn. But they have time, infinite time, and nowhere else to go. They wait inside. Sleepless and tense.</p><p>Perhaps the endless shiftings of the river-pools remind them of their mother’s heart. They don’t feel cold. The thoughtless bubbling flow that gently and ceaselessly rocks them in the infinite night may fake a parent’s touch. Lulling them to the edge of unachievable sleep. Perhaps underground nothing will bother or disturb them. Perhaps the cold, smooth Oolites in the cave-wells remind them of a nest they’ve never seen. But perhaps, it is just possible, that something places them there, a half-deliberate trap or lure, of what purpose noone knows.</p><p>They crawl into the pools in river-caves where Oolites form. Scatter amongst them in re-assembled eggs, and wait. Until you disturb them.</p><p><strong>Fossil Vampire:</strong> Vampires cannot die. Long ago they infested the earth. When day came, they swarmed under the soil like worms shifting in bait. There was never enough space. The weak were thrust up through the topsoil into the sunlight to die. Their ash made thicker soil to save the rest. At sunset the land heaved and vomited out continents of pale writhing undead. They killed everything. They ate all living things. They fed off each other, unable to die and afraid to walk into the sun.</p><p>No-one knows how, but in a single day they were destroyed. The world turned inside out. They were burnt, buried and eaten by angry tectonics. Frozen in stone, fossilised and crushed. Most were torched by unknown cosmic fire but the ash-clouds exploded so fast that large pockets remain. They are still there. There is a vampire stratum. A thin band of shadow in the rock, two feet thick, coal-black. No-one mines it. They go around.</p><p><strong>Panic Attack Jack:</strong> THE JACK IS THE BODY OF A caver of some sighted, civilised, humanoid race. They’re dead, and often wrapped in ropes that broke their neck. The limbs are all splintered from falls, the spine is bent. The wet ropes trail behind them like a veil. The pack is still unopened on their back. The Rapture killed them and took the body for a spin. The skin is bleached. The flesh is puffed. They are screaming for their mother and praying now, locked forever in the seconds of their death.</p><p><strong>Spectre of the Brocken:</strong> The Bröcken was intended to end the world and drag it down in flames. Not this one, a better one. She failed. And died.</p><p>You are the shadow of a five-dimensional being existing in a higher plane and this is why much of your life makes no sense. Sometimes you sleep and dream, and if your dream dreamed and that last dream thought it was alive, then that is your relative position to the world the Bröcken was fated to destroy. You are a shadow of a shadow of that five-dimensional plane. There are lots of you, parallel selves and places, not quite real. You’ll never meet them.</p><p>When the Bröcken fell her spirit flowed away, Trickled, surprisingly, into a lower dimension like a hole in a shopping bag. She is a ghost-thing now. A spectre. A memory. But still real. Hyper-real like nothing else can be. She might be dead but she is still slumming it here.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/91110/Vornheim-The-Complete-City-Kit?affiliate_id=17596" target="_blank">Vornheim The Complete City Kit</a>[spoiler]</p><p><strong>Hollow Bride:</strong> ?</p><p><strong>Plasmic Ghoul:</strong> ?</p><p><strong>Parnival, Vampire Monkey:</strong> ?</p><p><strong>Vampire:</strong> If Parnival successfully slays a victim with his energy drain, it will become a vampire.</p><p><strong>Vorkuta, The Nephilidian Vampire:</strong> </p><p><strong>Nephilidian Vampire:</strong> If Vorkuta successfully slays a victim with her energy drain, it will become a nephilidian vampire.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/83001/Weird-New-World?affiliate_id=17596" target="_blank">Weird New World</a>[spoiler]</p><p><strong>Minor Vampire:</strong> ?</p><p><strong>Vampire:</strong> Victims who die as a result of a minor vampire's bite rise as a vampire.</p><p><strong>Vampire King:</strong> ?</p><p><strong>Undead Crewman:</strong> Killed and animated by elf raiders purely for amusement.</p><p><strong>Invisible Dead:</strong> Killed and animated by elf raiders purely for amusement.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/175129/World-of-the-Lost?affiliate_id=17596" target="_blank">World of the Lost</a>[spoiler]</p><p><strong>Ogbanje:</strong> These undead were conjured by Henriette, a necromancer. She refers to them as "ogbanje," referring to a local myth about undead children. In reality, these undead are simply mindless ghouls summoned by her necromantic incantation; still, ogbanje is as good a name as any.</p><p>These walking corpses are mostly citizens of Akabo who were infected and are now undead. Behind them, a dozen dead bodies twitch; soon, they will rise up.</p><p>A necromancer named Henriette cursed the city, and the dead have risen. These undead, known as ogbanje, attacked the living, and the curse spread to those who have been bitten.</p><p><strong>Ajimuda:</strong> These walking corpses are mostly citizens of Akabo who were infected and are now undead. Behind them, a dozen dead bodies twitch; soon, they will rise up. One of these is Ajimuda, the chieftain of Akabo.</p><p>[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7630479, member: 2209"] [b]OSR L[/b] OSR L[spoiler] Labyrinth Lord[spoiler] [URL=http://www.rpgnow.com/product/64331/Labyrinth-Lord-Revised-Edition-noart-version?affiliate_id=17596]Labyrinth Lord[/URL][spoiler] [b]Undead:[/b] These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, these beings rise again as undead horrors. [b]Ghoul:[/b] All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies. [b]Mummy:[/b] Mummies are preserved undead corpses animated through the auspices of dark desert gods best forgotten. [b]Skeleton:[/b] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. [b]Spectre:[/b] Should a character reach level 0 from a spectre's energy drain, he dies and will become a spectre in 24 hours. [b]Vampire:[/b] Vampires create others of their kind by draining humans or other humanoids of all life energy (they reach 0 level). The victim must be buried, and after 1 day he will arise as a vampire. [b]Wight:[/b] Wights are undead creatures who were formerly humans or demi-humans in life. Any human or demi-human reduced to 0 level from a wight's energy drain dies, and becomes a wight in 1d4 days. [b]Wraith:[/b] Wraiths are incorporeal undead creatures born of evil and darkness. Should a character reach level 0 from a wraith's energy drain, he dies and will become a wraith in 24 hours. [b]Zombie:[/b] Zombies are undead corpses reanimated through dark and sinister magic. [i]Animate Dead[/i] spell. Animate Dead Level: 3 Duration: Permanent Range: 60' This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them. The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.[/spoiler] [URL=http://www.rpgnow.com/product/78524/Advanced-Edition-Companion-Labyrinth-Lord-noart-version?affiliate_id=17596]Advanced Edition Companion[/URL][spoiler] [b]Undead:[/b] Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. [b]Ghast:[/b] ? [b]Ghost:[/b] These incorporeal, ethereal beings are the animated spirits of horribly evil humans. In life their evil was so great as to attract otherworldly attention, and the powers preserved their being as ghosts after death. [b]Groaning Spirit, Banshee:[/b] The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. [b]Lich:[/b] A lich is an undead magic-user of at least 18th level (and possibly multiclassed) who has used its magical powers and a phylactery to unnaturally extend its life. [b]Being of Death:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. Animate Dead Level: 3 Duration: Permanent Range: 60' This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them. The caster may animate a number of hit die worth of zombies or skeletons equal to the casterEs level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.[/spoiler] [URL=http://www.rpgnow.com/product/170895/Basilisk-Goggles--Wishing-Wells?affiliate_id=17596]Basilisk Goggles & Wishing Wells[/URL][spoiler] [b]Spectre:[/b] If killed while wearing the cloak of spectral revenge, a wearer automatically rises as a spectre in 1d4 turns, leaving the cloak with her corpse. [b]Wraith:[/b] Darkshade overuse. Any characters killed by the wraith helm's negative energy attack (reduced to level 0 or below) become wraiths within 2d4 rounds. Wight exposure to Hatchery Egg. [b]Undead:[/b] Slab of Redemption. Non-evil enveloped by Earth's black blood summoned by a variant Rod of Magma. [b]Zombie:[/b] Flesh exposure to Hatchery Egg. [b]Ghoul:[/b] Zombie exposure to Hatchery Egg. [b]Wight:[/b] Ghoul exposure to Hatchery Egg. Cloak of Spectral Revenge Although the cloak can be worn by any character, only the truly singleminded, desperate, or fanatical consciously use this item. If killed while wearing the cloak, a wearer automatically rises as a spectre in 1d4 turns, leaving the cloak with her corpse. This undead monster hunts down and slays her killer, then becomes free-willed. The item’s power interferes with protective enchantments, so the owner cannot also wear magical armor/items that improve her armor class. Darkshade This small species of nightshade is popular in some circles, because eating the purplish-blue berries allows a person to speak with the dead. There are some restrictions, however: the speaker must remain within five feet of the burial site and a conversation can last no more than an hour. Despite the latter constraint, the speaker can ask as many questions as she wants. Although very beneficial, the berries must be used sparingly and infrequently. They are relatively toxic, inflicting 2d6 points of damage (save versus poison for half ), but, worse, overuse can be deadly. A single spirit may be woken once per season without danger — if allowed sufficient rest. Waking it more often, or speaking to it for more than an hour… annoys… a spirit. Its features darken and the surrounding air crackles as the spirit transforms into a wraith. This takes one round, after which the undead tries to kill its persecutor before stalking other living creatures. Those with dark intent can purposely raise wraiths this way, but this is a truly evil act, as the wraith can never turn back into a peaceful spirit. Given the newly-changed wraith’s desire to target its antagonist, the malicious might send dupes to trigger the transformation. In this way, the berries’ effect can also be used as a tool for indirect murder: the wraith hunts the person manipulated into waking it until the intended victim is dead or on another plane. Slab of Redemption Found in temples to good gods, this massive stone table converts a 6th level cleric spell into an unusual effect. When a person or creature, dead less than 8 hours, is laid upon the slab, its alignment changes to the god’s and its soul thereafter serves the god. There are several possibilities of how the dead character’s story continues. Depending on the deity’s wishes, the dead may stay dead, with their spirits becoming minor servants on the material plane; or, they might become undead; or, some lucky few might be resurrected. As there are no rules for spirits in Labyrinth Lord, how this concept works in a particular campaign is purely up to the LL. Also note, there are equivalent slabs of corruption in some evil temples. Wraith Helm Incorporeal undead such as wraiths cannot touch the world they inhabit, cursed to only watch their surroundings until destroyed. By wearing one of these eerily beautiful, gold-chased silver helms, a bodiless undead can make itself corporeal for five turns. Unlike other focusing items, a wraith helm draws its power not from the wearer, but through it, by taking over the undead’s life-draining attack. When a monster first dons the helm, a single blast of negative energy rips 2d4 levels from all living things within 100’. Because the blast affects everything nearby, even those creatures just underground, a circle of death forms, and comes to resemble a snowless winter landscape. Those victims who make their saving throw versus death lose only one level. Any characters killed by this attack (reduced to level 0 or below) become wraiths within 2d4 rounds, controlled by the helm-wearer. Destroying or blessing the bodies before the spirits rise prevents this transformation. Should this fail to happen, the created wraiths remain in existence until destroyed; they do not disappear when the original undead returns to its incorporeal state after five turns. If the wearer removes the helm, the wraiths become free-willed, but may ally with their creator if treated well. Following the initial blast attack, the borderland creature is relatively helpless, aside from any wraiths created: for the five turns of being solid, the creature cannot use its normal draining power. The energy blast from the wraith helm can lay waste to battalions, but the creature itself was so warped mentally by the transformation to un-death, that it lost any ability to use weapons. However, it can touch things and interact with the material world. While solid, the creature keeps the same stats as its incorporeal form, but has an AC of 8 and loses its resistance to normal and silver weapons. Should the creature be “killed” while in this liminal state, it is permanently destroyed. Hatchery Egg Long exposure to negative energy corrupted this dragon egg. It will never hatch on its own (unless the LL has something nifty in mind), but the hatchery egg does create “life,” after a fashion. Any nuggets of flesh within 200’ of the egg and larger than 10 pounds — including body parts, animal corpses, a month’s worth of jerked meat provisions, and even the living dead — are slowly transformed. Initially, the bad bits of beef stand up as zombies following a full day spent in the 200’ exposure zone. But, if the zombies hang around long enough, they get “upgraded.” Two weeks after becoming zombies the undead become ghouls; a month after this the ghouls become wights; three months after that the wights become wraiths, the most powerful undead most hatchery eggs can create. The exposure effect can pass through stone and earth, but is blocked by metal. If the LL wishes, there could a gradual progression to the undead upgrading process: e.g., ghouls could become more powerful over days, or wights slowly less substantial as the weeks go on. This could merely be a pain for some LLs, or it could be an opportunity to try out some “half types” of undead surprise you’ve been thinking about springing on your party. Magma Rod An ordinary-looking length of heavy, reddish wood, this rod gives no ready sign of its function. Close magical examination indicates the rod provides mineral wealth when driven into the ground and triggered with a command word. But this is a cruel, perhaps deadly joke: the rod does provide mineral wealth — in the form of a volcano. Activating the rod releases a geyser of lava, consuming the rod and covering everything in a 50’ radius with liquid rock. Thereafter, the volcano grows by 100’ per month until it reaches a size determined by the Labyrinth Lord. The rod can be activated underground, which may affect the surface. Used underwater, the rod can create a new island. A very rare version of the rod does not bring magma to the surface, but rather the Earth’s black blood. This evil, gooey substance fills a dome, much like a blood blister, rather than a volcano’s traditional cone shape. Because the black blood is less dense than lava, those enveloped may survive the experience — if they are evil. Those who are not drown in liquid darkness, rising to become undead horrors.[/spoiler] [URL=http://www.rpgnow.com/product/182850/Beast-Folio-Volume-2?affiliate_id=17596]Beast Folio Volume 2[/URL][spoiler] [b]Gula:[/b] A Gula is born when someone dies from starvation, from simply being a poor peasant slowly diminishing away to a criminal locked in a dungeon cell. For reasons unknown the starved return from death seeking everything and anything to consume. [b]Zombie Radiation:[/b] Radiation Zombie are created when a human is exposed to highly radioactive material. Depending on the level of radiation it will either kill them outright or slowly poison them over a period of time. A small number of those slain by radiation will return to life as a Radiation Zombie.[/spoiler] [URL=http://www.rpgnow.com/product/122125/Bestiarum-Vocabulum-Monstrous-Plants?affiliate_id=17596]Bestiarum Vocabulum Monstrous Plants[/URL][spoiler] [b]Wraith:[/b] Darkshade plant over use. Darkshade This small species of nightshade is popular in some circles, because eating the purplish-blue berries allows a person to speak with the dead. There are some restrictions, however: the speaker must remain within five feet of the burial site and a conversation can last no more than an hour. Despite the latter constraint, the speaker can ask as many questions as she wants. Although very beneficial, the berries must be used sparingly and infrequently. They are relatively toxic, inflicting 2d6 points of damage (save versus poison for half), but, worse, overuse can be deadly. A single spirit may be woken once per season without danger — if allowed sufficient rest. Waking it more often, or speaking to it for more than an hour… annoys… a spirit. Its features darken and the surrounding air crackles as the spirit transforms into a wraith. This takes one round, after which the undead tries to kill its persecutor before stalking other living creatures.[/spoiler] [URL=http://www.rpgnow.com/product/128268/BTL004-Brave-the-Labyrinth--Issue-4-PDF?affiliate_id=17596]Brave the Labyrinth 4[/URL][spoiler] [b]Undead:[/b] [i]Chaotic Raise[/i] chaos magic spell. [b]Zombie:[/b] In traditional fantasy role-playing, zombies are shambling undead corpses who have been given life via unholy magic—whether arcane or divine. Magical Experimentation: In this instance some form of magical incantation or alchemical formula has transformed the victim into a zombie. Maybe a foolish wizard consumed a potion whose reagents had fouled or a mad sorcerer animated a corpse with magical energy No Room Left in Hell: Worst of all, what if the lower planes where the souls of chaotic creatures and vile things are condemned to go after they die is now brimming with so much evil that there is no more room? With no place for these horrid souls to go, they rise from the grave and carry out their malicious desires in reanimated corpses driven by their own hatred for the forces of law and good. If the virus does not remain dormant in the target's system until they die then they simply rise as a zombie 1d12 rounds after the victim dies. If the virus is fast acting, the target becomes a zombie within 1d4 rounds after being exposed to the virus. If the virus is degenerative, the target takes 1d6 hit points of damage each day until they are dead. Within 4d6 hours of death via this degeneration they rise again as a zombie. Generally speaking, regardless of how the virus is passed between victims, the target should be entitled to a saving throw vs. disease to resist the effects. However, particularly potent strains may impose a penalty to this save of up to -4. It is up to each individual referee whether or not the zombie virus can be cured by a cure disease spell, though it is highly recommended to avoid such an easy fix. Generally speaking, short of a wish, the zombie virus should be incurable. Bite: In this case, the disease is passed on when the zombie bites an individual and that person is not slain. Airborne: The plague is spread merely by proximity. Anyone who comes within thirty feet of a zombie must make a saving throw vs. disease or else contract the virus and rise as a zombie after death. Ingesting: Whether a poison or some kind of fouled food, the virus is passed on when the target consumes something that carries the disease. They must make a saving throw every time they consume an item that is carrying the virus. Spore: This rare fungus grows in dungeons and when disturbed it releases spoors into the air. Anyone within 30' of the spoors must make a saving throw vs. disease or contract the virus. Magical: The virus is contracted via arcane (or divine, at the referee's discretion) spellcasting. Any time a character casts a spell, they must make a saving throw or risk contracting the virus. Chaotic Raise During combat, the shaman may bring back a fallen comrade. The target rises the round after the spell is cast as an undead version of its previous self (meaning a cleric may attempt to Turn it), with max hit points. The Labyrinth Lord is free to choose the type of undead, depending on the party's level.[/spoiler] Challenge of the Frog Idol[spoiler] [b]Wolf Ghoul:[/b] ? [b]Giant Catfish Zombie:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/148348/Class-Compendium?affiliate_id=17596]Class Compendium[/URL][spoiler] [b]Skeleton:[/b] When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. [i]Animate Dead[/i] spell. [b]Zombie:[/b] When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. [i]Animate Dead[/i] spell. [b]Wight:[/b] When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. [b]Vampire:[/b] When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. [b]Eidolon:[/b] Not all who are slain find peace. Many cannot release their hold on the mortal life and linger as spirits with unfinished business. Driven to complete these incomplete obligations, they can find no peace until their business is complete. They are the restless spirits bound to the land of the living by a thread of passion. All Eidolons are driven to continue their tortured existence by an all consuming passion. This passion must be selected at character creation and cannot be changed. Whether it's a quest for revenge, the desire to recover a long lost artifact or to protect a loved one who still dwells amongst the living – this is the very desire which drives the Eidolon to exist. The exact nature of this passion is up to the player and must be agreed upon by the Labyrinth Lord. At the Labyrinth Lord's discretion, player characters who are slain may rise again as 1st level Eidolons. These characters lose all of the previous abilities associated with their class. Former thieves cannot pick pockets and former magic-users cannot cast spells, for example. If the Labyrinth Lord offers the option for a slain character to become an Eidolon, that character must first succeed in a Saving Throw vs. Death based upon the level and class had when they were alive. If successful, they rise in 4d6 hours as a 1st level Eidolon. The player of newly reborn Eidolon and the Labyrinth Lord will need to work together to determine the character's Driving Passion. Only player characters with a Wisdom of 12 or higher have the option of becoming Eidolons. Animate Dead Level: Cultist 3, Metaphysician 3 (Divine) or 5 (Arcane), Thopian Gnome 5, Wild Wizard 5 Duration: Permanent Range: 60' This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them. The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.[/spoiler] [URL=http://www.rpgnow.com/product/91350/COA01-The-Chronicles-of-Amherth?affiliate_id=17596]COA01: The Chronicles of Amherth[/URL][spoiler] [b]Undead:[/b] Laelo burial practices include elaborate funerals that end in cremation—if not, Laelo dead always return as undead. [b]Ashogarr:[/b] Ashogarrs are the remains of drowning victims, particularly those killed by murder or neglect. [b]Matroni:[/b] ? [b]Yukree:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/106239/COA02-Ghoul-Keep-and-the-Ghoul-Lands?affiliate_id=17596]COA02: Ghoul Keep and the Ghoul Lands[/URL][spoiler] [b]Lorrgan Makaar:[/b] In ages past, when the great Kingdom of Mor fell into ruin, the sorcerer-baron Lorrgan Makaar fled to his ancient palace fortress, but was unable to escape the dark magics unleashed during the destruction of the Great City. Makaar soon succumbed to a strange sickness that left him bedridden for days. Fearing their lord to be cursed, his followers began to desert him, one by one, until at last he was alone. When Makaar awoke from his fever, he found that he was no longer fully human. Lorrgan Makaar had become an unholy ghoulish creature of great power. [b]Arkaan Makaar:[/b] ? [b]Dala Makaar:[/b] ? [b]Jaheen Makaar:[/b] ? [b]Urgen Makaar:[/b] ? [b]Morrow Makaar:[/b] ? [b]Wukrael Qalor:[/b] ? [b]Bonewraith:[/b] A bonewraith is an undead monster formed from the restless spirits of fallen soldiers. [b]Ghoul:[/b] ? [b]Ghoul Reaver:[/b] Humans slain by a warrior ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies. Humans slain by a shadow ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies. Humans slain by a sorcerer ghoul’s claw or bite attack rise again in 24 hours as reaver ghouls, unless the spell bless is cast upon their bodies. Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies. [b]Ghoul Reaver Ghoulaqi:[/b] ? [b]Ghoul Warrior:[/b] Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies. [b]Ghoul Shadow:[/b] Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies. [b]Ghoul Sorcerer:[/b] Humans slain by a gahoul’s bite attack rise again in 24 hours as warrior (fighters), shadow (thieves), sorcerer (magic-users), or reaver ghouls (clerics and normal humans), unless the spell bless is cast upon their bodies. [b]Ghast:[/b] ? [b]Gahoul:[/b] Once in a great while, one of Lorrgan Makaar’s human wives dies while giving birth to an abominable blend of human and ghoul known as a gahoul. [b]Traask The King's Steed:[/b] Some say the dragon was once Makaar’s archenemy, while others say it was once the mate or child of the great blue dragon A’tan Hellise. [b]Irik Utal:[/b] This sarcophagus is decorated with numerous carvings depicting Ghoul Keep as well as Utal’s numerous victories. The remains of Irik Utal lie within. Unknown to any save the sorcerer ghoul Jexahl Ta, Irik Utal has slowly begun to reanimate, and if he awakens fully, he may become a powerful undead, perhaps even a lich. The effect of his reawakening is left for the Labyrinth Lord to decide. [b]Mummy:[/b] Seven sealed crypts line the walls of this chamber. These are the final resting places of former wardens of Ghoul Keep. Each crypt contains Hoard Class XXI, but each crypt opened causes the remains to animate as a mummy in 1d4 days. The mummy hunts down the character(s) who disturbed its peace and does not rest until it is slain. [b]Undead Purple Worm:[/b] ? [b]Zombie:[/b] The crab’s operator piloted it out of the sinkhole before succumbing to his injuries. He has since reanimated as a zombie and attacks anyone who opens the hatch. Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds. [b]Cal Waruk:[/b] ? [b]Lek Mercan:[/b] ? [b]Lek Agheer:[/b] ? [b]Aag Aat:[/b] ? [b]Jexahl Ta:[/b] ? [b]Skeleton:[/b] Anyone killed by Raltus rises as a zombie or skeleton in 1d4 rounds. [b]Raltus the Undying:[/b] Raltus the Undying is the avatar of the Kalitus Corpi undead cult. [/spoiler] [URL=http://www.dragonsfoot.org/sg/]DF To Light the Shadows[/URL][spoiler] [b]Zombie:[/b] ? [b]Skeleton:[/b] ? [b]Ghoul:[/b] ? [b]Undead:[/b] Masque of the Tomb King Masque of the Tomb King – This unholy relic allows creation of and control over the undead. [/spoiler] Divine Test of Hel[spoiler] [b]Vampire:[/b] ? [b]Draugr:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/148743/Divinities-and-Cults-Labyrinth-Lord?affiliate_id=17596]Divinities and Cults[/URL][spoiler] [b]Undead:[/b] Cleric of Hel Drain Life Side Effect 3. I Stab at Thee! If slain by the life-draining process, the victim reanimates as an undead creature, of equal HD to the level it had in life, hel(l)-bent on getting its life force back from the recipient! It attacks until destroyed.[/spoiler] [URL=http://www.rpgnow.com/product/240275/Divinities-and-Cults-Volume-III-Labyrinth-Lord?affiliate_id=17596]Divinities and Cults III[/URL][spoiler] [b]Zombie:[/b] Like the original Ammit who still serves at the side of Anubis, ammits in the mortal world can swallow whole any who they bite who are human-sized or smaller (save vs. death negates). Such victims take 10 damage each round unless freed and if slain, are spat out as animated dead to fight for the ammit (as per the spell: caster level 10). [b]Mummy Egyptian:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/221032/Dungeon-Full-of-Monsters?affiliate_id=17596]Dungeon Full of Monsters[/URL][spoiler] [b]Anamhedonic Ghost:[/b] ? [b]Nuns of the Bone Goddess:[/b] But even though they were slaughtered and their monastery was destroyed, the nuns remained unvanquished. For they had taken up worship of the Bone Goddess, and she would not let mere death prevent her followers from attending to her sepulchral bidding. [b]The Abbess:[/b] ? [b]Blackbone Abbess:[/b] ? [b]Blackbone Nun:[/b] ? [b]Flagellant Nuns:[/b] ? [b]Rhinocorn Wraith:[/b] When the civilization of Southern unicorns collapsed, it left behind more than just cursed carcasses. Some rhinocorns refused to take their rage and sorrow with them into death, and so that rage and sorrow became their ghosts. [b]Snake Eyes:[/b] Two hundred thousand years ago, a nation of warriors built a city upon a river whose name has long been lost in time. Such is the weight of years that the river itself was gone before recorded time, leaving only a blasted wasteland full of cracks and fissures and the poisonous smoke that seeps forth out of them. No hint of that ancient city or its people is left, save one—their greatest champion, the best of the best, remains. Now he is only a giant flying head, with snakes for eyes, wings that flap behind him, and a pair of dangling, gangrenous arms hanging down below his chin, each one bearing an ancient sword made of bronze. [b]Burning Zombie:[/b] ? [b]Calcified Zombie:[/b] Some zombies have been in the caves beneath Skull Mountain for so long that the limestone has accumulated on them, forming a stony crust over their rotten muscles. [b]Compound Zombie:[/b] ? [b]Cult Zombie:[/b] When death cultists die, their bodies become cult zombies and continue their work. [b]Exploding Zombie:[/b] ? [b]Fight Zombie:[/b] It is hard for dead, rotting fl esh to maintain the alacrity and drive it had in life, but for some corpses, the animating rage inside them burns brighter than it does in others. [b]Fungated Zombie:[/b] [b]Guardian Zombie:[/b] After 6 months, a cult zombie becomes a guardian zombie. [b]Hydra Zombie:[/b] ? [b]Hydra Zombie Revenger:[/b] ? [b]Hydra Zombie Revenger The Butler:[/b] ? [b]Hydra Zombie Revenger The Critic:[/b] ? [b]Hydra Zombie Revenger The Pastor:[/b] ? [b]Hydra Zombie Revenger The Victim:[/b] ? [b]Mass of Zombie Limbs:[/b] An imitation of either the mass of limbs or the tentacle man (or both, perhaps?), these hideous collections of arms and legs sewn together show the death cult has imagination, if not a conscience or any shred of humanity left. [b]Monastic Zombie:[/b] ? [b]Plague Zombie:[/b] ? [b]Slow Zombie:[/b] When lesser necromancers create zombies, the result is too-often a slow, shambling mockery of a true zombie. [b]Vat Zombie:[/b] ? [b]Harlan Blackhand:[/b] Harlan Blackhand used to let the death cultists store bones in these catacombs, and they would practice animating undead here. They still keep the place tidy. He built his sanctum on the ruins of Drakdagor’s old tower, and took a fateful plunge from which there is no coming back—he became a lich. The death ritual was performed at midnight, under the full moon. Harlan slaughtered half a village as payment to the gods of death. All that the survivors could remember about Harlan were his hands, dripping black with blood in the moonlight. It was not his first foray into wanton murder and destruction, and it would not be his last. [b]The Lich Sorceress:[/b] ? [b]The Flowered King:[/b] In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies. [b]The Jewelled King:[/b] In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies. [b]The Iron King:[/b] In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies. [b]The Vampire King:[/b] In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies. The first of the Monster King’s royal “trophies,” the Vampire King was subjected to a debased form of vampirism before being entombed. [b]The Wolf King:[/b] In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies. [b]Skeleton of the Catacombs:[/b] The arcades are full of bones, which sometimes spill out into the hall. For each living person that enters the hall, there is a 1 in 6 chance that some of these bones will animate and attack (roll dice equal to the intruders, any 1s indicates an encounter with 1d8 skeletons). [b]Unruly Skeleton:[/b] ? [b]Ghost:[/b] The ghosts of people whose bodies were thrown into the spawning pit congregate here, and some become visible. These are the souls of people killed by the skinwearers and the iridescent globes. [b]Zombie:[/b] The round after a Bleeding Man has been slain, there is a 1 in 3 chance that he rises again, regaining 1d6 hit points and leaping back into the fight. If he is not killed again, he becomes an undead zombie (but does not gain additional hit points). In this huge cave is a deep, wide pit, into which the death cultists throw dead things. Inside the pit, they knit themselves together and climb out as zombies, amalgamated from the corpses of myriad beings. [b]Bone Guardian:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/213677/Flower-Liches-of-the-Dragonboat-Festival?affiliate_id=17596]Flower Liches of the Dragonboat Festival[/URL][spoiler] [b]Flower Ghoul:[/b] ? [b]Penanggalan:[/b] ? [b]Touhou:[/b] ? [b]Lacedon:[/b] ? [b]Flower Lich:[/b] ? [b]Carnation:[/b] ? [b]Datura:[/b] ? [b]Hyacinth:[/b] ? [b]Japhet:[/b] ? [b]Nightshade:[/b] ? [b]Flaming Zombie:[/b] ? [b]Wraith:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/159853/Ghosts--The-Incorporeal-Undead?affiliate_id=17596]Ghosts The Incorporeal Undead[/URL][spoiler] [b]Undead:[/b] The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane. [b]Ghosts:[/b] The undead are a class of monsters that were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again powered by the unnatural energies of the Negative Energy Plane. Incorporeal undead – ghosts – are the souls of the dead animated solely through this energy, having no true physical body present on the Material Plane. Each ghost is unique or nearly so in its origin; sometimes groups of ghosts, known as scares, arise en masse when there is mass murder, battle, or other wanton and horrific slaughter. These ghosts often have commonalities in abilities, such as the ghosts of a party of adventurers who were all slain by the same dragon; or the ghosts of a family caught in a volcanic explosion; or the ghosts of a band of vikings who all sank with their ship in a storm; and so on. Ghosts are not real, in either the physical or spiritual sense. They are reflections of tragedy and evil, which occurred on the Material Plane, of such terror and horror that the psychic energies of the deceased blew through the Ethereal Plane into the Negative Energy Plane, and there engendered a node of negative energy. That node of negative energy tethers the soul of the deceased in the Ethereal Plane, keeping the soul from passing on to its final rest, whether that is in the Celestial Realms, the Netherworlds, or the Hells. Ectoplasm from an ancestral ghost, if consumed, grants the consumer a chance of discovering ancestral secrets and secrets of living relatives of the ghost. The chance of discovering a secret of random sort is 10% per ounce of ectoplasm consumed in one go. The imbiber then falls into a deep sleep for 1d6+6 turns, during which he (potentially) dreams of the secrets of the living and the dead. If the imbiber fails to gain any secrets, he must make a saving throw versus Death; if the save fails he remains stuck in the coma, having horrible nightmares of the ghost’s ancestors and relatives, for a number of days equal to the hit dice of the ghost. At the end of this time another saving throw is required; failure indicates the victim dies, to rise again 24 hours later as a ghost with hit dice equal to half his level, rounded up. Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost. Four ounces of child ectoplasm acts as per a potion of longevity when imbibed. Each time child ectoplasm is consumed, however, the imbiber must roll percentile dice against the number of ounces of child ectoplasm he has consumed in his lifetime. If the roll is less than or equal to the total number of ounces consumed, all reversal of aging is undone; additionally, the imbiber must make a saving throw versus Death. If the save fails, the imbiber not only has all the reversal of aging undone, he also ages a like number of years! This reversal of aging happens instantly. If this aging then ages the imbiber to death, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up. Four ounces of damned ectoplasm provide the consumer with a limited form of immortality, should he survive consuming the ectoplasm. First, upon consuming the ectoplasm, the imbiber must make a percentile roll against the total number of ounces of damned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he dies, and rises again 24 hours later as a ghost with hit dice equal to of half his level (rounded up). If he passes through the percentile check without needing to make a saving throw, or if he succeeds in his saving throw, the next time he is slain, his soul does not go on to its eternal reward or damnation… First, upon death, his body (not including any equipment) instantly warps itself into the Deep Ethereal, wreathed in a protective cocoon of ectoplasm. There it remains, floating and bobbing, for a number of days and nights equal to the deceased’s maximum hit points, healing 1 hit point per day and night. Upon the night he reaches full hit points, the deceased bursts forth from the Ethereal Plane into the Material Plane, nude like a newly-born babe and covered in generic ectoplasm. He appears in whatever place he last considered the safest, whether that was his home, a castle, or an inn. He then loses a single life level. If this loss slays him he returns 24 hours later as a ghost with hit dice equal to half his original level (rounded up). Consuming four ounces of blast ectoplasm enables the imbiber to vomit forth a jet of sticky, slimy ectoplasm, with the same range and effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of blast ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Blast special ability. Consuming four ounces of touch ectoplasm enables the imbiber to make a touch attack of sticky, slimy ectoplasm, with the same effect as per the ghost that provided the ectoplasm. The ectoplasm must be vomited forth within 1d6+6 turns of consuming the ectoplasm. Every time this ectoplasm is consumed, the imbiber must roll percentile dice against the total number of ounces of touch ectoplasm he has ever consumed; if the roll is equal to or less than the number consumed, he must make a saving throw versus Spells. Failure of this saving throw indicates the imbiber suffers a number of points of damage internally equal to the number of rounds the slime would have paralyzed a target (1d6 to 10d6). If the ectoplasm slays the imbiber thusly, he explodes dramatically, showering all within 5’ per hit die of the ghost with slimy, sticky ectoplasm (save versus Breath Attacks to avoid). If he dies thusly, the imbiber rises again 24 hours later as a ghost with a number of hit dice equal to half his level, rounded up; the new ghost possesses the Ectoplasmic Touch special ability. Four ounces of entropic ectoplasm is equal to a potion of longevity, with the salient differences being that the percentage checked each time entropic ectoplasm is consumed is equal to the number of ounces of entropic ectoplasm the imbiber has consumed in total, and that if the imbiber fails to reverse his aging and instead ages, if he dies he rises again as a ghost with hit dice equal to half his level, rounded up, and possessing the Entropic Attack ability. An imbiber of magician ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spellcasting ability possessed by the ghost that provided the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of magician ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up. An imbiber of priest ectoplasm gains the ability to cast spells that the ghost that provided the ectoplasm could cast. Each ounce of ectoplasm is a spell level; imbibing one ounce grants access to one random 1st level spell; two ounces at once grants access to one random 2nd level spell; and so forth, up to the spell levels that the ghost could cast. The spell remains available to cast for 1d6+6 turns; after that the spell fades. The spell is cast at the level of spell-casting ability possessed by the ghost that provided the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of priest ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the magic of the spell is internalized, and he suffers a number of d6s in damage equal to the level of the spell he sought to cast (no saving throw). If he dies through this damage, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up. Any being that is slain through the ghost’s keen ability rises again 24 hours later as a ghost of hit dice equal to its level, up to half the hit dice of the ghost who slew it. Four ounces of lifelike ectoplasm enable the imbiber to polymorph into a ghost of hit dice equal to his own; the effect lasts no longer than 1d6+6 turns. When the imbiber tries to transform back into a living being, however, the imbiber must make a percentile roll against the total number of ounces of lifelike ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Death. If the save fails, he is truly dead, and is stuck as a ghost! Four ounces of negative energy blast ectoplasm enables the imbiber to employ the negative energy blast attack of the ghost that provided the ectoplasm. The imbiber must use the attack within 1d6+6 turns of imbibing the ectoplasm. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of negative energy blast ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber suffers the damage of the attack. If he dies through this damage, he rises again 24 hours later as a ghost with the Negative Energy Blast power, with hit dice equal to half his level, rounded up. Four ounces of possession ectoplasm enables the imbiber to possess a victim much as above, save that the imbiber’s original body falls into a coma-like state while the possession is ongoing. The imbiber’s body, like that of the victim, need not eat, drink, sleep, or breathe while the imbiber continues to possess the victim. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of possession ectoplasm he has ever imbibed when ending a possession; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, when the possession ends the imbiber’s soul fails to return to his body, his body dies, and he is trapped bodiless as a ghost with hit dice equal to half his level, rounded up! Imbibing four ounces of immunity ectoplasm makes the imbiber immune to the energy sources the ghost was immune to for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of immunity ectoplasm he has ever imbibed, of whatever immunity types; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm has a completely inverted effect, instantaneously and internally causing the type of damage against which the imbiber sought to gain immunity. The imbiber suffers 1d6 points of the appropriate type of damage per hit die of the ghost who provided the ectoplasm. If this damage kills the imbiber, he rises again 24 hours later as a ghost with hit dice equal to half his level, rounded up. Victims of a Spectral Music Ghost's song’s effects that perish as a direct result of those effects while the song is still playing must make a saving throw versus Death; failure indicates that they rise again 24 hours later as a ghost with hit dice of half their level, under the control of the Spectral Music ghost who killed them with its music. Four ounces of teleport ectoplasm enable the imbiber to use the teleport spell once within 1d6+6 turns of imbibing the ectoplasm. Upon teleporting, if the imbiber ends up coming in low, he not only dies, he immediately rises again as a ghost of hit dice equal to half his level, rounded up. Special ectoplasm, from ghosts with ghostly special abilities, can also be consumed as-is to provide the imbiber with special abilities. The use of ectoplasm in this way is often considered foolhardy by clerics and magic-users alike, as it often leads to the death of the user and/or his friends, and often to the creation of more ghosts. This is especially true of ectoplasm from the more powerful ghosts… [i]Bestow Curse[/i] spell. [i]Spawn Ghosts[/i] spell. Ghost Generator magic item. Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up. Improper use of a Robe of Etherealness saving throw failure by 16+. [b]Lesser Ghost:[/b] Lesser ghosts are weaker, only able to generate a fear attack though an enervating touch, and are usually created through tragic violence, by mortals being slain by another more powerful ghost. [b]Greater Ghost:[/b] Greater ghosts are more powerful, able to drain life force through a cold-based touch, and usually result from the soul of an evil being rising again after a violent death; through a tragic death where a major life goal remained unfulfilled; or otherwise through treachery, evil magic, or the worship of dark gods. [b]Presence:[/b] Presences usually arise from weak-willed and petty beings who liked to resolve disputes using physical threats and bullying. Murdered children also often end up as presences, not having the will or resolve to maintain a greater hold on the Material Plane. If a presence slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence. If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer. When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater). If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher). A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. [b]Apparition:[/b] Apparitions are generally more powerful and intelligent than presences, having a stronger will in life or, perhaps, merely a more tragic and thus more powerful death. If an apparition slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or greater). If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer. When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher). A creature slain by losing all levels to the life draining touch of a wraith rises again 24 hours later as a presence (0th or 1st level) or apparition (2nd level or higher) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. [b]Lost Soul:[/b] If a lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or higher). If a presence, apparition, or lost soul slays a creature while that creature is under the effect of its fear ability, the slain creature must make a saving throw versus Death or rise again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer killed it, up to the same hit dice as its slayer. When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. A creature slain by losing all levels to the life draining touch of a haunt rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a spectre rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), or lost soul (3rd level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. [b]Wraith:[/b] Wraiths are usually born of fear, anger, hatred, and violence. In life they were often warlords, kings, magicians, priests, or other mighty and powerful beings who coveted ever more wealth and power. They made deals with dark forces and, for their efforts, grew great in power, but even greater in evil… and when death came to claim them, they sought even to avoid that great equalizer, and lived on in the form of the dreaded wraith. When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. A creature slain by losing all levels to the life draining touch of a spirit rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a wyrd rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), or wraith (4th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. [b]Haunt:[/b] Haunts are born of pain, suffering, loss, and tragedy. Most haunts shuffled off from the mortal coil with some great task or project uncompleted; this might be something as simple as finishing a journey to as complex and grandiose as building an empire. When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. A creature slain by losing all levels to the life draining touch of a phantom rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. A creature slain by losing all levels to the life draining touch of a geist that does not have its soul destroyed by the Soul Ripper ability rises again 24 hours later as a presence (0th or 1st level), apparition (2nd level), lost soul (3rd level), wraith (4th level), or haunt (5th level or greater) under the control of its slayer. [b]Spectre:[/b] Spectres are essentially more powerful versions of wraiths – usually born out of hatred, anger, lust, or violence begotten of the desire for ever more wealth and power. Most spectres died a violent death – stabbed in the back by daggers, cut to pieces by blades, burned alive by magic, or even drained of life by other undead. Few if any spectres just happen to rise from the dead – most are made, through the terrible violence and evil of their lives and their deaths. When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. [b]Spirit:[/b] Spirits are the malevolent ghosts of petty, treacherous, and cruel men and women who were slain through treachery by their allies, slaughtered by those they wronged, or killed themselves out of spite for the world around them. When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. [b]Wyrd:[/b] Wyrds are to spectres as spectres are to wraiths – even more powerful and potent ghosts of the angry, powerful, unquiet evil dead sort. Wyrds, however, result specifically from powerful persons that enjoyed causing pain, suffering, and death in their lifetime; thus their strong and potent connection to the Negative Energy Plane that allows them to drain life force at a prodigious rate and often en masse. When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. [b]Phantom:[/b] Phantoms are born of the tragic and violent death of an innocent victim, usually one who was powerful, respected, and often much-loved, but was betrayed by his family, friends, and followers. The horrific experience causes the soul of the deceased to rise again as a phantom, often hateful now of all living things, with a burning desire to wreak vengeance upon those who turned on him. Thus, in many ways, they are more potent versions of haunts. When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. [b]Geist:[/b] Geists are the most powerful of all the ghosts, and arise only from the most evil, vile, and despicable of men and women – kin-slayers, regicides, mass murderers, grand apostates, and cosmic blasphemers. As every geist has a unique origin, so every geist is unique in appearance and powers. When a ghost slays a living being through draining it of levels with its Life Draining Touch attack, the slain being invariably rises again 24 hours later as a ghost of hit dice equal to the level the being possessed when its slayer first drained it, up to half the hit dice of its slayer (rounded up). For example, if a 4 hit die wraith drains a 1st level fighter, the fighter rises again as a 1 hit die presence; if a 6 hit die spectre drains a 6th level fighter unto death, the fighter rises again as a 3 hit die lost soul. [b]Acid Ghost:[/b] This ghost met his mortal end through an unpleasant encounter with acid, such the breath of a black dragon, a large vat of acid in a wizard’s laboratory, or some other similar toxic goo that burned and melted its mortal form. As the ectoplasm of an Acid Ghost is mixed with its acid, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually ingests acid; he suffers 1d6 points of acid damage per ounce consumed with no saving throw. If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up. When four ounces of acid ectoplasm are imbibed, the imbiber is able to vomit a line of acid similar to that produced by the ghost who provided the acid. Consumed this way, the ability to vomit the acid lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of acid ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the acid burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as an Acid Ghost with hit dice equal to half his level, rounded up. [b]Alien Ghost:[/b] Alien Ghosts, also known as Space Ghosts, are ghosts of beings from worlds beyond the knowledge of mortal men. These are ghosts of beings from other worlds, where the bipedal form is unknown, skies are purple and water mauve, and motile flora harvests sessile fauna. Alien ectoplasm allows the imbiber to do whatever the Alien Ghost who provided it did, within the Labyrinth Lord’s judgment. However, it is very dangerous to use. Every time it is imbibed, the imbiber must make a saving throw versus Spells; upon failure, he is polymorphed into the original alien species from whence the Alien Ghost arose. This process requires 1d6 turns, during which the victim is in extreme pain and unable to take any actions. If the alien species is unable to survive on this world, then the newly-formed alien dies… and rises again as an Alien Ghost with hit dice equal to half the level of the victim, rounded up. [b]Ancestral Ghost:[/b] ? [b]Animal Ghost:[/b] This ghost is either the ghost of an animal, in which case it can only take on the form of an animal, or a humanoid ghost that can take on animal form, in which case it can take on humanoid, animal, and hybrid form. [b]Myrkridder:[/b] Four ounces of corpse ectoplasm consumed allows the imbiber to cast the animate dead spell at a level equal to that of the hit dice of the ghost that provided the ectoplasm. However, every time this is done, there is a percentage chance equal to the hit points of the newly animated dead that the undead becomes occupied by its own spawned ghost (see the new spawn ghost spell in Spooky Spells), which automatically has the Animate Corpse special ability, among any others. This ghost has an unquenchable hatred of its creator, and seeks to slay him immediately. If the animated being is a zombie, there is a 50% chance that the creature inadvertently spawned is a myrkridder (a form of corporeal undead) rather than a ghost. [b]Armored Ghost:[/b] ? [b]Blinking Ghost:[/b] ? [b]Bloody Ghost:[/b] Victims slain through drowning by a Bloody Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Bloody Ghost under the control of their slayer. [b]Chained Ghost Earthly Remains:[/b] ? [b]Chained Ghost Location:[/b] ? [b]Child Ghost:[/b] This ghost is the ghost of a child. [b]Cursed Ghost:[/b] This ghost was created through the application of the bestow curse spell, cast upon the body of the deceased within one turn (10 minutes) of death. The ghost is in all respects the same as other ghosts, with the limitation that it cannot attack the caster of the curse that created it. Cursed Ghosts can also be created through the cursed scroll of the unholy spirit. [b]Daywalker:[/b] ? [b]Demon Ghost:[/b] This ghost is the ghost of a demon that delved too deeply into the Negative Energy Plane seeking dreadful power and eldritch wisdom. It was blasted by that power, with the tattered remnants of the demon’s Chaotic soul impressed into the Material Plane as a ghost. [b]Dream Killer Ghost:[/b] Imbibing four ounces of dream ectoplasm enables the imbiber to effectively become a Dream Killer ghost with their normal, everyday abilities, armor, weapons, and so forth. Their soul leaves their body in ethereal form, and the imbiber may then seek out and attack a sleeping target exactly as above. The imbiber gets a number of chances to initiate dream combat equal to the hit dice of the ghost that provide the ectoplasm. Unlike a true Dream Killer ghost, if the imbiber dies in the dream combat, he dies for real. And in such cases, rises again 24 hours later as a Dream Killer ghost with hit dice equal to half their level, rounded up. [b]Drowned Ghost:[/b] This ghost resulted from a violent and horrific drowning, usually as a form of murder, though sometimes by tragic accident. Victims slain through drowning by a Drowned Ghost, directly or indirectly, even if not slain through life energy loss, rise again 24 hours later as a Drowned Ghost under the control of their slayer. Imbibing four ounces of drowned ectoplasm enables the imbiber to create and control water as though the imbiber were a Drowned Ghost with the hit dice of the ghost that provided the ectoplasm. The effect lasts for 1d6+6 turns. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of drowned ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, water begins pouring out of the imbiber’s mouth as his lungs fill. Each round for 1d6+6 rounds the imbiber must make a saving throw versus Death; failure indicates he begins drowning, as above. If he drowns, he rises again 24 hours later as a Drowned Ghost with hit dice equal to half his level, rounded up. [b]Drunken Ghost:[/b] This ghost died due to excessive drinking of alcohol, died while he was drunk, died by drowning in alcohol, or died while wishing he had one more drink of alcohol. There is no magical benefit to be gained from imbibing Ecto-Nog, the ectoplasm left behind by a Drunken Ghost, beyond the pleasure of drinking the purest form of alcohol known to man (though it still falls short of the nectar of the gods). For that is what the ectoplasm of a Drunken Ghost is, pure, distilled alcohol, otherwise known as “Ghostshine,” or “Haunted Hooch.” A single small shot of one ounce of Ghostshine is as potent as 1d6 mugs of beer, glasses of wine, or shots of other spirits per hit die of the ghost who provided it. Needless to say, Ecto-Nog can be lethal, if consumed in too great a quantity (or too great a quality). How this works depends on the method you use in your own campaign regarding alcohol. Generally, if more equivalents of mugs/glasses/shots of normal alcohol are consumed than the Constitution score of the imbiber, the imbiber must make a saving throw versus Poison; failure indicates that the imbiber passes out, drunk, instantly. Failure with a Natural 1 indicates that the victim dies of alcohol poisoning 1d6 turns later, and rises again immediately as a Drunken Ghost with hit dice equal to half their level, rounded up. [b]Embodied Ghost:[/b] Embodiment is a curse on ghosts, sometimes enforced by the gods, other times by necromancers, and more rarely by more powerful ghosts. [i]Bestow Curse[/i] spell. [b]Environmental Ghost:[/b] Consuming four ounces of environmental ectoplasm allows the consumer to have the same abilities and powers… and limitations… as the ghost of that environment for 1d6+6 turns. Essentially, it sets up the imbiber as the anti-ghost of that environment. The imbiber is able to see that ghost, even if it is on the Deep Ethereal, and can attack it as though he were also on the Ethereal Plane (as he is, within the limits of the ghost’s environment). If the environment suffers damage, so does the imbiber; however, if the imbiber dies, nothing happens to the environment. If the imbiber dies while under the effect of the ectoplasm, he rises again immediately as an Environmental Ghost tied to the same environment, of hit dice equal to half his level rounded up, and must make a saving throw versus Spells; failure indicates that he is under the control of the original ghost of that environment. [b]Fast Ghost:[/b] ? [b]Fiery Ghost:[/b] This ghost’s mortal form died a fiery death, likely burnt at the stake, fried by a fireball, or charred to ashes by dragon’s breath. When four ounces of fiery ectoplasm is imbibed the imbiber may cast a fireball equal to that of a magic-user with as many levels equal to the hit dice of the ghost that provided the ectoplasm. Consumed this way, the ability to cast the fireball lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of fiery ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm burns the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Fiery Ghost with hit dice equal to half his level, rounded up. [b]Friendly Ghost:[/b] Friendly Ghosts died a tragic and sometimes violent death, though during their lifetime they were not Evil, and quite Good, and though empowered by the Negative Energy Plane, have (as yet) resisted the eldritch Evil of that power. The souls of Friendly Ghosts are, in fact, impressed upon by both the Negative Energy Plane and the Positive Energy Plane, placing their ethereal existence in a state of flux. [b]Frightening Ghost:[/b] ? [b]Frost Ghost:[/b] This ghost died of frostbite, or from an ice storm, or in the chilly stream of the breath of a white dragon. The ghost’s horrific death molds it in undeath, as the ghost is even colder than the typical ghost. Four ounces of frost ectoplasm enables the imbiber to cast a cone of cold at a level equal to that of a magic-user with as many levels as hit dice o the ghost who provided the ectoplasm. Consumed this way, the ability to cast the cone of cold lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of frost ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm freezes the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Frost Ghost with hit dice equal to half his level, rounded up. [b]Ghost Lover:[/b] Sometimes also known as a Ghost Bride, Ghost Groom, Ghost Wife, or Ghost Husband, this ghost died as a direct result of a love affair, whether licit or illicit, public or private, mutual or unrequited. [b]Ghost Magician:[/b] This ghost was a magic-user in life, and retains the ability to use magic spells in death. [b]Ghost Priest:[/b] This ghost was a cleric in life, and retains that status after death. [b]Ghost Ship:[/b] ? [b]Ghost Sovereign:[/b] This ghost rules over and commands other ghosts with ease, either through legitimate royalty or nobility that carried over into undeath, or through sheer force of will and power. [b]Ghostly Head:[/b] If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost. When the victim’s head rots away completely, the ghost of the head rises as a Ghostly Head. [b]Guardian Ghost:[/b] This ghost is cursed to act as the guardian of a person, place, or thing. Note that if the Guardian Ghost is also a Friendly Ghost, it might not be cursed, but act as a guardian out of the kindness of its heart. If the ghost is a Ghost Lover, it might not be cursed, but merely guarding the life of its erstwhile lover. [b]Headless Ghost:[/b] This ghost lost his head in the process of dying and becoming a ghost. If the Headless Ghost takes the head of a victim, and that victim rises as a ghost, the victim rises as a Headless Ghost. [b]Hungry Ghost:[/b] This ghost is the soul of someone who died of hunger; or who was wealthy and caused others to die of hunger through their actions; or ironically, was both wealthy and caused others to suffer hunger, then died of hunger themselves. Other forms of greed and even gluttony might cause a ghost to rise as a Hungry Ghost. [b]Hypnoghost:[/b] ? [b]Keening Ghost:[/b] Four ounce of keening ectoplasm allows the imbiber to perform a keen, as per the ghost who supplied the ectoplasm. The imbiber must keen within 1d6+6 turns of imbibing the ectoplasm. The imbiber has no immunity to the keen, and thus must make a saving throw versus Spell; if the save fails, the imbiber dies. If the imbiber is slain through a keen performed in this manner, he rises again as a free-willed Keening Ghost with hit dice equal to half their level when living, rounded up. [b]Laser Ghost:[/b] This ghost died when it was struck by lasers – including the light of a prismatic spray spell (these ghosts are also known as Prismatic Ghosts). When imbibed, four ounces of laser ectoplasm enables the imbiber to cast a prismatic spray at a level equal to that of an illusionist with as many levels as the hit dice of the ghost that provided the ectoplasm. The ability to cast the prismatic spray lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of laser ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm sets off the spray on the insides the imbiber, who suffers the full effects of the prismatic spray with no saving throw. If he dies through this damage, he rises again 24 hours later as a Laser Ghost with hit dice equal to half his level, rounded up. [b]Lifelike Ghost:[/b] ? [b]Lightning Ghost:[/b] This ghost died when it was struck by lightning – natural lightning, the lightning breath of a dragon, the lightning bolt of a wizard, or perhaps the lightning strike of druid. Four ounces of ectoplasm enables the imbiber to cast a lightning bold at a level equal to that of a magic-user with levels equal to the hit dice of the ghost that provided the ectoplasm. The ability to cast the lightning bolt lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of lightning ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the ectoplasm shocks the insides the imbiber, who suffers 1d6 points of damage hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Lightning Ghost with hit dice equal to half his level, rounded up. [b]Monster Ghost:[/b] This ghost is the ghost of a monstrous creature (not an animal, demon, or humanoid). Dragons, giants, chimeras, lamias, nagas – just about any Chaotic monster is apt to become a ghost, as are a few Lawful or Neutral types who die tragic deaths. [b]Nanny Ghost:[/b] ? [b]Butler Ghost:[/b] ? [b]Manservant Ghost:[/b] ? [b]Maid Ghost:[/b] ? [b]Servant Ghost:[/b] ? [b]Nightmare Ghost:[/b] Imbibing four ounces of nightmare ectoplasm allows the imbiber’s spirit to leave their body and enter the Ethereal Plane; they can then manifest on the Material Plane as a Nightmare Spirit, effectively as a ghost of the same hit dice as the ghost who provided the ectoplasm. The spirit of the imbiber remains a ghost for 1d6+6 turns, and possesses all the basic abilities of the ghost who provided the ectoplasm, plus the Nightmare Ghost special ability. If the spirit of the imbiber does not return to his body by the end of the duration, or if the spirit is slain in ghost form, the imbiber rises again immediately as a Nightmare Ghost, with hit dice equal to half his level, rounded up. [b]Pipeweed Ghost:[/b] This ghost died from smoking too much pipeweed (such as via pipelung), or died from the secondary effects of a magical form of pipeweed, or simply died while smoking pipeweed and his last thoughts were, “I wish I could have smoked more pipeweed…” This ectoplasm, naturally, invariably takes the form of a pipeweed-like material. Pipeweed ectoplasm must be smoked for it to have any effect. One ounce is enough. When smoked, the smoker must make a saving throw versus Spells; if the save succeeds, the smoker gains the ability to breathe out a cloudkill spell, exactly as per the ghost that provided the ectoplasm. If the saving throw fails, the smoker must check out the results of the failure on the Pipeweed Ectoplasm Failure Table. This result is modified by a number equal to the hit dice of the ghost that provided the ectoplasm; add the hit dice to the total amount by which the smoker failed his saving throw. Pipeweed Ectoplasm Failure Table Failed by Effect 1 to 5 Sleepy: The smoker falls into a deep coma for a number of hours equal to the hit dice of the ghost that provided the ectoplasm. 6 to 10 Freaked: The smoker must make a saving throw versus Spells against fear, using the Fear Effects Table and the hit dice of the ghost that provided the ectoplasm as a penalty to the saving throw. If the saving throw succeeds, the victim suffers effects as per sleepy, above. 11 to 15 Buzzed: The smoker is confused, as per the spell, for 1d6 rounds per hit die of the ghost that provided the ectoplasm. 16-20 Harshed: The smoker goes berserk, attacking anyone he sees with full ability, using all spells and powers to try to kill whatever he can see. This effect lasts for 1d6 rounds per hit die of the ghost that provided the ectoplasm. 21+ Possessed: The ghost that provided the ectoplasm, provided it has not been destroyed, arrives from wherever it might be and instantly possesses the victim, as though with the Possess the Living ability (no saving throw). If that ghost has been destroyed, another Pipeweed Ghost has a chance to pop in and possess the victim immediately, though the victim gets the usual saving throw against this effect, with a penalty equal to half the hit dice of the original ghost, rounded up. In addition, every time he smokes pipeweed ectoplasm, the smoker must make a percentile roll against the total number of ounces of pipeweed ectoplasm he has ever smoked; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, he has contracted a severe and debilitating form pipelung, a disease that often afflicts pipeweed smokers. This version of the disease causes the victim to be unable to heal naturally or magically, except through the use of the cure disease spell to remove the disease entirely. He suffers one hit point of damage every day. Every week he loses one point of Strength, Constitution, and Dexterity. If the disease is not cured with magic, the victim eventually dies of the effects; 24 hours later he rises again as a Pipeweed Ghost, with hit dice equal to half his level, rounded up. [b]Plague Ghost:[/b] Consuming four ounces of plague ectoplasm allows the imbiber to possess a victim as though he were a Plague Ghost with hit dice equal that of the ghost who provided the ectoplasm. When the ectoplasm is consumed the imbiber’s soul rises from his body like a ghost; the body remains in a coma, much as with the magic jar spell. The imbiber then has one chance to possess a target within 1d6+6 turns; if he fails, his soul is drawn back to his body instantly. If he succeeds, then he must remain possessing the victim as long as he wishes for the victim to be plagued. If the imbiber remains possessing the victim at the point of death, the imbiber must make a saving throw versus Death; if the save fails, the imbiber also dies, and rises again immediately as a Plague Ghost with hit dice equal to half his level, rounded up. Otherwise he is free to return to his own body. [b]Poison Ghost:[/b] This ghost met his mortal end through poison – perhaps in a wine cup among erstwhile friends, or slain by a poison needle trap, or envenomed by a snake or spider, or through the breath of a sea dragon. As the ectoplasm of a Poison Ghost is mixed with its poison, if the ectoplasm is imbibed within one turn per hit die of the ghost, the imbiber actually poisons himself as per the contact poison, above, with no saving throw, and suffering 1d6 points of poison damage per ounce consumed. If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up. Four ounces of poison ectoplasm enables the imbiber to spit a ball of poison equal to that of a ghost with as many hit dice as the ounces of ectoplasm the imbiber consumed. Consumed this way, the ability to spit a ball of poison lasts for 1d6+6 turns before the ability fades. Every time such is imbibed, the imbiber must make a percentile roll against the total number of ounces of poison ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the poison ball explodes inside guts of the imbiber, who suffers 1d6 points of damage per hit die of the ghost who provided the ectoplasm. If he dies through this damage, he rises again 24 hours later as a Poison Ghost with hit dice equal to half his level, rounded up. [b]Poltergeist:[/b] ? [b]Radioactive Ghost:[/b] This ghost died through radioactive mishap, either through exposure to excessive natural radiation; magical radiation attack; radioactive blast from a radiation gun; walking through a radioactive crater; or by being caught directly in a nuclear explosion. It is a bad idea to imbibe radioactive ectoplasm, as no known magic or science can separate out the radiation from the ectoplasm. Any living being that imbibes radioactive ectoplasm suffers 1d6 points of damage per hit die of the ghost that provided the ectoplasm per ounce, with no saving throw against the damage. If the imbiber dies through this damage, he rises again 24 hours later as a Radioactive Ghost with hit dice equal to half his level, rounded up. [b]Robotic Ghost:[/b] This is the ghost of a robot, android, clockwork being, golem, living statue, or some other mechanical or magical construct that was tragically destroyed through mischance and/or violence. Rarely, such creations develop a mind and soul of their own; often in such cases, when their physical existence ends in horror and tragedy, the soul lives on with no place to go, as there are few gods that would claim such a soul for their own. [b]Shackled Ghost:[/b] ? [b]Shrouded Ghost:[/b] ? [b]Skull Thrower Ghost:[/b] Four ounces of this ectoplasm enables the imbiber to form and throw an ectoplasmic bomb in exactly the same fashion as the ghost that provided the ectoplasm. The bomb must be thrown within 1d6+6 turns of consuming the ectoplasm. Every time such is imbibed, however, the imbiber must make a percentile roll against the total number of ounces of skull thrower ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. A failed save indicates that the bomb goes off in the imbiber’s hand, dealing its damage to the imbiber. If the imbiber dies in this fashion, the imbiber rises again immediately as a Skull Thrower Ghost, with hit dice equal to half his level, rounded up. [b]Spectral Music Ghost:[/b] ? [b]Spectral Steed:[/b] ? [b]Stuck in Time Ghost:[/b] If a newly-risen ghost was slain by a ghost that is Stuck in Time, the new ghost must make a saving throw versus Spells; if he fails, he joins his maker in whatever vignette of death and mayhem the creator is stuck. [b]Tasked Ghost:[/b] This ghost died with an unfinished task that now ties it to the mortal plane. This might be something as simple as making a journey from one side of the road to the other; or making a journey home from across town; or seeing their little child one last time. The task might be great and monumental, such as building a great pyramid; seeing that the rightful heir is placed on the throne of a kingdom; or even building an empire. [b]Thunder Ghost:[/b] Also known as a Storm Ghost, this ghost’s mortal form died during a great thunderstorm, as the result of weather magic, or at the hands of a djinn or other creature with the powers of thunder and lightning. Four ounces of thunder ectoplasm enable the imbiber to emit a thunder strike equal to that of the ghost that provided the ectoplasm. The ability to emit the thunder strike lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of thunder ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the thunder explodes inside the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw. If he dies through this damage, he rises again 24 hours later as a Thunder Ghost with hit dice equal to half his level, rounded up. [b]Trickster Ghost:[/b] Having had a miserable if not outright horrific family life while living, this ghost likes to take on the appearance of the recently deceased and haunt their still-living loved ones in order to cause grief and suffering. Four ounces of trickster ectoplasm enable the imbiber to polymorph into a specific individual that he has studied or personally known for at least one week. The physical semblance is perfect, down to facial features, mannerisms, and voice, though the imbiber knows no more of the target than he has learned during his study or acquaintance. The effect lasts for one day per hit die of the ghost that provided the ectoplasm. When the effect ends, the imbiber must make a percentile roll against the total number of ounces of trickster ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the imbiber is permanently stuck in the new form he has taken on; if he dies while in the new form, he rises again 24 hours later as a Trickster Ghost with hit dice equal to half his level, rounded up. [b]Unwitting Ghost:[/b] ? [b]Vengeful Ghost:[/b] ? [b]Wandering Ghost:[/b] This ghost is cursed to wander the Earth, unable to remain in any one place for any length of time. [b]Warning Ghost, White Lady:[/b] Warning Ghosts often arise because of the tragic nature of their deaths, usually involving murder, treachery, deceit, adultery, or treason. For example, the ghost of a merchant who was slain by bandits along a lonely stretch of road might appear to travelers to warn them when bandits are in the area; or might appear to the bandits, to try to dissuade them from their banditry. The ghost of a noblewoman who was murdered by her husband for her infidelity might appear to a woman who is about to have an adulterous liaison; or might appear to a woman whose husband is about to have an adulterous liaison. The ghost of a woman who died of disease might appear to a person who has contracted a disease, or whose loved ones are diseased. The ghost of a man who was murdered might appear to a person who is about to be murdered, or to the person who is about to commit the murder. The ghost of a sea captain who died setting out to sea in choppy waters might appear to sailors who are about to encounter a storm; and so on. [b]Wind Ghost:[/b] Also known as a Rain Ghost, this ghost’s mortal form died during a great windstorm or rainstorm, as the result of weather magic, or at the hands of a djinn or marid or other creature with the powers of rain and wind. Four ounces of wind ectoplasm enable the imbiber to emit a gust of wind equal to that of the ghost that provided the ectoplasm. The ability to emit the gust of wind lasts for 1d6+6 turns before the ability fades. The imbiber must make a percentile roll against the total number of ounces of wind ectoplasm he has ever imbibed; if the roll is less than or equal to the number of ounces, he must make a saving throw versus Spells. If the saving throw fails, the wind tears apart the insides the imbiber, who suffers 1d6 points of damage per hit die of the ghost, with no saving throw. If he dies through this damage, he rises again 24 hours later as a Wind Ghost with hit dice equal to half his level, rounded up. [b]Skeleton:[/b] Ghost Generator magic item. [b]Zombie:[/b] Ghost Generator magic item. Remove Curse: If the ghost is a Cursed Ghost, Embodied Ghost, Guardian Ghost, or other ghost with a cursed limitation, it might remove the cursed limitation, freeing the ghost from its duress vile. Refer to those ghostly special abilities for more details. The reverse of the spell, bestow curse, can be cast upon the body of a being that died within the last turn (10 minutes); if the body fails a saving throw versus Spells, the soul of the body is dragged back from wherever it was heading and is respawned as a ghost, with hit dice of half its original level, rounded up. Note that the spell provides no control by the caster over the Cursed Ghost, but the spawned ghost can not attack the one who bestowed the curse. The reverse of this spell can also be cast upon a ghost, in order to force it into an object and thus trap it there as an Embodied Ghost, or to subject the ghost to some other ghostly limitation. If the ghost fails it’s saving throw versus Spells, it is gains the new limitation. SPAWN GHOSTS (REVERSIBLE) [NEW] Level: Cleric 4, Magic-user 6 Duration: Permanent Range: 60’ This spell causes the soul of the recently deceased to rise again as ghosts under the control of the caster. The undead can be ordered to follow the caster or remain in the area and complete such orders as they are given. The unfortunate souls remain ghosts until they are destroyed or until the caster dismisses them, freeing the soul to return to its final resting place. The caster must be within range to dismiss the ghosts. The caster may spawn a number of hit dice of ghosts equal to his level, though he is also limited by the hit dice/levels of the souls of the corpses he has available. A cleric may call back the soul of a deceased being that has been dead for no longer than one week for a 7th or 8th level caster; one month for a 9th or 10th level caster; one year for an 11th or 12th level caster; 10 years for a 13th or 14th level caster; 100 years for a 16th to 20th level caster; and 1000 years for a caster of 21st level or greater. A magic-user may call back the soul of a deceased being that has been dead for no longer than one week for an 11th or 12th level caster; one month for a 13th or 14th level caster; one year for a 15th or 16th level caster; 10 years for a 17th or 18th level caster; 100 years for a 19th or 20th level caster; and 1000 years for a caster of 21st level or greater. A prospective ghost’s hit dice is limited to the level the soul possessed in life; if spawning a ghost from an animal or monster corpse, it is limited to the hit dice it possessed in life. A soul gains a saving throw against being spawned as a ghost only if it was Lawful (Good); if the saving throw succeeds, the spawning fails, and that soul can never be brought back as a ghost. Spawned ghosts have the usual chance of possessing ghostly special abilities. The reverse of this spell, destroy ghosts, can be cast to instantly destroy one or more ghosts, up to a total hit dice equal to the caster’s level, within range and within a 30’ diameter circle. The lowest hit die ghosts are affected first, then higher hit die ghosts. All ghosts get a saving throw versus Spells; if the save fails, they are instantly and permanently destroyed. If the save succeeds, they cannot be targeted by this spell cast by the same caster until after the next sunset. Cursed Scroll of the Unholy Spirit: This cursed scroll, when read, requires the reader to make a saving throw versus Spells; failure indicates the reader is immediately slain and rises again one round later as a ghost of hit dice equal to half the deceased’s level, rounded up. The new ghost is a Cursed Ghost (see Ghostly Special Abilities), with the usual chances of having further ghostly special abilities. Ghost Generator: This large device traps the souls of those who perish near it, ripping apart the souls and combining them with energy from the Negative Energy Plane to create ghosts. A ghost generator has a power rating of 1 to 10; this indicates the largest hit die ghost it can create using soul energy. The power rating is also the range in hundreds of feet of the soul-capturing ability of the ghost generator, i.e., 100 to 1,000 feet. Any intelligent being with a soul that dies within that range must make a saving throw versus Spells; if the saving throw fails, the soul of the being is trapped in the ghost generator. Lawful (Good) beings get a +4 bonus to the saving throw. As long as the ghost generator has souls in it, it is operational and can generate ghosts. Every round the ghost generator is operational, roll a d6; on a 1-3 nothing happens that round; on 4-6 it creates a Presence (1 HD ghost). If the roll is a 6, roll again; on a 4-6, it creates an Apparition (2 HD ghost) instead of a Presence; as long as you continue to roll a 4-6, increase the hit die of the ghost by one and roll again, and roll again if the roll is a 6, until you do not roll a 4-6, or you reach the power rating of the generator, or you run out of soul levels in the generator. Each ghost generated drains its number of levels or hit dice from the level or hit dice of the soul that has been held the longest by the generator. When that soul has all its levels or hit dice drained, it is destroyed, and that being cannot be raised or resurrected short of the application of a wish. If the soul currently being drained died in a manner applicable toward the creation of a ghostly special ability, or otherwise possessed its own pertinent abilities (such as the soul of a red dragon and the Fiery Ghost ability) roll normal chances to see if the ghosts generated possess that special ability; otherwise, generated ghosts have no additional ghostly special abilities. Ghost generators vary greatly in appearance. Some are large gem-encrusted metal spheres glowing with a crackling aura of black energies; others are great towers made of bones and skulls buried in shadow; some are thick stone statues of demonic mien with glittering eyes for gems; and still others appear to be gargantuan writhing masses of flesh and blood (these last can also generate skeletons and zombies). Some are still controlled by their creators, who control the ghosts created by the ghost generator; most are long abandoned by their creators, who are long dead (and perhaps were transformed into ghosts by their creation), and are running on automatic, filling the dungeon with random ghosts… Ring of Wraiths: This smooth ring appears to be made carved from solid smoky-black obsidian; glittering silver words in an unknown tongue arc like electricity within the torus of the ring. The wearer may use the ring to become ethereal, as per oil of etherealness, at will; the journey there takes one round, and back again takes but one round. Should the wearer of the ring of wraiths ever die while wearing the ring on the Ethereal Plane he rises again instantly as a ghost with hit dice equal to half his level, rounded up. No wraith can ever attack a wearer of the ring of wraiths; the wearer gains a -2 bonus to Reaction checks with wraiths. The wearer of the ring of wraiths may attempt to take control of any wraith within 60’; the wraith falls under the ring wearer’s complete dominion if it fails a saving throw versus Spells. If the wraith succeeds in his saving throw, the ring can never control that wraith. The wearer of the ring of wraiths can maintain control of one wraith for every hit die (not level) he possesses; if he already controls as many wraiths as possible, he may dismiss one from his service to attain the domination of another. Robes of Etherealness: These magical hooded robes are designed to be worn by a cleric, druid, magic-user, or elf (of the elf racial class). They operate in everyday fashion as per a cloak of protection, providing the wearer with magical bonuses to Armor Class and saving throws. The robe also enables to wearer to become ethereal, as per oil of etherealness. The duration is 1d6+6 turns, though the wearer can end the effect earlier simply at will, and the transference from Material Plane to Ethereal Plane takes but one round, not three rounds. Each use of the robe in this manner uses 1 charge. A robe of etherealness has a number of charges equal to its bonus multiplied by 5. For every 5 charges used the magical bonus of the robe decreases by 1 point. Once the ethereal charges drop to 0, the robe becomes a normal non-magical robe. These robes often offer superior protection than simple cloaks: Robe of Etherealness Bonus D100 Bonus 01-40 +1 41-70 +2 71-90 +3 91-97 +4 98-00 +5 Anyone not of the cleric, druid, magic-user, or elf class who wears the robe gains the normal protection bonuses of the robe; if he learns the ethereal properties of the robe, he may attempt to use them, though proper use is not certain. The wearer must make a saving throw versus Spells each time he uses the robe to go to the Ethereal Plane; if the saving throw succeeds, the transfer is completed normally. If the saving throw fails, something goes wrong… perhaps horribly wrong. Robe of Etherealness Saving Throw Failure Failed by What Happens 1 to 3 Nothing; one charge is used and the robe fails to take the wearer to the Ethereal Plane. 4 to 6 Cosmic Backlash; magical energy arcs all around the wearer from the robe, draining 1d6 charges, causing a like number of d6s in damage to the wearer, and blinking the wearer for a like number of rounds to a random nearby location. 7 to 10 Wearer is transported to the Ethereal Plane, but finds out when he attempts to return that it was a one-way trip, as the robe has permanently lost its magic… 11 to 15 Wearer is blasted through the Ethereal Plane into a nearby plane other than the Material Plane. 16+ The wearer dies instantly, horribly, and spectacularly, and rises again immediately as a ghost of hit dice equal to half his original level, rounded up. For the first 2d6 turns of his existence he is in a maddened state, seeking to slay or destroy anything encountered in and on the nearby Material and Ethereal Planes.[/spoiler] [URL=http://www.rpgnow.com/product/176295/COA04-Guidebook-to-the-Duchy-of-Valnwall-PDF?affiliate_id=17596]Guidebook to the Duchy of Valnwall[/URL][spoiler] [b]Blood Reaper:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/100100/In-the-Shadow-of-Mount-Rotten?affiliate_id=17596]In the Shadow of Mount Rotten[/URL][spoiler] [b]Goblin Skeleton:[/b] ? [b]Orc Skeleton:[/b] ? [b]Goblin Zomie:[/b] ? [b]Hobgoblin Skeleton:[/b] ? [b]Orc Zombie:[/b] ? [b]Hobgoblin Zombie:[/b] ? [b]Orc Ghoul:[/b] ? [b]Ghoul:[/b] Slain victims of an orc ghoul eaten, or rise as ghouls the next night.[/spoiler] [URL=http://www.dragonsfoot.org/sg/]Labyrinth Lord Monsters[/URL][spoiler] [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Groaning Spirit, Banshee:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=http://www.dragonsfoot.org/sg/]LL Monster Cards Set 1[/URL][spoiler] [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Wight:[/b] Successful hit causes Level Drain 1 level/hit die from victim, no saving throw. If reduced to level 0, victim dies and becomes a wight themselves in 1d4 days.[/spoiler] [URL=http://www.dragonsfoot.org/sg/]LL Monster Cards Set 3[/URL][spoiler] [b]Wraith:[/b] Successful hit drains 1 levels + damage PCs who reach 0 levels become specters themselves and must obey the master. [b]Vampire:[/b] Hit drains 2 levels + damage. PCs who reach 0 levels become vampires themselves and must obey. [b]Spectre:[/b] Successful hit drains 2 levels + damage. PCs who reach 0 levels become specters themselves and must obey the master. [b]Mummy:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/155082/Lesser-Gnomes-Creature-Catalog?affiliate_id=17596]Lesser Gnome's Creature Catalog[/URL][spoiler] [b]Restless:[/b] Restless are undead animated corpses of souls trapped in a purgatory. The path to their cursed existence began with the unfortunate circumstances of their death. Their burial preparations were either forgotten or ignored. The rites that prepared their souls for separation from their material bodies were denied them. The failure to find peace in the afterlife has animated their bodies as vessels of mindless rage and aggression toward the living. [b]Malice:[/b] Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice The Malice is the second stage in the undead cycle. This entity has shed its weak restless sinews and gained a focused and evil preternatural mind.[/spoiler] [URL=http://www.rpgnow.com/product/129506/Mad-Monks-of-Kwantoom?affiliate_id=17596]Mad Monks of Kwantoom[/URL][spoiler] [b]Spectre:[/b] ? [b]Wight:[/b] ? [b]Vampire Kitsune:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Undead:[/b] Magic Effects 86-90 [b]Ghost:[/b] ? [b]Groaning Spirit:[/b] ? [b]Vampire:[/b] ? [b]Vampire Cleric:[/b] ? [b]Vampire Magic-User:[/b] ? [b]Vampire Monk:[/b] ? [b]Rolong:[/b] Rolong are magically constructed undead creatures akin both to golems and to ghosts. They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time. They are constructed by means of a magical tome or a magic-user of 11th level or higher employing the following spells: magic jar, fumble, geas, strength and a cleric of 11th level or higher employing the following spells: animate dead, animate objects, fear. The cost in materials is 500gp per hit point of the rolong, and it requires 15 days' construction time. A manual of rolongs is worth 2,000xp and 15,000gp. It requires 20,000gp and 15 days for a rolong with full hit points and can be read both by clerics and magic-users. Characters from other classes touching a manual of rolongs will suffer 5d4 points of damage from opening the work. [b]Tanwo:[/b] Once a victim is paralyzed, the tanwo forfeits its sword attack and begins to chew on them in order to feed itself, causing d4 damage per round of such treatment. When a victim dies because of these bite wounds, it rises from the dead as a tanwo itself d4 rounds later. [b]Zulang:[/b] Zhulang spirits are undead creatures risen from the grave of exceptionally greedy and covetous humanoids.[/spoiler] [URL=http://www.rpgnow.com/product/152790/Myrkridder--The-Demonic-Dead?affiliate_id=17596]Myrkridder – The Demonic dead[/URL][spoiler] [b]Myrkridder:[/b] Myrkridder are intelligent undead animated through magical means, usually by a necromancer exhuming a corpse or assembling one from other bits of corpses, and either by calling back the spirit that once occupied the corpse or by summoning a different fiendish spirit, devil, or demon to animate the assembled corpse. The vast majority of myrkridder spirits are summoned from Hell or one of the other Underworlds of the Damned. These Evil souls are usually quite happy to be dragged back to the world of the living, even in service as an undead creature enslaved to their creator, as this means they are no longer being tormented, and can often act in the evil and vile ways that they enjoyed in life. Souls condemned to one of the more neutral afterlives could be called back, but would be more free-willed and more likely to resist the control of their maker. Some necromancers, if they trap the soul of a recently deceased Goodly person ere it goes to its rightful reward, can magically force the Good soul into a corpse and compel it to serve them as a myrkridder; these accursed beings live a virtual hell on earth, forced to do the vile bidding of their unnatural master. Most myrkridder are created from humans; a few are created from elves, while dwarf and halfling myrkridder are virtually unknown. [b]Myrkridder Carrion Steed:[/b] Hestermorth myrkridder outrider special ability. Once per night a myrkridder outrider has the ability to kill a horse (or horse-like animal that can be used as a mount) with a mere touch; the horse rises again as a carrion steed 1d3 rounds later. Carrion steeds created this way are destroyed with the light of the next sunrise. [b]Myrkridder Champion:[/b] Myrkridder champions are myrkridder soldiers and sergeants who have risen through the ranks or were prominent villains in their mortal lives; some were created from the body parts of the most despicable villains and animated by the spirit of a potent devil or demon. [b]Myrkridder Hag:[/b] The only common female myrkridder are myrkridder hags, created by necromancers with certain unnatural lusts beyond even those common to their kind. These are usually the animated bodies of once-beautiful women; some were witches or sorceresses in life, returned to serve a new master, others courtesans or noblewomen animated by the spirits of devils or demons. [b]Myrkridder Minstrel:[/b] Myrkridder minstrels are special myrkridder, in their former lives bards, skalds, minstrels, troubadours, or other musically-inclined entertainers of little to great talents. [b]Myrkridder Myrkulf:[/b] Myrkulfs are a horrible form of undead that combines body parts from humans and dire wolves, infused with the magical essence of werewolves and the blood of trolls. Due to the methods and rituals involved in their creation, myrkulfs can pass on the werewolf lycanthropic disease to those whom they have damage, as per any normal lycanthrope. [b]Myrkridder Outrider:[/b] ? [b]Myrkridder Sergeant:[/b] In life, myrkridder sergeants were warrior noblemen, robber barons, and other mid-level villains of some talent, wealth, and status. [b]Myrkridder Soldier:[/b] They are the animated corpses of common soldiers and rabble, their vile souls summoned back from Hell to do their creator’s bidding. Most are inhabited by the souls of brigands, thieves, ruffians, and ne’er-do-wells, though a few are of more elevated origins, such as noblemen or infamous outlaws, and like to remind their fellow myrkridder and their victims of their high-society or famous status. [b]Purple Svein:[/b] PURPLE SVEIN was a poisoner in life; he was slain by application of large quantities of the same poison he used to kill his victims. [b]Finnbogi the Flayed:[/b] FINNBOGI THE FLAYED was a cannibal and murder, flayed to death for his crimes. [b]Janglebones:[/b] JANGLEBONES had lost most of his flesh before he was animated. [b]Arkyn the Ancient:[/b] ARKYN THE ANCIENT died of old age and got away with his terrible crimes unpunished during his lifetime. [b]Garm the Wolf:[/b] GARM THE WOLF literally has a wolf’s head; his creator discovered the body of a mighty but headless warrior and his dire wolf companion in a barrow, and decided to have an interesting experiment. [b]Goldbelly:[/b] GOLDBELLY was a greedy glutton in life, and was put to death for embezzling from his chieftain. [b]Grimhilda:[/b] GRIMHILDA was thought to be a witch, but really she was merely an old gossip who used her knowledge to blackmail her neighbors. They had her condemned as a witch and had her body staked in a bog to keep it from rising as a draugr. Some of the magic of other nearby staked witches passed on to her ere she was brought back as a myrkridder. [b]Crow Killer:[/b] CROW KILLER was a wild-man who killed anyone foolish enough to pass through his fells; eventually the local lord and his men caught up with his and hung him for the crows. [b]Pete o' the Bog:[/b] PETE O’ THE BOG is a bog myrkridder; in his case he was a cultist of Loki who stole from his priest and ended up being a sacrifice, tied and drowned in a bog. [b]Lovely Varskuld:[/b] LOVELY VARSKULD was the concubine of a chieftain who sought to rise higher by killing her master’s wife; she failed, was caught, and was punished by being torn apart by oxen. Her necromancer master re-assembled her, hoping to create a paramour, but her damned soul ripped from Hell was too drear and evil even for him. [b]Garth the Heartless:[/b] GARTH THE HEARTLESS was a fallen paladin of Hermod; he was a giant of a man, given to great mirth and kindness, ere he fell to the wiles of an enchantress. He was slain by his paramour’s enemy, the necromancer who now commands him as a myrkridder champion. His master carved out his heart, which still had a glimmer of hope and goodness, and keeps it in a magically locked and trapped box in a hidden crypt. In place of the heart, in the open wound, Garth now carried a jar holding a cackling imp who mocks the former paladin with the recitation of his sins merely for his master’s amusement. [b]Einar the Angry:[/b] EINAR THE ANGRY was a member of a band of outlaws; he rarely followed orders, and ended up getting himself and several of his companions killed when he didn’t retreat when he was ordered to do so. [b]Eirik the Odious:[/b] EIRIK THE ODIOUS was a most unpleasant man in life; he was an inveterate molester, buggerer, and rapist of anyone and anything he could get his hands on. The law finally caught up with him and he was thoroughly broken on a wheel. His shattered body was mostly re-assembled by his master, though the bits he valued most had been cut away and burnt to ashes by his executioner. He makes for a bitter, angry myrkridder; he walks in a disjointed way, with many a creak and clatter, as his bones never really fused together well with the necromantic ritual. [b]The Spider:[/b] THE SPIDER was a strange experiment; his creator thought perhaps he could get more use out of a single myrkridder with a human body, four human legs, four human arms, and the head of a giant spider, and so one was assembled, with a bestial demon summoned to inhabit the corpse. [b]Audolf:[/b] AUDOLF was a noble warrior, part of a warband, though he was craven and cowardly fled from a battle that got his chieftain’s son killed. As punishment he was buried alive in a barrow; too cowardly to kill himself, he drank barrow water and ate rats and the rotting flesh of the barrow’s inhabitants until he slowly died from lack of fresh water and real food. [b]Big Bruin:[/b] BIG BRUIN was a werebear in life; as a myrkridder he is eternally cursed to be caught in the form of a half-man, half-bear, with blood-matted fur, great fangs, and terrible claw-like hands. He betrayed his clan to his necromancer master for gold and power; he just did not understand what the “power” offered by his new master meant. [b]Jigsaw:[/b] JIGSAW is stitched together from dozens of different bodies and is inhabited by a potent demon; he has a few too many fingers, a couple of odd eyeballs in strange places, and a second face in place of his genitals. [b]Wee Jack:[/b] WEE JACK was merely a child of 10 years when he was staked; what crimes he committed none know, not even his master, but the terrible smile that crosses his face when he is asked makes even hardened myrkridder shudder in fear. [b]Black Andras:[/b] BLACK ANDRAS was a midwife who amused herself by ensuring the stillborn-births of women she disliked. She was drowned in a bog for her crimes. [b]Storr the Mighty:[/b] STORR THE MIGHTY was a great outlaw chieftain in life; he now serves his master as a champion.[/spoiler] [URL=http://www.rpgnow.com/product/149434/Petty-Gods-Revised--Expanded-Edition?affiliate_id=17596]Petty Gods[/URL][spoiler] [b]Ghoul:[/b] Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred. [b]Ghast:[/b] Ghouls and ghasts are supposedly creatures of Kypselus' own hideous design and are considered particularly sacred. [b]Kahladaht:[/b] Kahladaht the Once Deified was once a great knight in the service of a god of law and virtue. During a crusade in a foreign land Kahladaht was tricked by a necromancer into slaying the avatar of his own god during an execution. Upon realizing what he had done the knight wandered into the desert. There he dwelt for forty days attempting to repent for his sin. In the end his god was unforgiving. Kahladaht, lost, now thought only of revenge. He sought the necromancer out, but in his fragile state of mind was seduced by the necromancer’s honeyed words. Kahladaht served the necromancer until he was slain in battle, after which he was brought back as a powerful undead being to serve his new master for eternity. Kahladaht, however, grew ambitious and struck his master down, claiming his keep and undead legion for himself. The undead knight spent years studying the forces of necromancy and cults related to the dread practice. In doing so he discovered some of the secrets of immortality, and indeed divinity. From a demon prince, he learned a secret which allowed him to siphon some level of power from the goddess of death. He had secretly stolen enough power to nearly become a true god, but the followers who flocked to him upon acquiring such power also attracted the unwanted attention of adventurers and would-be heroes. One of these bands was able to perform a ritual in an ancient palace known as “Where Angels Fear to Tread.” It alerted the goddess of death to Kahladaht’s scheme and he was stopped. Some of his power was taken from him at this time and he was left a broken and petty god, always ambitious and seeking more power. [b]Nyctalops:[/b] ? [b]Vampire:[/b] It is also rumored that it is Nyctalops, not Ambrogio*, who is truly the first vampire. * According to The Vampire Bible, Ambrogio was the first vampire, cursed jealously by Apollo for Selene’s affection. All those who find themself lost, both literally and figuratively, are his “children,” and he is their “father.” When the moon is bright, he stalks the fields in search of those who have gone astray and “leads” them (willingly or unwillingly) back to his home Aloas—a grotto set high in a dark cliffside. It is there he forces his children to drink his lunar wine (fermented from the blood of the moon) from a battered chalice forged of alien metal (akin to silver). Any living creature taking a sip of this wine must save vs. death or be turned into a vampire (with an additional save required for each additional sip). [b]Hedel Man:[/b] Those with the wherewithal to resist her gaze will still have to contend with Xinrael’s hedel-men entourage, a motley assortment of humanoid, rotting fruit-folk brought to un-life by the necro-vivimantic properties of her divine sputum. [b]Bogling, Bog-Standard Bogman:[/b] Bog-standard bogmen are the remains of people who died after a long struggle to get unstuck from an ignominious death in swamps or tar pits. Just as the torches of the search parties disappeared into the surrounding mire, they squeaked a last, pathetic plea for salvation and were summarily instilled with a mote of blasphemous quintessence of the god of that bog (known in some locations by the name “The Bogfather”). As years of erosion or human activity sometimes results in a situation in which a bogman becomes uncovered again, it will finally rip itself free of its prison as the first rays of moonlight touch it. A bogman desires to find living souls to take its place beneath the muck; and any humanoids it places there will rise in a similar manner the next night. [b]Bogling, Hanged Bogman:[/b] Criminals in some areas are often hanged and given over to The Bogfather (a dark, petty god of swamps and coal), or to other gods of the bog, as a form of eternal punishment. However, sometimes a soul escapes the cool reach of the bog god’s realm and returns to its body. Preserved in weird ways by the acids of the swamp waters, hanged bogmen resemble soggy mummies. [b]Gloaming:[/b] ? [b]Heartless Dead:[/b] These spirits are the remains of mortals who were subjected to ixiptla or sacrificial heart-extraction whilst alive. [b]Sepultural Wyrm Captive Spirit:[/b] Additionally, each wyrm holds 1d3 captive spirits of warriors still being digested (a process that takes decades) which they can spit forth in ectoplasmic form at will to serve them. [b]Skeletal Servitor:[/b] Skeletal servitors are created from the corpses of dead angelic servitors through a process known only to the inner circles of the gods; what is known is that an animate undead spell alone is not enough to create one. [b]Skeletal Servitor Dreambringer:[/b] ? [b]Skeletal Servitor Enflamor:[/b] ? [b]Skeletal Servitor Hunter:[/b] ? [b]Skeletal Servitor Messenger:[/b] ? [b]Skeletal Servitor Negator:[/b] ? [b]Skeletal Servitor Temple Guardian:[/b] ? [b]Tetsuizke:[/b] As she was the first head priestess chosen by Curdle herself to be the head priestess of the order, Curdle took pity on her in death. Curdle begged her father, Ywehbobbobhewy (Lord of Waters, etc., etc.) to beseech the Jale God to grant Tetskuize’s soul immortality on the godling planes. The Jale God challenged Ywehbobbobhewy to a game of Crown & Anchor, and as the game ended in a draw, the Jale God begrudgingly assented to partially fulfill the request: he made Tetskuize a lich whose phylactery (a small cheese press) is kept locked away somewhere secret on one of the godling planes. [b]Animated Fallen Warrior:[/b] [i]Animate Fallen Warrior[/i] spell. Animate Fallen Warrior Level : 5 Magic-user Range: 60' Duration : 1 turn Similar to the spell animate dead, this spell animates a number of recently deceased warriors (who died within the last turn). The number of warriors that may be animated is equal to the level of the spellcaster plus 1d6. Each animated warrior fights and saves as a 1 HD monster (with 1d8 hp). Like all undead, animated warriors are immune to sleep, charm, and hold, and they are susceptible to the effects of turning. Animated fallen warriors will remain animated until all their newly required hp are lost, or until 1 turn has passed (whichever comes first). This spell may only be used on any fallen warrior once, after which they will immediately be taken up by The Fallen One.[/spoiler] [URL=http://www.rpgnow.com/product/89888/Red-Tide-Campaign-Sourcebook-and-Sandbox-Toolkit?affiliate_id=17596]Red Tide Campaign Sourcebook[/URL][spoiler] [b]Undead:[/b] A corpse left without funerary rites leaves its owner’s soul naked to the hunger of the Hell Kings in the afterlife. Good and pious souls can hope for the intercession of the kindly gods and their protection for their wayward soul, but less noble spirits have no such guarantee. Some are too frightened to leave this world, and so linger as fearful ghosts who nurse an unthinking hatred for the living who left them unshriven. It requires either a blessed servant of the gods or a stout weapon to force them onward into the afterlife. Places where great numbers of people died without the care of priests or funerary rites often serve as nests for groups of angry, frightened undead. Due to their lack of souls elves can never become undead, but dwarves and halflings sometimes experience the same terror of the world to come. [b]Skeleton:[/b] ? [b]Animate Corpse:[/b] ? [b]Hungry Ghoul:[/b] ? [b]Restless Specter:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/145769/Silent-Legions?affiliate_id=17596]Silent Legions[/URL][spoiler] [b]Undead:[/b] The undead have a special place in the shadow world. Some seem to the product of human sins and vices, while others appear to be the consequence of magical contamination or otherworldly incursions. Some occultists theorize that the undead are actually intrusions of a different state of being from some neighboring Kelipah, an infection of a different order of life than this world supports. Others claim that they are actually the product of a parasitical outer entity that infests the corpses and minds of the wretched dead. The types given below are merely the most common varieties. Death blooms in strange abundance in the varieties of undead, and unique monstrosities are common to many investigators’ experience. [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Vampire:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/192899/Sinister-Serpents-New-Forms-of-Dragonkind?affiliate_id=17596]Sinister Serpents New Forms of Dragonkind[/URL][spoiler] [b]Skeleton:[/b] Creatures slain by the slime dragon's acid are turned into undead skeletons and shadows (so two monsters per slain victim).[/spoiler] Stonehell[spoiler] [b]Undead:[/b] In recent years, the nixthisis‘ ever-waxing power has exerted a new influence on the dungeon. Due to the sheer amount of turbulent emotions that the creature has fed upon over the decades, the nixthisis has become a powerful force of Chaos. Like a massive turbine, the nixthisis constantly generates and expels waves of chaotic energy. This energy is causing the normally immutable forces of Law to degrade within the dungeon. On Stonehell‘s lowest levels, this malignant Chaos has transformed sections of the dungeon into nightmare realms of unpredictability, with the nixthisis as their ruler. Closer to the surface, the influence of Chaos is less visible, manifesting mostly in the form of the spontaneously created undead which prowl the upper levels. For many decades, these prisoner-slaves worked away at the gold veins under the mountains. It came to pass that, as the miners dug away at a seam of gold, they uncovered a curious stele entombed in the earth. With the discovery of this ancient stone monolith, the miners unleashed a malevolent spirit back into the world, and, in an orgy of violence and blood, the miners turned on one another. Those who died in the mines rose again in new and awful undead forms. [b]Phantasm:[/b] Phantasms are the mindless, ghost-like spirits of those who died from catastrophe and are doomed to continue the actions they performed prior to their deaths. [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Bone Thing:[/b] ? [b]Crypt Shade:[/b] This undead creature is a roughly human-shaped collection of shadows, dust, rotted burial linens, bone fragments, and other sepulcher debris. Spawned from chaos and lingering hate, crypt shades feed on the fear and pain of their victims. [b]Bone Monkey:[/b] Spawned by a mixture of the magical residue in this area and the Chaotic energies of the nixthisis, these creatures are the animated skeletal remains of baboons. [b]Agony:[/b] Agonies are the undead spirits of those who were judged unworthy of receiving the Lady of Whips‘ final reward. [b]Pitman:[/b] ? [b]Ore Bones:[/b] Ore bones are indistinguishable from normal undead skeletons until observed up close. Only then are the mineral deposits that cake their exposed bones discernable. These mineral deposits, similar to those that form stalagmites and other cave formations, have seeped into the marrow of the ore bones‘ skeleton and encrust the exposed bones, making it tougher and more resistant to damage.[/spoiler] Stonehell Buried Secrets[spoiler] [b]Klydessia:[/b] So strong was her devotion and magic that she lingers on long after she should have gone on to her final reward. She has become an abide, a minor form of lich sustained by her power and the nixthisis‘ duplicitous mission. Klydessia‘s magic and devotion have prolonged her existence long beyond her natural span of years. These forces have transformed her into an abide, a rare type of undead similar to a lich. A note about Klydessia: She is an unusual abide due to the fact that she wasn‘t a true magic-user or cleric prior to her transformation. Klydessia was a witch-priestess, a special NPC class that will be detailed in a future Stonehell Dungeon Supplement. [b]Cthonic Hound:[/b] Chthonic hounds are the reanimated corpses of dogs that have been sacrificed to Chthonia Trimorphia. Infused with the deity‘s power, these zombie dogs act as guardians of sanctuaries dedicated to the goddess, Unlike most reanimated corpses, Chthonic hounds are in near-perfect condition, their bodies only marred by the sacrificial knife wounds that took their lives. The most common sacrifices to Chthonia Trimorphia are dogs, some of which the goddess reanimates to serve her devotees. [b]Abide:[/b] When a magic-user or cleric of 8th level or greater achievement possesses an abnormally powerful drive or devotion towards a specific goal, that willpower can be sufficient to overcome Death itself. Sustained by both their sheer will and mystical energies, these atypical mortals linger on past their allotted time to become undead creatures known as abides. [/spoiler] [URL=http://www.rpgnow.com/product/140450/Slumbering-Ursine-Dunes?affiliate_id=17596]Slumbering Ursine Dunes[/URL][spoiler] [b]Rusalka:[/b] ? [b]Zombastodon:[/b] Though colloquially called “zombastodons” by feckless wags who care not for life and limb, the Mammut Morbidium is a reanimated spirit-demon of the more mundane mastodon. It is said that Kostej the Deathless himself had a hand in the base sorcery that first revivificated the lifeless corpses of the wooly elephantine pack animals so very much beloved by the northern rump-states of the Hyperboreans in the long glacial age that ended their civilization.[/spoiler] The Cursed Chateau[spoiler] [b]Lord Jordain:[/b] Lord Jourdain turned to necromancy, black magic, and eventually demon worship as means to alleviate his world-weariness and boredom. He communed with elemental spirits, slew his servants and raised them from the dead, and even summoned dark beings from the netherworld, but he found no pleasure in any of these activities. Lord Jourdain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed ritual suicide in the hope that the next world might prove more interesting than the present one. Lord Jourdain’s spirit survived his death as he had hoped, but it was bound to his earthly home by a curse he could not explain. "us, he could not move on to whatever reward – or punishment – awaited him in the afterlife. Instead, he remained forever linked to his chateau. This secret room is also where Lord Jourdain committed ritual suicide, spilling his blood into a large basin that contained numerous magical herbs and chemicals. He hoped that this ritual would not only end his life but allow his spirit to roam freely through the cosmos. Unfortunately, he misunderstood the nature of the ritual he was attempting and so bound himself to the grounds of his chateau. [b]Skeleton:[/b] A result of Lord Jourdain’s intervention. An undead ooze can also expel skeletons from its body, which fight on its behalf. [b]Hervisse the Cook, Wight:[/b] ? [b]Landri the Majordomo, Spectre:[/b] ? [b]Rixende the Maid, Wraith:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] Servants of Lord Jourdain whom he tricked into cannibalism and thereby set on the path to becoming ghouls. [b]Dame Helissente, Spectre:[/b] "is locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Jourdain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Jourdain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to having forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful spirit rose as a vengeful spectre. [b]Undead Ooze:[/b] Created by Lord Jourdain through necromantic rituals. [b]Ghast:[/b] ?[/spoiler] The Cursed Chateau[spoiler] [b]Lord Jordain:[/b] Lord Jourdain turned to necromancy, black magic, and eventually demon worship as means to alleviate his world-weariness and boredom. He communed with elemental spirits, slew his servants and raised them from the dead, and even summoned dark beings from the netherworld, but he found no pleasure in any of these activities. Lord Jourdain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed ritual suicide in the hope that the next world might prove more interesting than the present one. Lord Jourdain’s spirit survived his death as he had hoped, but it was bound to his earthly home by a curse he could not explain. Thus, he could not move on to whatever reward – or punishment – awaited him in the afterlife. Instead, he remained forever linked to his chateau. This secret room is also where Lord Jourdain committed ritual suicide, spilling his blood into a large basin that contained numerous magical herbs and chemicals. He hoped that this ritual would not only end his life but allow his spirit to roam freely through the cosmos. Unfortunately, he misunderstood the nature of the ritual he was attempting and so bound himself to the grounds of his chateau. [b]Skeleton:[/b] A result of Lord Jourdain’s intervention. An undead ooze can also expel skeletons from its body, which fight on its behalf. [b]Hervisse the Cook, Wight:[/b] ? [b]Landri the Majordomo, Spectre:[/b] ? [b]Rixende the Maid, Wraith:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] Servants of Lord Jourdain whom he tricked into cannibalism and thereby set on the path to becoming ghouls. [b]Dame Helissente, Spectre:[/b] This locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Jourdain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Jourdain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to having forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful spirit rose as a vengeful spectre. [b]Undead Ooze:[/b] Created by Lord Jourdain through necromantic rituals. [b]Ghast:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/58647/Larm?affiliate_id=17596]The Village of Larm[/URL][spoiler] [b]Undead:[/b] One day the new Abbot, Erkmar, was given a strange book made of human skin and written in blood, the so-called Dark Book of Grimic. He knew he had to destroy it, so he initiated a ritual involving every single monk and cleric in the temple. They gathered in the church crypt, began chanting songs and prayers, lit magic candles and a huge fire, then threw the book on top of it. The complex ritual wasn’t necessary, as this sort of book “wants” to be destroyed (see Appendix 6). Erkmar could have destroyed it with just a candle. Still his quick actions afterwards, and the fact that he immediately sealed the temple, prevented an even greater catastrophe occurring. At first nothing happened, the book seemed to resist the fire. But suddenly, the Abbot was blinded by a roaring flame and the whole temple was engulfed in heavy black smoke that made it hard to breathe. When he was able to see and breathe again, he gasped in horror, for what he saw was too terrible for him to behold. Everyone in the temple, except for himself, had been transformed into a zombie, skeleton or other terrible form of undead. In shock, he stumbled all the way out of the temple and banged the door shut behind him, never to return again. All the undead in this temple were transformed by The Dark Book of Grimic about 30 years ago. [b]Skeleton:[/b] Like all the monks and clerics in the temple, these acolytes were transformed into undead when the Dark Book of Grimic was destroyed 30 years ago. Dark Book of Gimric. [b]Zombie:[/b] Dark Book of Gimric. [b]Ghoul:[/b] Dark Book of Gimric. [b]Wight:[/b] Dark Book of Gimric. [b]Wraith:[/b] Dark Book of Gimric. The Dark Book of Grimic This strange book, made of human skin and written in blood, is a powerful tool of the chaotic god Grimic, “the Slaughterer”. It is written in the goblin tongue. Every worshipper of Grimic who reads this book, which takes 1d4 days, can add 1 point to his strength score and 1 point to his wisdom score. The true purpose of the book is only fulfilled when lawful beings try to destroy it. The book can only be destroyed by fire, but the moment the pages catch alight, black smoke will erupt from the book, turning every living thing within its cloud into an undead thing of comparable hit points (e.g. level 1 persons are transformed into skeletons, level 2 beings become zombies, those of level 3 will become wights, level 4 – wraiths, level 5 - mummies, level 6 - spectres, and those of level 7 or higher will become vampires). The sole purpose of these undead beings is to destroy all living things in the immediate surroundings, which gives them a morale of 12.[/spoiler] [URL=http://www.rpgnow.com/product/202900/Theorems--Thaumaturgy-Revised-Edition-No-Art?affiliate_id=17596]Theorems & Thaumaturgy Revised Edition[/URL][spoiler] [b]Leprous Dead:[/b] In melee, the leprous dead attack with their fists. Each successful hit carries with it the risk of leprosy infection. The target must save versus poison, with a +3 bonus, or contract the disease. Infected victims suffer a loss of 2 points of CHA per month, dying when CHA reaches 0. Those who die from the disease will themselves become leprous dead. [b]Undead[/b] [i]Curse of Undeath[/i] spell. [i]Death Geas[/i] spell. [i]Raise Dead Lesser[/i] spell. [i]Summon Necromantic Familiar[/i] spell. [i]Steal Life Force[/i] spell. Death Ward Ring magic item. [b]Wraith:[/b] [i]Guardian Spirit[/i] spell. [b]Wight:[/b] [i]Reinstate Spirit[/i] spell. [b]Skeleton:[/b] [i]Skeletal Army[/i] spell. [i]Skeletal Servitor[/i] spell. Skeleton Teeth magic item. [b]Zombie:[/b] [i]Zombie Servitor[/i] spell. Curse of Undeath 6th level [Enchantment, Necromancy] Duration: Permanent Range: 30’ The necromancer places a curse on a single target in range, declaring that their fate upon death is to rise again as undead. The target may make a saving throw versus spells to resist. If the save fails, the victim’s soul is forfeit and the doom is inevitable. It may only be dispelled by remove curse or limited wish. The exact form of undead which the victim becomes depends on the victim’s level or Hit Dice and is determined by the Labyrinth Lord. Death Geas 7th level [Charm, Necromancy] Duration: See below Range: 30’ Similar to the cleric spell quest, this spell compels the target to undertake a quest determined by the caster. The death geas functions identically to the quest spell, save for one addition: if the victim dies while performing the quest, he or she will rise as undead and not rest until the quest is fulfilled. The type of undead the victim rises as depends on the victim’s level or Hit Dice and should be determined by the Labyrinth Lord. Guardian Spirit 5th level [Necromancy, Summoning] Duration: 1 day per level Range: 0 Casting Time: 2 hours Cost: 250gp (dust of skulls and black opal) The necromancer summons a lost soul from the underworld and tasks it to guard the location where this spell is cast. Once summoned, the spirit lies dormant and invisible in the locale to be protected, but will manifest when any living being enters the area. When casting the spell, the necromancer must choose from the following options: • The spirit manifests as a wraith and attempts to fight off intruders. • The spirit manifests in the necromancer’s current location, warning of the intrusion. • The spirit manifests as a chilling fog, having the same effects as the fog cloud spell, but additionally causing 1hp of cold damage per round. The guardian spirit will only manifest once, after which the spirit is released from its task. The summoning and binding of the guardian spirit takes the form of a two hour ritual and requires three humanoid skulls and a black opal worth 250gp. These components are ground into a fine dust which must be sprinkled throughout the area as the spell is cast. Raise Dead, Lesser 4th level [Necromancy] Duration: Permanent Range: 120’ Similar to the clerical spell raise dead, this spell enables the necromancer to bring the dead back to life. However, unlike the true raise dead, this spell lacks the power to permanently reunite spirit and flesh. The raised creature suffers the fortnight of weakness, as described in raise dead, and may then act as normal for one day per level of the caster. Once this grace period has passed, the resurrected spirit becomes restless and the body begins to weaken, spiralling toward a second, inevitable death. The subject must roll each day on the following table, with a cumulative +3% modifier per day. Raise dead, lesser, daily effects d% Result 01–24 Lose 1d4 hit points. 25–34 Lose one point of CON. 35–44 Lose one point of DEX. 45–54 Lose one point of STR. 55–59 Fingers, teeth, or hair start rotting away or falling out. CHA reduced by one. 60–64 A limb dies and drops off. 65–69 Lose one experience level. 70–73 Overcome with murderous lust. 74–78 Overwhelmed with sorrow. 79–83 Lose the will to eat—starvation begins unless force-fed. 84–87 Can only gain sustenance through cannibalism. 88–91 Become semi-corporeal—AC improves by 2 points, but unable to manipulate fine objects. 92–94 Become fully incorporeal—can only be harmed by magical weapons, but cannot affect the physical world in any way. 95–99 Become undead (the Labyrinth Lord decides which type). 00+ Death. Reinstate Spirit 9th level [Necromancy, Summoning] Duration: Permanent Range: Unlimited Casting Time: 1 hour With this ritual, the necromancer may summon the spirit of a deceased being whose name is known and to cause it to be reinstated into a corpse which is in the caster’s presence. The spirits of long-deceased beings dwell in the more distant realms of death and are less easily tempted back to life—as the necromancer increases in experience, he may successfully send his summons to spirits of ever more advanced age, as shown in the table below. Reinstated in the new body, the spirit becomes an undead creature equivalent to a wight. It does, however, retain its personality and all knowledge of its life (and beyond). The newly undead creature is not necessarily in any way favourably disposed towards the caster and may, indeed, resent being forcibly brought into a state of undeath. Powerful spirits may, at the Labyrinth Lord’s discretion, be allowed a saving throw versus spells to resist being reinstated. The casting of this spell to revive the spirits of the long-dead is extremely taxing on the necromancer’s sanity. When reinstating a spirit which has been deceased for 70 years or more, the caster must make a saving throw versus spells or permanently lose one point of WIS. For spirits of 140 years or older, the save at a -2 penalty and, for those of 1,000 years or older, a -4 penalty applies. Reinstate spirit, maximum age of spirit Caster Level Time Deceased 17 7 years 18 70 years 19 140 years 20 1,000 years 21+ Unlimited Skeletal Army 8th level [Necromancy] Duration: 1 hour per level Range: 120’ Cast in a graveyard or at the site of a battle, this spell causes up to 1d6 HD of skeletons per level of the caster to reanimate and rise up from the earth, ready to do the caster’s bidding. The skeletal legion are equipped with whatever weapons and arms they were buried with. When the duration ends, the raised skeletons and their weaponry crumble to dust. Skeletal Servitor 1st level [Necromancy] Duration: 6 turns, +1 turn per level Range: Touch A single humanoid skeleton is reanimated under the caster’s control for the duration of this spell. Apart from the short duration and the limitation of a single skeleton, it functions in the same way as animate dead. Steal Life Force 9th level [Necromancy] Duration: Permanent Range: Touch An energetic conduit is opened between the necromancer and another sentient, living being. The subject must save versus death or be aged 1d10 years. If the subject is aged beyond his natural life-span, it dies. The energy drained from the victim is channelled into the necromancer, who is rejuvenated by an equal number of years (restoring him to a state of at most young adulthood). Some evil necromancers make use of this spell to indefinitely extend their life-span by stealing the lives of victims. Each time this spell is used, there is a 1 in 6 chance that the caster will permanently lose one point of CON. When the number of CON points lost equals the necromancer’s original CON ability score, he enters an undead state. Summon Necromantic Familiar 1st level [Necromancy, Summoning] Duration: See description of magic-user spell Range: 10’ per level Casting Time: 1-24 hours Cost: 100gp (rare herbs) This spell works in a similar way to the magic-user spell summon familiar, but with the following differences: • The reanimated corpse of a creature from the normal familiars list may respond to the spell—an undead cat or raven, for example. • Necromancers casting this spell may also summon gruesome creatures such as an unnaturally large spider or centipede. • The probability of a special familiar remains at 5%, but only an imp or quasit will respond to this spell. Zombie Servitor 2nd level [Necromancy] Duration: 6 turns, +1 turn per level Range: Touch This spell causes a single humanoid corpse to reanimate as a zombie under the necromancer’s control for the duration. Apart from the short duration and the limitation of a single zombie, it functions in the same way as animate dead. Death Ward Ring This ring grants the wearer the ability to cheat death a limited number of times—it typically has 1d4 charges when found. When the wearer of the ring reaches 0 or lower hit points, a charge of the ring is automatically expended. Each time a charge is used, the Labyrinth Lord should roll on the following table to determine the effect. Death ward ring, effects of usage d10 Effect 1–5 Wearer revived to 1hp. 6 Wearer revived to 1hp but permanently loses 1 point of CON or WIS. 7 Wearer revived to 1hp but becomes resistant to raise dead, which has a 50% chance of failure the next time it is cast. 8 Wearer revived to 1hp but unconscious for 2d4 days. 9 Wearer does not suffer the damage which would have caused death; it is instead reflected to its source. 10 Wearer becomes undead (perhaps a ghoul, wight, or zombie). Skeleton Teeth These enchanted teeth are usually found as a set of 2d6, either laced onto a necklace or kept in a pouch. The teeth are typically human, but may be of any species. When a tooth is taken and thrown onto the ground, an animated skeleton bearing a sword springs up immediately. If the person throwing the tooth is a necromancer, he can command the skeleton to do his bidding. Characters of other classes have a 75% chance of being able to command the conjured skeleton; otherwise the creature will turn and attack the one who summoned it. The skeletons and their swords crumble to dust after 6 turns.[/spoiler] [URL=http://www.rpgnow.com/product/110741/Vampires-of-the-Olden-Lands?affiliate_id=17596]Vampires of the Olden Lands[/URL][spoiler] [b]Bhabaphir, Granny Soul-Sucker:[/b] Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed. [b]Ekimmu, Spirit Vampire, Vampire Lord:[/b] They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos. Strighoiphirs who have ascended beyond their physical bodies. If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. [b]Spectre:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. [b]Lhamira, Vampire-Witch:[/b] A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. [b]Lhamphir, Plague Bearer:[/b] The lhamphir arises on rare occasions from those who were slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him. If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. [b]Mhoroiphir, Living Vampire:[/b] Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others: Dying without being consecrated to the God of Law; Committing suicide; Practicing sorcery, black witchcraft, or eldritch wizardry in life; Having a spell-caster’s familiar jump on your corpse before you are buried; Eating the flesh of an animal killed by a vampire; Being slain by a lycanthrope; Death by murder un-avenged; Dying while cursed by a sorcerer or witch. If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.[b]:[/b] A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. [b]Strighoiphir, Dead Vampire:[/b] A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. [b]Szalbaphir, Vampire Gamin:[/b] Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. [b]Wraith:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. [b]Ghast:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. [b]Ghoul:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. [b]Zombie:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. [b]Wraith:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. [b]Ghast:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. [b]Ghoul:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. [b]Zombie:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.[/spoiler] [URL=http://www.rpgnow.com/product/119688/Westwater-RPG-No-art-version?affiliate_id=17596]Westwater[/URL][spoiler] [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Skeleton:[/b] Skeletons are those animated skeletal remains of humanoid (most often but not always) creatures. [b]Specter:[/b] ? [b]Vampire:[/b] ? [b]Wraith:[/b] Wraiths are undead creatures, spirits of those who have died violently. Creatures slain by a wraith will raise as a wraith themselves in 1d4 days. [b]Wight:[/b] Any creature drained to level 0 will die and become a wight themselves in 1d4 days. [b]Zombie:[/b] Zombies are mindless undead creatures, being the animated remains of humanoids (mostly).[/spoiler] [URL=http://www.rpgnow.com/product/82053/Wrack--Rune?affiliate_id=17596]Wrack & Rune[/URL][spoiler] [b]Ghost:[/b] Before Nacor returned to claim the booty, he died at sea.[/spoiler] [URL=http://www.rpgnow.com/product/144820/YoonSuin?affiliate_id=17596]Yoon-Suin[/URL][spoiler] [b]Undead Amphisbaenid:[/b] These amphisbaenids sometimes, for reasons unknown, are able to extend their life beyond death and live an immortal existence in the deep forests of Láhág. [b]Chokgyur, Who Has Seen the Afterlife:[/b] [b]Chokgyur Worshipper:[/b] Undead monks who he drained the life from and took with him when he left the Walung monastery. [b]Sokushinbutsu:[/b] ?[/spoiler] [/spoiler] Lamentations of the Flame Princess[spoiler] [URL=http://www.rpgnow.com/product/115059/LotFP-Rules--Magic-Free-Version?affiliate_id=17596]Lamentation of the Flame Princess[/URL][spoiler] [b]Undead:[/b] [i]Animate Dead[/i] spell. [i]Animate Dead Monsters[/i] spell. [i]Summon[/i] spell entity's Victims Rise as Undead power. Animate Dead Magic-User Level 5 Duration: Instantaneous Range: 10' This spell energizes the faint memories of life that cling to the corpses and skeletons of people, allowing them to move and act in a gross mockery of their former existence. Because the entities inhabiting these bodies are chosen by the caster, these undead are under his total control. However, the faint memories of life retained by the corpse or skeleton constantly struggles with the invader introduced by the caster, a conflict that drives the host corpse or skeleton to destructive urges. The animated dead will always interpret any instructions in the most violent and destructive manner possible. They will also prefer to attack those that they knew in life, no matter their former relationship with the person in question. The bodies remain animated until they are destroyed. For each level of the caster, he creates 1 Hit Die, the total of which is then used to determine the Hit Dice of the undead and any special abilities. One or two Hit Dice must be assigned to each undead as the caster desires. This is each undead’s Hit Dice for the purposes of its Hit Points, saving throws, and to hit rolls. If the undead is to have special abilities, each increases the Hit Dice “cost” by one (except energy drain, which increases it by two). Adding special abilities does not increase the actual Hit Dice of the undead. Only mindless undead are created by this spell, and they must be commanded verbally. Animate Dead Monsters Magic-User Level 6 Duration: Instantaneous Range: 10' This spell energizes the faint memories of life that cling to the corpses and skeletons of creatures, animating them to a mocking caricature of their living selves. Each creature’s intellect and willpower is no longer present, allowing these undead to be under the total control of the caster. However, the faint memories of life retained by the corpse or skeleton constantly struggles with the invader introduced by the caster, a conflict that drives the host corpse or skeleton to destructive urges. They will always interpret any instructions in the most violent and destructive manner possible. The bodies remain animated until they are destroyed. For each level of the caster, he creates 1 Hit Die, the total of which is then used to determine the Hit Dice of the undead and any special abilities. One or two Hit Dice must be assigned to each undead as the caster desires. This is each undead’s Hit Dice for the purposes of its Hit Points, saving throws, and to hit rolls. If the undead is to have special abilities, each increases the Hit Dice “cost” by one (except energy drain, which increases it by two). Adding special abilities does not increase the actual Hit Dice of the undead. Only mindless undead are created by this spell, and they must be commanded verbally. Summon Magic-User Level 1 Duration: See Below Range: 10' Magic fundamentally works by ripping a hole in the fabric of space and time and pulling out energy that interacts with and warps our reality. Various mages have managed to consistently capture specific energy in exact amounts to produce replicable results: Spells. The Summon spell opens the rift between the worlds a little bit more and forces an inhabitant From Beyond into our world to do the Magic-User's bidding. What exactly comes through the tear, and whether or not it will do what the summoner wishes, is wholly unpredictable. Once the Summon spell is cast, there are a number of steps to resolve: The caster chooses the intended Power of the ¶¶Summoned Entity The caster makes a saving throw versus Magic ¶¶ Determine the Entity’s Form ¶¶ Determine the Entity’s Powers ¶¶ Resolve the Domination Roll ¶¶ Step One The caster must decide how powerful a creature— expressed in terms of Hit Dice—he will attempt to summon. This cannot be more than two times the caster's level, but this effective level for this purpose can be modified by Thaumaturgic Circles and Sacrifices—see below. Step Two The caster must make a saving throw versus Magic. Failing this saving throw means a more powerful creature than anticipated might come through the tear in the fabric of reality, which can have dire consequences for all present. Step Three The creature's form and powers will be randomly determined on the following tables, with different results altering the creature's basic stats. Those default stats are: AC 12, 1 attack for 1d6 damage, Move 120' (ground), ML 10. To determine the creature’s basic form, roll 1d12 if the original casting save was made, 1d20 if it was not. Form 1–2 1 Amoeba 2 Balloon 3 Blood (immune to norm. attacks) 3–4 1 Brain 2 Canine (Move 180') 3 Crab (2 attacks, +2 AC) 5–6 1 Crystal (+4 AC) 2 Excrement 3 Eyeball 7–8 1 Frog (leap 150') 2 Fungus (Move 60') 3 Insectoid (+2 AC) 9–10 1 Organic Rot (causes disease on a hit) 2 Polyhedral 3 Seaweed 11–12 1 Slime (Move 60') 2 Snake (50% poison, 50% constriction) 3 Squid 13–19 1 Anti-Matter (HDd6 explosion on every contact) 2 Dream-Matter (all touched become Confused) 3 Flowing Colors 4 Fog (immune to normal attacks) 5 Lightning (Move 240', immune to normal attacks, 1d8 damage touch, touching it with metal does 1d8 damage) 6 Orb of Light (immune to normal attacks) 7 Pure Energy (immune to normal attacks, touch does 1d8 damage) 8 Shadow 9 Smoke (immune to normal attacks, Move 240', suffocation attack) 10 Wind (immune to normal attacks, Move 240') 20* 1 Collective Unconscious Desire for Suicide 2 Disruption of the Universal Order 3 Fear of a Blackened Planet 4 Imaginary Equation, Incorrect yet True 5 Lament of a Mother for her Dead Child 6 Lust of a Betrayed Lover 7 Memories of Pre-Conception 8 Regret for Unchosen Possibilities 9 Space Between the Ticks of a Clock 10 World Under Water *If an Abstract Form is rolled, ignore the rest of the steps and go straight to the particular Abstract Form description below. Each basic form that is not from the Abstract Forms category will have a number of additional features. The base Hit Dice of the creature that the caster wished to summon determines the die type used to determine additional features as follows: Hit Dice ie Type 0 (1d6 hp) 1d2 1 1d4 2 - 4 1d6 5 - 7 1d8 8 - 10 1d10 11 - 13 1d12 14 + 1d20 Roll the indicated die type… This is the Base Number. Roll that die again. If the new roll is less than the Base Number, then roll an appendage on the following table. Roll again and keep adding appendages until a new roll greater than, or equal to, the previous roll is made. Appendages Adjective Noun 1 1 Adhesive Antennae 2 Beautiful Arms 3 Bestial Branches 4 Chiming Claws 5 Crystalline Eggs/Seeds 6 Dead Eyes/Great Eye 2 1 Dripping Face 2 Fanged Feathers 3 Flaming Fins 4 Furred Flowers 5 Gigantic Foliage 6 Glowing Fronds 3 1 Gossamer Genitals 2 Gushing Horn 3 Humming Legs 4 Icy Lumps 5 Immaterial Machine 6 Incomplete Maggots 4 1 Malformed Mandibles 2 Necrotic Mouths/Great Maw 3 Negative Oil 4 Neon Proboscis 5 Numerous Pseudopods 6 Petrified Scales 5 1 Prehensile Shell 2 Pungent Sores 3 Reflective Spine 4 Rubbery Stinger 5 Running Stripes 6 Skeletal Suction Pods 6 1 Slimy Tail 2 Smoking Teats 3 Stalked Teeth 4 Thorned Tentacles 5 Throbbing Wings 6 Transparent Wrapping Step Four To determine the number of powers that a creature has, use the base Hit Dice of the creature that the caster wished to summon to determine which die type to use according to the following table: Hit Dice ie Type 0 (1d6 hp) 1d2 1 1d4 2–4 1d6 5–7 1d8 8–10 1d10 11–13 1d12 14+ 1d20 Roll the indicated die type… This is the Base Number. Roll that die again. If the initial saving throw in Step Two was successful, the entity has a special power if the second roll is less than the Base Number. Roll again and keep adding special powers until a new roll greater than, or equal to, the previous roll is made. However, if the initial saving throw was failed, a new power is gained on a roll less than, or equal to, the Base Number, so the creature will have a greater chance to have more powers than if the casting was more controlled. If a 1 is rolled, however, no further rolls can be made. The possible powers of a summoned entity can be randomly determined on the following table. Reroll any duplicate results. 1. AC +2d6 2. AC +1d10 3. AC +1d12 4. AC +1d12, immune to normal weapons 5. AC +1d20 6. AC +1d4 7. AC +1d6 8. AC +1d6, immune to normal weapons 9. AC +1d8 10. AC +1d8, immune to normal weapons 11. Animate Dead (at will) 12. Blurred (always on, first attack against creature always misses, otherwise +2 AC) 13. Bonus Attack (if initial attack hits, opportunity for another attack) 14. Bonus Damage on Great Hit (does one greater die damage if hits by 5 or more, or rolls a natural 20) 15. Chaos (at will, one at a time) 16. Cloudkill (at will, one at a time) 17. Cold Attack (ranged, HDd6 damage) 18. Confusion (on a successful hit) 19. Continuing Damage (after a hit, victim takes one die less damage each Round until creature leaves or is killed) 20. Damage Sphere (all within 15' take 1d6 damage per Round) 21. Darkness (at will, one at a time) 22. Detect Invisibility (always on) 23. Drain Ability Score (on a successful hit) 24. Duo-Dimension (always on, but does not take extra damage) 25. Electrical Attack (ranged, HDd6 damage) 26. Energy Drain (on a successful hit) 27. ESP (always on) 28. Explosion 29. Feeblemind (on a successful hit) 30. Fire Attack (ranged, HDd6 damage) 31. Gaseous Form (at will) 32. Globe of Invulnerability (always on self) 33. Grapple (+5 to rolls involving grappling) 34. Haste (always on self) 35. Immune to Cold 36. Immune to Electricity 37. Immune to Fire 38. Immune to Magic 39. Immune to Metal 40. Immune to Normal Weapons 41. Immune to Physical Attacks 42. Immune to Wood 43. Impregnates (victims hit must save versus Poison or carry a thing) 44. Incendiary Cloud (at will, one at a time) 45. Lost Dweomer 46. Magic Drain (on a successful hit) 47. Maze (on a successful hit) 48. Memory Wipe (on a successful hit, but no other damage) 49. Mimicry (can duplicate sounds and voices it has heard) 50. Mind Control (at will, one at a time) 51. Mirror Image (always on) 52. Move Earth (at will) 53. Multiple Attacks (additional 1d3 attacks) 54. Paralysis (on a successful hit) 55. Pernicious Wounds (do not naturally heal) 56. Phantasmal Force (at will, one at a time) 57. Phantasmal Psychedelia (at will, one at a time) 58. Phantasmal Supergoria (at will, one at a time) 59. Phasing (can move through solid objects) 60. Plant Death (all vegetation dies within 10' x HD) 61. Poison (on a successful hit) 62. Polymorph Other (on a successful hit) 63. Prismatic Sphere (at will) 64. Prismatic Spray (at will) 65. Prismatic Wall (at will, one at a time) 66. Psionic Attack (auto-hit, 1d6 damage) 67. Psionic Scream (auto hit in 30' radius area, 1d6 damage + victims must save versus Magic or be Slowed) 68. Radiation Attack 69. Radioactive 70. Ranged Attack 71. Regenerate (regains 1d3 hp a Round) 72. Reverse Gravity (at will, one at a time) 73. Silence (always on in 15' area) 74. Slow (once every ten Rounds) 75. Spell Turning (always on) 76. Spellcasting (as Magic-User of 2d6 levels – random spells) 77. Spore Cloud (all in area must save versus Poison or become infested) 78. Stinking Cloud (continuous around creature) 79. Stone Shape (at will) 80. Summon (as per this spell, no miscast, creatures under control of this creature, not original caster) 81. Swallow Whole (on a natural 20 or hitting by 10 or more) 82. Symbol (one type, randomly determined, at will) 83. Telekinesis (at will) 84. Teleportation (at will) 85. Time Stop 86. Transmute Flesh to Stone (on successful hit) 87. Transmute Rock to Mud (at will) 88. Valuable Innards (worth 500 sp × HD) 89. Ventriloquism (at will) 90. Victims Rise as Undead 91. Vulnerable to Cold (takes +1 damage per die) 92. Vulnerable to Cold Iron (takes +1 damage per die) 93. Vulnerable to Electricity (takes +1 damage per die) 94. Vulnerable to Fire (takes +1 damage per die) 95. Vulnerable to Metal (takes +1 damage per die) 96. Vulnerable to Physical Attacks (takes +1 damage per die) 97. Vulnerable to Silver (takes +1 damage per die) 98. Vulnerable to Wood (takes +1 damage per die) 99. Wall of Fire (at will, one at a time) 100. Web (at will, one at a time) Step Five The Domination roll requires two 1d20 rolls, one on behalf of the caster, the other on behalf of the summoned entity. The caster's level, Thaumaturgic Circle Modifiers, and Sacrifice modifiers are added to his roll. The creature's Hit Dice is added to its roll, and it also receives +1 to the roll for every Power it has. Domination Roll Results If the Magic-User wins, the margin of victory determines how many d10s to roll to determine how many Rounds the creature will be under the caster's control. The caster must concentrate on controlling the creature for this period of time, and if the caster's concentration is broken (by being damaged, or casting another spell, for instance), there must be another Domination roll to determine if the creature will remain under control (this second roll can only confirm the original term of control, not extend it, and at most the creature can only win a basic victory in this second contest). The creature returns to its dimension when this time ends. If the Magic-User wins by a Great Margin (equal to, or greater than, 5 + creature’s Hit Dice + the number of its Powers), the caster can demand a longer service from the creature without needing to consciously direct it. The details of this service must be communicated in a clear and succinct manner. If the caster wins by a margin of 19 or more (or double a Great Margin), the creature is bound permanently in our world, and under the complete control of the caster, with no direct concentration required to maintain this control. If the creature wins the Domination roll, it will simply lash out, attempting to kill and maim all living creatures while it is stable in this reality (a number of Rounds equal to d10 × the margin it won the Domination contest, minimum number of Rounds equal to its Hit Dice). If the creature wins by a Great Margin (equal to, or greater than, 5 + Magic-User's Hit Dice + Sacrifice + Thaumaturgic Circle modifiers), the caster is completely at the mercy of the creature, mind, body, and soul. Roll 1d6 and consult the Dominating Creature table below to determine what happens. If the creature wins the roll by 19 or more (or double a Great Margin), it must make a 1d20 roll. On a 1–19 it is empowered by energy from its own dimension and multiplies its Hit Dice by 1d4+1. Re-roll its powers using its new Hit Dice as a base. It will then go on a killing rampage. If this extra roll is a 20, the barrier between realities is sundered, and innumerable monstrosities begin dropping through. Hundreds of them will come through in the first hour, then about a hundred a day for the next week, then just a few each day. All will be hostile, as their passage to this world is accidental and our reality will be unfamiliar and unpleasant to their sensibilities. If the domination roll is a tie, then roll again, but this time, the caster uses a d12 instead of a d20, and Thaumaturgic and Sacrifice modifiers do not apply. Dominating Creature 1. The creature retreats to its own reality, bringing the caster back with it. The caster's physical body is destroyed, but his mental essence exists forever in misery. 2. The creature's presence in this universe is stable and it will not be drawn back to its world. The caster's will is replaced with that of the creature, and the character becomes an NPC. If the creature and the Magic-User together have the strength to destroy everyone and everything in their immediate surroundings, they will do so. If there is doubt about their ability to accomplish this, the creature and caster will retreat and begin their long-range campaign to bring about Hell on Earth. 3. The creature holds the rift open longer than it was supposed to be; 1d10 more creatures with Hit Dice ranging from 1 to the summoned creature's Hit Dice, flood into the physical world. They will attempt to slay and consume every living thing. 4. The creature and the Magic-User merge to form one being. It can switch between the two physical forms at will, and in either form possesses all the powers of both beings. The creature is in control. 5. The creature explodes on contact with our universe, disrupting all sense of self and identity. All human or human-like characters within 120' are randomly switched into new bodies, with the levels and class abilities of the new body (all bodies must change, even if a random roll puts a character back in their original body). Characters retain their previous Charisma, Intelligence, and Wisdom, and take on the Constitution, Dexterity, Strength, Class, Level, and Hit Points of the new body. All present are now Chaotic in alignment, and any Clerics lose their Cleric spells. 6. The creature is not at all interested in being in “reality,” nor does it care about anyone present. It is however supremely vexed at being called through the veil by a piece of meat. It will take one of the caster's comrades as compensation. The caster must choose one of his fellow player characters, and then that character will simply cease to be. If the caster delays, or chooses anyone else than a player character, then all the player characters in the area will be winked out of existence… and the caster will be left alone. Thaumaturgic Circles and Sacrifices Using Thaumaturgic Circles and offering Sacrifice while casting the spell makes the portal between worlds more interesting, attracting greater creatures to the summoning point and so allowing them to be summoned. It also numbs the consciousness of these creatures, such as it is, allowing a Magic-User to more easily control greater creatures. Each full 2 Hit Dice of sacrifices gives the caster a +1 bonus to the Domination roll, or 1 Hit Die for a +1 bonus if the sacrifice is the same race as the caster. To count as a sacrifice, the victim must be helpless at the time of the slaying and purposefully slain for just this purpose. Combat deaths do not count. Thaumaturgic Circles are magical diagrams (or mathematical equations which are nonsense in our world, but important in some other) used to focus magical energy and give the caster greater control over his summoning. The diagrams are not enough, though. The materials used to draw and decorate the circles are crucial to communicating their information to the summoned creatures. 500 sp worth of materials is required to invest in a circle for every +1 bonus to the caster's Domination roll, and this is consumed with every casting. [/spoiler] [URL=http://www.rpgnow.com/product/148012/LotFP-Referee-Book-old-Grindhouse-Edition?affiliate_id=17596]Lamentations of the Flame Princess Grindhouse Edition Referee Book[/URL][spoiler] [b]Undead:[/b] Certain undead are so infested with disease that they slowly kill those they damage. Those damaged by such undead must make a saving throw or turn into the same type of undead within a set period of time. [b]Vampire:[/b] Vampires may create other vampires. Any charachter drained to 0 Constitution by a vampire over multiple sessions – not through a total drain – will rise at sunset d6+1 days later as a vampire with one hit point.[/spoiler] [URL=http://www.rpgnow.com/product/141032/A-Red--Pleasant-Land?affiliate_id=17596]A Red and Pleasant Land[/URL][spoiler] [b]Vampire:[/b] If a vampire successfully slays a victim through energy drain, the victim will become a vampire of the same type of the lowest rank (pawn or ace). [b]Voivodjan Vampire:[/b] ? [b]Nephilidian Vampire:[/b] ? [b]Colorless Bishop, Nephilidian Vampire:[/b] ? [b]Colorless Knight, Nephilidian Vampire:[/b] ? [b]Colorless Pawn, Nephilidian Vampire:[/b] ? [b]Colorless Queen, Nephilidian Vampire, Nyvyan:[/b] ? [b]Colorless Rook, Nephilidian Vampire:[/b] Colorless Rooks are made from the remains of dead Pale Rooks: first the corpse is sat on a throne and enmeshed in a kind of rolling frame pulled by horses. Then the top of the Rook’s head is sawn off like the lid off a pot and the head is filled with sea water nearly to the rim. If a vampire then sits floating in the head, the Colorless Rook comes to life, and can act as a powerful battle oracle or magical battery. [b]Decapitated Lord, Voivodjan Vampire:[/b] ? [b]Elizabeth Bathyscape, Heart Queen, Voivodjan Vampire:[/b] ? [b]Pale Horse:[/b] If a Stalking Horse is slain, a Pale Horse—a kind of horse-headed ghoul— will burst forth and simultaneously attack all nonvampires within 7’, attempting to strangle them with the slain horse’s entrails at +6 to hit for 2d10hp. This happens as soon as the Stalking Horse dies (no initiative roll) and the Pale Horse then dies immediately after the attack, regardless of its outcome. [b]Nadasdy, King of Hearts, Voivodjan Vampire:[/b] ? [b]Knave of Hearts, Voivodjan Vampire:[/b] ? [b]Order of Clubs, Voivodjan Vampire:[/b] ? [b]Order of Diamonds, Voivodjan Vampire:[/b] ? [b]Order of Hearts, Voivodjan Vampire:[/b] ? [b]Order of Spades, Voivodjan Vampire:[/b] ? [b]Pale Bishop, Voivodjan Vampire:[/b] ? [b]Artorius, Pale King, Voivodjan Vampire:[/b] ? [b]Pale Knight, Voivodjan Vampire:[/b] ? [b]Pale Pawn, Voivodjan Vampire:[/b] ? [b]Red Bishop, Voivodjan Vampire:[/b] ? [b]Red Bride, Voivodjan Vampire:[/b] ? [b]Vlad Vortigen, Red King, Voivodjan Vampire:[/b] ? [b]Red Knight, Voivodjan Vampire:[/b] ? [b]Red Pawn, Voivodjan Vampire:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/97686/Carcosa?affiliate_id=17596]Carcosa[/URL][spoiler] [b]Mummy:[/b] Mummies are sorcerous devotees of Nyarlathotep entombed beneath the ground in various places, most notably beneath the vast Radioactive Desert. The mummies of the world of Carcosa are not mindless, shambling things wrapped in bandages! Rather, they are dead Sorcerers (of any level) whose services to Nyarlathotep have earned them the state of being undead. [b]Mummy Brain:[/b] As millennia pass, the dry bodies of mummies gradually crumble to dust. Usually the living brains of mummies rot away upon the dissolution of a mummy’s body. But a few of the brains of mummies who are of 8th or higher level and have an 18 intelligence score continue to think and exist. [b]Unquiet Worms:[/b] The nethermost caverns are not for the fathoming of eyes that see; for their marvels are strange and terrific. Cursed the ground where dead thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth’s pores ought to suffice, and things have learnt to walk that ought to crawl. Sometimes the worms that feed on a dead Sorcerer’s brain will assimilate the Sorcerer’s memories and sorcerous and psionic powers. Such worms swell to thrice their normal size and assemble in a horrid, vaguely humanoid shape that walks as a man.[/spoiler] [URL=http://www.rpgnow.com/product/63592/Death-Frost-Doom?affiliate_id=17596]Death Frost Doom[/URL][spoiler] [b]Risen Dead:[/b] Grimoire of Walking Flesh. This text, written in the Duvan’Ku language, allows the creation of a flesh golem. It requires the parts of 10d4 fresh bodies, takes two weeks time as the parts are assembled, and then requires a strong electrical charge (a lightning bolt will do) to activate the body. There is no monetary cost to making the golem with this book, and an unlimited amount may be made. When the golem activates, the mutilated remains of the bodies used for parts will rise and seek to destroy the creator of the golem. The golem will not fight these undead. The risen dead will be 2 Hit Dice 50% of the time, 2 Hit Dice and able to paralyze 40% of the time, and 4 Hit Dice and able to drain levels 10% of the time (check each creature individually). If the bodies have been utterly destroyed, then the creatures will be incorporeal, and 4 Hit Dice and energy draining (75%) or 7 Hit Dice and double energy-draining (25%). Anyone using the book will of course not know about the vengeful dead until it’s rather obvious. [b]Ghoul:[/b] ? [b]Undead Creature:[/b] ? [b]Sarcophogus Corpse:[/b] ? [b]Altar Corpse:[/b] ? [b]Disembodied Ghost:[/b] ? [b]Mummy:[/b] ? [b]Hideous Undead Thing:[/b] ? [b]General Overlord Cyris Maximus, Vampire:[/b] ? [b]Child Corpse:[/b] ? [b]Commoner Corpse:[/b] ? [b]Priest Corpse:[/b] ? [b]Warrior Corpse:[/b] ? [b]Above-Ground Corpse:[/b] ? [b]The Sleepless Queen:[/b] This woman in life was a streetwalker who was kidnapped, murdered, and corrupted into this form specifically as bait to lure greedy people to their deaths.[/spoiler] [URL=http://www.rpgnow.com/product/104807/Death-Love-Doom?affiliate_id=17596]Death Love Doom[/URL][spoiler] [b]Restless Dead:[/b] If the child is touched, the clock will begin to spin backwards at great speed, and all corpses on the grounds will rise. The clock will then stop, and the undead will converge on this point. [b]Animated Fetus:[/b] Then her husband gave her this gift which brought a demon, and it told her that she was not her husband’s deepest love. The look on Erasmus’ face told her it was true. As flesh tore and bent around her, she directed all of her hate to the latest of his offspring which she was carrying, and it gained unnatural life. No one but her knows that this is her doing and not that of the demon’s, but it has gotten away from her now. Myrna is a wreck of a human being, as her late-term fetus gained self-awareness and miscarried itself. After dying, it rose from the dead, its mother’s blood and nourishment still coursing through its veins. [/spoiler] [URL=http://www.rpgnow.com/product/183865/England-Upturnd?affiliate_id=17596]England Upturn'd[/URL][spoiler] [b]Oannes Neverborn, Animated Mutant Foetus:[/b] The thing inside the jar is Oannes Neverborn, a foetus who cut his way out of his mother—a mentally disabled woman who lived in St. Mark’s—with the egg tooth on his face before being trapped by the local witch and preserved by William Jackson, the local physician. [/spoiler] [URL=http://www.rpgnow.com/product/82997/Hammers-of-the-God?affiliate_id=17596]Hammers of the God[/URL][spoiler] [b]Dwarf Sentinel:[/b] Dwarf Sentinels are those dwarfs so loyal to a cause that they continue to serve even after their body dies a natural death. It must be noted that their existence is not an unnatural affront to the gods; indeed, their existence is a testament to their devotion to the gods. Stories about dwarfs that place so much importance on their duty that death itself does not deter them. These Sentinels maintain their posts as undead things, as the Old Miner grants them their greatest wish: To continue to serve.[/spoiler] [URL=http://www.rpgnow.com/product/147685/Lusus-Naturae?affiliate_id=17596]Lusus Naturae[/URL][spoiler] [b]Progeny of Lilith:[/b] These undead children are not actually the spawn of Lilith; they are human children who have been bitten by fleas contaminated with Wastrel blood. Anyone who is bitten by such a flea, and has not yet reached puberty, becomes one of the Progeny within 1-20 minutes. If one of the Progeny manages to bite a child, he becomes one of them in 1-6 rounds. [b]Undead:[/b] Void's Memory wields a nightmarish sword called Hymn To Forgotten Mothers Who Buried Stillborn Children in Shallow Graves Beneath Rotting Sycamores. Anyone struck by the blade takes 7-12 damage, and must save vs. Magic or become undead for a period of 1-100 days. [b]Crawler:[/b] In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days. [b]Devourer:[/b] In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days. [b]Leaper:[/b] In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days. [b]Shambler:[/b] In combat, the wastrel bites for 1-6 damage. If it deals 6 points of damage, and the victim is human or demihuman, then she must save vs. Magic or become undead for a period of 1-4 days.[/spoiler] [URL=http://www.rpgnow.com/product/208237/Ruinous-Palace-of-the-Metegorgos?affiliate_id=17596]Metegorgos[/URL][spoiler] [b]Sad Zombie:[/b] On those rare occasions in which Metegorgos has faced some real threat, she has awakened her snakes and turned to stone those who defied her. This happens uncommonly, in part because she has quite a few other deadly strengths. Mostly, though, fossilizing folks uses up what little warmth she has left, leaving her many children hungry. When this happens, she has the statues destroyed. Some hours later, she will stillbirth walking dead in the same shapes as those destroyed.[/spoiler] [URL=http://www.rpgnow.com/product/134386/No-Salvation-for-Witches?affiliate_id=17596]No Salvation for Witches[/URL][spoiler] [b]Undead Fish:[/b] Until recently, the pond was full of perch, carp, and trout, but these all died when the spheres manifested. Shortly thereafter, an incandescent spiral full of twisted sorcery tore through the brambles and splashed into this pond, imbuing the dead fish with a twisted form of life. [b]Hooded Man:[/b] To each side of the nave, in the transept, a hooded man waits silently. These two men are actually nothing more than animated skins—Woolcott tracked down and killed two witch-hunters, then flayed them and animated their skins (tossing their muscles, bones, and organs into the gutter). Though hollow, these attendants are quite strong, and serve Woolcott unto death.[/spoiler] [URL=http://www.rpgnow.com/product/117257/Qelong?affiliate_id=17596]Qelon[/URL][spoiler] [b]Angry Ghost:[/b] ? [b]Araq:[/b] The araq are invisible guardian spirits, usually family ghosts of powerful or notable ancestors. They have become angry as families are slaughtered and villages destroyed. [b]Beisaq:[/b] The beisaq are hungry ghosts, spirits of men or women killed by violence and unburied – lots of those around during wartime. [b]Daereqlan:[/b] These are the spirits of villagers forced to flee into the wilderness to die. Their spirits reincarnate or possess warm-blooded wild animals (deer, panthers, tigers, dholes, boars, apes, birds, bears, etc.). [b]Qmoc Praj:[/b] These are the ghosts of women who died in childbirth. [b]Quon Praj:[/b] ? [b]Varangian Cool Hand:[/b] Given the decades of war that they have been fighting, it is understandable that the Varangians may have undergone some wear and tear, to be repaired as best he can by Hagen, their dwarven necromancer-alchemist. [b]Varangian Dead Eye:[/b] Given the decades of war that they have been fighting, it is understandable that the Varangians may have undergone some wear and tear, to be repaired as best he can by Hagen, their dwarven necromancer-alchemist. [b]Hound-Lich:[/b] Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy. [b]Elephant-Lich:[/b] Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy. [b]Garuda-Lich:[/b] Hagen has also created some undead servant animals to help him and the company, reanimated by tiny brazen gears and pistons, and by the power of alchemy.[/spoiler] [URL=http://www.rpgnow.com/product/127039/Scenic-Dunnsmouth?affiliate_id=17596]Scenic Dunnsmouth[/URL][spoiler] [b]Skeleton:[/b] ? [b]Zombie:[/b] Uncle Ivanovik lives in a log cabin, much the same as 4. Anyone he captures is strapped to the dining room table, and Ivanovik begins the process of mummification while they still live. Unlike 4 above, Ivanovik is cold and dispassionate and will not say a word throughout the whole process, however much his victim pleads and screams. He will then row the body out to a specific point in the bog, utter some chants and dump the body. If the player characters raise any of these bodies out of the swamp they will rise as “bog people” zombies within a few Rounds and attempt to fill their bellies with warm flesh. If any of these skeletons manage to kill someone they will instantly de-animate. Within two Rounds the person slain will rise as a zombie and attempt to kill the nearest living person in same fashion using his weapons. The skeleton is clutching a two-handed, double-edged copper axe known as Kinslayer. It is also wearing several pieces of copper jewelry worth a total of 24sp or 200sp if sold to a university or archaeologist. Kinslayer deals double the normal amount of damage to people of Celtic descent (Irish, Scottish, or Welsh), as it literally causes their blood to boil in their veins. Any human killed by the axe will rise at the next full moon as a flesh hungry, free-willed, intelligent zombie intent on revenge, unless it is buried on hallowed ground or has Bless cast on its body. [b]Ensouled Dead[/b] [i]Ensoul the Dead[/i] spell. [b]Ghost of the van Kaus:[/b] Anyone who is killed in the van Kaus crypt will have their corpse possessed by a ghost of the van Kaus family. [b]Van Kaus Dead:[/b] ? [b]Fir Mac Nolg:[/b] If all four of the gold coins are removed from the pots before the axe is removed from the skeleton, it will awaken. Kinslayer This two-handed double-bladed copper axe dates from Paleolithic times. The axe head is beaten copper, engraved with ancient sigils, circles and crosses. Any attempt to map them to astrological patterns will show that they are binding rituals based upon the constellations in the sky. The hilt itself is an aged wood, flying rowan soaked in the blood of the dark druid’s goddess to seal its dark pact. The two-handed axe deals double damage to any individual with at least 1/16th Irish, Welsh, or Scottish ancestry. Any human (of any ancestry) slain by the blade will rise on the next full moon as a free willed undead with two main urges: a belly full of warm mammal flesh and revenge upon their killer. They will instinctively know the direction of the axe at any given time. The only way to prevent this from occurring is to bury the body on hallowed ground or cast Bless upon its corpse before it rises. If it cannot eat fresh, warm meat at least every other day it will expire. Move: 120’ Armour: as Armour Hit Dice: Living total + 1 Attacks: d4 or by weapon Special: suffers damage from direct sunlight (1d6 /round). Ensoul the Dead Magic-User Level 4 Range: Touch Duration: Permanent This spell summons a tem poral pathogen to stitch the remaining psychic echoes of a person’s life to his rotting corpse, moving back in time to pull his mind from the last moment of his existence. This is extremely painful as these shards of a mind are stitched together and the subject of the spell will scream in pain and beg for an end to their suffering if they are able to speak. While the resulting undead is as intelligent as it was in life, it cannot harm the caster and must obey the Magic-User’s every order, but as it seeks to relinquish its own curse, it will try to involve as much murder in the orders given by the Magic-User as possible (including murdering anyone it was not specifically ordered not to). If an Ensouled Dead manages to kill a living person, it will de-animate. The person it just killed will rise in the next Round as an Ensouled Dead. The Ensouled Dead have as many Hit Dice as it had in life, increased by 1 if its corpse is still coated in flesh. It also retains its combat bonus and any spells still in memory. The caster can raise one corpse per caster level, but cannot raise the corpse of an Ensouled Dead that has de-animated by killing another person.[/spoiler] [URL=http://www.rpgnow.com/product/183866/The-Cursed-Chateau?affiliate_id=17596]The Cursed Chateau[/URL][spoiler] [b]Lord Joudain:[/b] Lord Joudain turned to necromancy, black magic, and eventually devilry as means to alleviate his world-weariness and boredom. He communed with elemental entities, slew his servants and raised them from the dead, and even summoned demons from Beyond, but he found no pleasure in any of these activities. Lord Joudain eventually came to the conclusion that the mortal realm offered him nothing but tedium and so committed suicide according to a ritual found in an ancient grimoire in the hope that the next world might prove more interesting than the present one. Lord Joudain’s consciousness persisted after his death, just as he had hoped. Rather than moving on to some other plane of existence—or even the heaven, hell, or purgatory preached by the Church—his being was instead bound to his earthly home for reasons he had neither anticipated nor could explain. He could not move on to whatever reward—or punishment—awaited him in some afterlife. Instead, he remained forever linked to his chateau. [b]Arnaud:[/b] Joudain slew him with his sword and reanimated him later, but sewed his lips shut so that he might never again utter a word against Ysabel. [b]Bertrand:[/b] ? [b]Clareta:[/b] When Clareta died at an advanced age, Joudain deeply missed her. One of the few times he can remember actually praying to God was when he asked that Clareta be restored to life like Lazarus of Bethany in the Gospel of St. John. When this did not happen as he demanded, it only confirmed to him that God was, at best, a myth or, at worst, impotent. Regardless, he had no need for belief in him. When Joudain committed suicide and his consciousness was bound to the chateau, he found he could call Clareta’s ghost from beyond the grave and she has served here ever since. [b]Elias:[/b] Elias was very loyal to Joudain and remained in his service until he died of fever. Conseq-uently, he was one of the first servants whom Joudain reanimated. Unfortunately, the effects of the fever—paralysis—remained even after death and Elias moves somewhat slowly and stiffly. In addition, his face is grotesquely contorted by rigor, which impairs his ability to speak clearly. [b]Esteve:[/b] Lord Joudain took advantage of this by ensuring that he partook of Hervisse’s “special” meals, which ultimately resulted in his current state. He is now a ravenous nigh-immortal mockery of his former self. [b]Guilhem:[/b] Guilhèm died when he was ten years old after a fall from the window of the Observatory. Joudain sincerely mourned his death and continued to ponder why it was that he had such affection for the boy. After Joudain committed suicide, he found that Guilhèm’s consciousness lingered about the chateau as well. [b]Hervisse:[/b] His consciousness was called back from the Beyond by Joudain. [b]Jaume:[/b] Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity, a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. [b]Miquel:[/b] Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity, a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. Not long afterward, Joudain decided that, because the twin footmen no longer “matched,” he had no choice but to inflict the same fate on Miqèl, who now looks exactly like his older brother. [b]Julian:[/b] When he died, he was buried in the garden, under his beloved rose bushes. Joudain called to his consciousness after he committed suicide and his incorporeal form answered. [b]Landri:[/b] Joudain kept Landri around, because it amused him to taunt and mock him and his beliefs. He even hoped that he might eventually break him, but it never occurred and Landri remained steadfast in his faith. Annoyed by this, Joudain slew Landri with his sword in the Chapel (see p.48) and then raised him from the dead in that very room, using it to once more sneer at Landri’s faith. [b]Laurensa:[/b] ? [b]Martin:[/b] ? [b]Mondette:[/b] ? [b]Rixenda:[/b] ? [b]Ysabel:[/b] In his blasphemous Black Masses, Joudain needed a young and virginal woman whose naked body would serve as his altar. He found such a woman in Ysabel, whom he brought to the chateau after searching across southern France for a “perfect” woman with all the right qualities he sought. Though ostensibly a maid, Joudain treated her very well and provided for her every need, provided she never leave his domain and that she perform her “religious” duties without complaint. In time, Jaume seduced Ysabel and her deflowering made her no longer suitable for Joudain’s purposes. He killed Jaume in retaliation and Ysabel, her sanity already tenuous by this point, took her own life by drinking poison. He tried to reanimate her like his other servants but, for some reason, the process did not work as he had hoped and the result was a semi-corporeal ghost-like being with transparent “skin” who spends most of her undead existence weeping. [b]Undead:[/b] A character who dies on the chateau’s grounds can be reanimated by Joudain as the result of certain results on the Random Event table. [b]Dame Hellisente:[/b] This locked bedroom is now the haunt of Dame Helissente, a mistress of Lord Joudain, who locked herself in this bedroom without either food or water in order to “punish” him for his having taken another lover. Helissente had hoped that Joudain would express his love for her by saving her from wasting away, but, to her surprise and dismay, he found her actions diverting for a time and ordered the room (included its windows) bolted from the outside as well. He took pleasure in listening to Helissente’s begging for him to release her from the room, as well as her claims to have forgiven him for his “indiscretion.” The jilted mistress eventually died in the bedroom and her vengeful consciousness remains here, mad with grief and rage. [/spoiler] [URL=http://www.rpgnow.com/product/152587/The-Squid-the-Cabal-and-the-Old-Man?affiliate_id=17596]The Squid, the Cabal, and the Old Man[/URL][spoiler] [b]Mummy-Squid:[/b] The Treasury is guarded by five mummies that have had their arms replaced by tentacles. The mummies have been here longer than the current members of the cult who believe that the mummies were also stolen during the assault on the Library of Alexandria. Making use of all the knowledge gathered in the Treasury, the cultists were able to reproduce old Egyptian rituals several centuries ago to revive them, adding a special touch – the tentacles – of their own to the beasts.[/spoiler] [URL=http://www.rpgnow.com/product/133078/Thulian-Echoes?affiliate_id=17596]Thulian Echoes[/URL][spoiler] [b]Work Detail:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/82999/Tower-of-the-Stargazer?affiliate_id=17596]Tower of the Stargazer[/URL][spoiler] [b]Ghostly Attackers:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/175128/Towers-Two?affiliate_id=17596]Towers Two[/URL][spoiler] [b]Voiden:[/b] For Razak has discovered the power of the Loi-Goi (or rather it discovered him), and with it he has created an undead force of warrior-zombies (The Voiden) which he plans to use in the final campaign to destroy his brother and lay absolute claim to the Towers Two. The Voiden are creatures Razak has created in the shops of necromancy he calls home, under the direct guidance of the Loi-Goi, who has reached into Razak’s mind through the questing tentacle-pod of the Loi-Goi, which Razak discovered beneath his tower, in the deep catacombs near his mother’s tomb. The Voiden are created using the parts of those once alive...they are then bathed in various sorcerous and chemical compounds which merge the various bits and pieces together. [b]Captain Chaulk:[/b] Captain Chaulk, a captain whose rule caused such derision in his own crew that half rose against him in mutiny, bringing about such a violent upheaval that every man involved in this bloody brawl was killed... every man save the Captain, who, though mortally wounded, lashed himself to the wheel and somehow piloted the ship into the port of Mlag. Here it crashed itself onto the large rock outcropping on the south side of the bay, and has remained there ever since. And even though Captain Chaulk and his crew were given a decent burial, it did not deter the Captain from returning to his duty. [b]Lord Javon, The Damned Thing:[/b] The guilt-stricken Lord Javon spent years weeping beside his dead wife’s stone coffin praying for the forgiveness that could never come. He heaped flowers and jewelry on her decaying corpse, but nothing could assuage his undying guilt. The despondent lord finally climbed into his coffin and slashed his own jugular, but even death could not cure his despair. Javon rose weeks later in undeath, cursed for all eternity as a damned thing. [b]Tomb Zombie:[/b] The guilt-stricken Lord Javon spent years weeping beside his dead wife’s stone coffin praying for the forgiveness that could never come. He heaped flowers and jewelry on her decaying corpse, but nothing could assuage his undying guilt. The despondent lord finally climbed into his coffin and slashed his own jugular, but even death could not cure his despair. Javon rose weeks later in undeath, cursed for all eternity as a damned thing. The curse allowed the undead lord to raise any corpse back to life except his beloved Lady Morose.[/spoiler] [URL=http://www.rpgnow.com/product/214470/Vaginas-are-Magic?affiliate_id=17596]Vaginas are Magic[/URL][spoiler] [b]Undead:[/b] [i]Raise the Dead[/i] spell. [i]Storming Through Red Clouds and Holocaustwinds[/i] spell miscast. [b]Undead Wizard:[/b] [i]Raise the Dead[/i] spell. [b]Undead Dead God:[/b] [i]Raise the Dead[/i] spell. RAISE THE DEAD While Biblical scholars have determined that the Earth is about 6000 years old, mystic explorers guess the world may be much older, perhaps as much as three or four times older than that! That’s a lot of time for a lot of humans to live and die. Hordes of the dead in less civilized times were never properly buried, and many of the graves of those who were have no markers. We tread on the dead with every step. Raise the Dead allows the caster to animate a number of these ancient dead, 1d6 of them per level of the caster, with the dimmest semblance of cohesion, motor function, and awareness. With all reason and natural instinct rotted away, all that is left is the primal need to kill and devour the living, though sustenance does these things no good. The creatures will pop up out of the ground, including the walls, or the ceiling, if this is more appropriate, within a 50’ radius of the caster, fairly evenly distributed. If the caster is inside a structure, understand they will pop out of the ground, not the floor, and the distinction is important. If there is no ground within this area, the spell has no effect. These creatures are not in any way under the caster’s control, although they will not harm the caster in any way, or even acknowledge her if there are other living beings nearby to attract their attention. If there are no such other beings, the dead will congregate around the caster, and often mimic her actions. The creatures are Armor 12, Move 60’, 1 Hit Die, 1 rending and biting attack doing 1d6 damage, Morale 12. Because they cannot feel pain, the lower half of any damage roll has no effect. For example, if a weapon does 1d4 damage, a 1 or 2 result does no damage; with 1d8 damage, a 1–4 result does no damage; and so on. W MISCAST TABLE (1D12) 1. The undead are all very angry with the caster, and will move to rip her apart to the exclusion of all other activities before settling back to their rest. 2. Ten times the amount of undead are raised. 3. All of the undead retain their intellect and full memories of their former lives (assume corpses this close to the surface will be 1d100x1d4 years old), and will behave accordingly. 4. Every living creature in a 10’ x level of caster area, centered on but not including the caster, turns undead. Basically, they are dead but still retain consciousness and motor function, but do not need to breathe, eat, etc. They also never heal. 5. Only one undead creature is raised. It is the corpse of a wizard, level 1d6 + 1d12, who will rise with a full spell complement, full memories and intellect, free will and autonomy, and a bad, bad attitude. 6. A Dead God is raised. It will wreak havoc on all, without bounds. Armor 25, Move 150’, 150 Hit Dice, one sweeping attack per round doing 1d4 instigators worth of damage, Morale 12. 7+. Refer to Miscast Table, inside front cover. STORMING THROUGH RED CLOUDS AND HOLOCAUSTWINDS Humans are tribal creatures, that much is plain. What is perhaps more shocking is the ease in which a human’s tribal identification can be manipulated. Storming Through Red Clouds and Holocaustwinds creates a barely perceptible red mist cloud, the consistency perhaps of the edges of spurting blood, which touches the perception of everyone it envelops. The mist originates at a point up to 20’ per caster level away, and covers a space of radius 10’ per caster level. Everyone in the mist must save versus Magic. Those succeed retain themselves. Those who fail become territorial, paranoid, xenophobic, and bestial in thought. They will attack anyone within sight as fiercely as possible, in this order: Whoever is within immediate striking distance Whoever has been touched by the mist but is not affected by it Whoever has been touched by the mist and was affected by it Whoever is closest. The cloud travels 120’ per round directly away from the caster, and persists for one round per caster level. After failing a saving throw, effects last (caster level)d6 rounds, persisting for this duration even if the mist itself has dissipated. When the spell ends, the cloud does not entirely disappear. It is diluted in the greater atmosphere to the point that it is no longer effective. But every time the spell is cast, additional red cloud particles saturate the atmosphere. How long until the very air we breathe will become hostile to human cooperation and civilization? H MISCAST TABLE (1D12) 1. Anyone killed in the cloud will rise as undead, seeking revenge on the caster. 2. The cloud does not affect anyone in it, but the caster will go berserk. 3. The cloud will have no immediate effect on anyone in it, but each person exposed to the cloud will go berserk in 1d12 hours, mindlessly attacking anyone nearby. 4. The cloud’s effect on those exposed to it are permanent, although victims will only be berserk towards others affected by the cloud. As each such victim dies, the remaining survivors each gain a +1 to their Attack Bonus and +1 to their maximum hit points. 5. Everyone in the cloud gains 1d8 hit points and a preternatural sense about other people: they can always know when a particular person is thinking about them. 6. All affected by the cloud clump together to form a Constructicon-style superbeast that has the combined Hit Dice of its constituents (treat 0 level characters as ½ Hit Dice for this purpose) with the resulting hit point and Attack Bonus advantages. It smashes for 1d6 damage per 10 human-sized members or fraction thereof. 7+. Refer to Miscast Table, inside front cover. MISCAST TABLE ROLL 1D12 TO DETERMINE THE EFFECT OF A MISCAST SPELL 1-6. Effect custom to the specific spell.See the spell description for details. 7. An extradimensional entity has slipped into this reality through a hole created by the casting attempt. Treat as if the Summon spell has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. 8. An entirely different spell has been cast. Randomly determine what spell was cast from the campaign spell list (reroll if the intended spell comes up) with a 1d10 effective caster level. If the spell requires a specific target or target area, determine this randomly. 9. Uncontrolled extradimensional radiation floods an area equal to the intended spell level x 20’ radius. Every biological creature of at least one Hit Die (except the caster) suffers 1d6 damage. The sum of the damage done is pooled together, and this pool of damage heals the caster up to maximum hit points, but all remaining damage beyond that is subtracted back from the caster’s hit points. 10. The misappropriation of magical energy causes time to slide ahead: If play is in “slow time” (wilderness exploration, staying put in a particular location for healing or research purposes, or any such gameplay where time passes at a great rate), then 1d6 days for every spell level passes instantly. All characters within 20’ staying in the same place the entire time. Any environmental effects of the character being in that spot unmoving for that many days are instantly applied (for instance, if they are in an unforgiving tundra, they will suffer the results of 1d6 days of cold exposure). The characters are then affected as if they have not eaten or slept in that entire time. If play is in “medium time” (such as dungeon exploration or any game play where time is measured in 10 minute turns), then 1d6 turns per spell level pass instantly. All characters within 20’ stay in the same place the entire time. Light sources are expended, encounter checks are made, and any effect of the characters being in that spot unmoving for that period of time are instantly applied. If play is in “fast time” (such as combat or any game play where time is measured in six-second rounds), every biological being within 20’, including the caster, rolls 1d6 per spell level, and is effectively paralyzed for that many rounds. 11. Odd and alien light floods a 100’ area, destructive and harmful to physical life, but so strange that biological bodies don’t know the proper response to the harm suffered. Bodies therefore guess at how they are supposed to respond to the malignant force, deciding to “remember” the last damage suffered and recreate that to express the harm caused by the light. Every character within the area re-suffers the last damage inflicted upon them. If the specific damage suffered cannot be remembered, then surely the foe that caused it can be; assume maximum damage was suffered. If even that cannot be remembered, the character suffers 1d20 points of damage. If a character has never before suffered hit point damage and is subject to this effect, it does no damage and instead doubles their maximum (and current) hit point amount. 12. Microscopic organisms floating in the air are engorged with strange energies, growing large enough to be seen and emitting glowing hues. They pass through all matter freely and devour all perishables (food, oil, torches, ammunition, gunpowder, basically any item individually accounted for and expended in a character’s inventory, money and other such valuables excepted) within a 10’ per spell level radius.[/spoiler] [URL=http://www.rpgnow.com/product/209509/Veins-of-the-Earth?affiliate_id=17596]Veins of the Earth[/URL][spoiler] [b]Egg Dead, Pseudo Oolites:[/b] When a pregnant dragon dies, the young starve in their eggs. Very occasionally something bleak and awful seeks the corpse. It wants a toy and, finding one, cranks up the wasted flesh with automatic fires. The moonwhite eggs forgotten in the corpse-fat earth. The foetal wyrmlings curling in necrotic yolk, stir. Cold miniature hearts flex. The eggs crack late and undergrown. Cold curls of baby lizardflesh poke through. They spew out from the grave-nest in a snapping tangle. Moving like a knotted pile of wet garden hose sloping down steps. The last thing they recall is starving to death inside. A Dragon, even pre-birth, has the intelligence of a man. These un-dead ever-starving children, genetically prepped for raptorous majesty, are unshaped by material experience. They are hungry, cannot eat, and cannot die. They wander in birth-flocks, looking for something they cannot find and do not understand. Then they return to the egg. They do not understand the world. Rot has written invisible curls on the still-developing brains. Their bodies are unripe. The egg is all they know. They crawl back inside and carefully rebuild the shell. This takes long weeks of agonised failures as they learn. But they have time, infinite time, and nowhere else to go. They wait inside. Sleepless and tense. Perhaps the endless shiftings of the river-pools remind them of their mother’s heart. They don’t feel cold. The thoughtless bubbling flow that gently and ceaselessly rocks them in the infinite night may fake a parent’s touch. Lulling them to the edge of unachievable sleep. Perhaps underground nothing will bother or disturb them. Perhaps the cold, smooth Oolites in the cave-wells remind them of a nest they’ve never seen. But perhaps, it is just possible, that something places them there, a half-deliberate trap or lure, of what purpose noone knows. They crawl into the pools in river-caves where Oolites form. Scatter amongst them in re-assembled eggs, and wait. Until you disturb them. [b]Fossil Vampire:[/b] Vampires cannot die. Long ago they infested the earth. When day came, they swarmed under the soil like worms shifting in bait. There was never enough space. The weak were thrust up through the topsoil into the sunlight to die. Their ash made thicker soil to save the rest. At sunset the land heaved and vomited out continents of pale writhing undead. They killed everything. They ate all living things. They fed off each other, unable to die and afraid to walk into the sun. No-one knows how, but in a single day they were destroyed. The world turned inside out. They were burnt, buried and eaten by angry tectonics. Frozen in stone, fossilised and crushed. Most were torched by unknown cosmic fire but the ash-clouds exploded so fast that large pockets remain. They are still there. There is a vampire stratum. A thin band of shadow in the rock, two feet thick, coal-black. No-one mines it. They go around. [b]Panic Attack Jack:[/b] THE JACK IS THE BODY OF A caver of some sighted, civilised, humanoid race. They’re dead, and often wrapped in ropes that broke their neck. The limbs are all splintered from falls, the spine is bent. The wet ropes trail behind them like a veil. The pack is still unopened on their back. The Rapture killed them and took the body for a spin. The skin is bleached. The flesh is puffed. They are screaming for their mother and praying now, locked forever in the seconds of their death. [b]Spectre of the Brocken:[/b] The Bröcken was intended to end the world and drag it down in flames. Not this one, a better one. She failed. And died. You are the shadow of a five-dimensional being existing in a higher plane and this is why much of your life makes no sense. Sometimes you sleep and dream, and if your dream dreamed and that last dream thought it was alive, then that is your relative position to the world the Bröcken was fated to destroy. You are a shadow of a shadow of that five-dimensional plane. There are lots of you, parallel selves and places, not quite real. You’ll never meet them. When the Bröcken fell her spirit flowed away, Trickled, surprisingly, into a lower dimension like a hole in a shopping bag. She is a ghost-thing now. A spectre. A memory. But still real. Hyper-real like nothing else can be. She might be dead but she is still slumming it here.[/spoiler] [URL=http://www.rpgnow.com/product/91110/Vornheim-The-Complete-City-Kit?affiliate_id=17596]Vornheim The Complete City Kit[/URL][spoiler] [b]Hollow Bride:[/b] ? [b]Plasmic Ghoul:[/b] ? [b]Parnival, Vampire Monkey:[/b] ? [b]Vampire:[/b] If Parnival successfully slays a victim with his energy drain, it will become a vampire. [b]Vorkuta, The Nephilidian Vampire:[/b] [b]Nephilidian Vampire:[/b] If Vorkuta successfully slays a victim with her energy drain, it will become a nephilidian vampire.[/spoiler] [URL=http://www.rpgnow.com/product/83001/Weird-New-World?affiliate_id=17596]Weird New World[/URL][spoiler] [b]Minor Vampire:[/b] ? [b]Vampire:[/b] Victims who die as a result of a minor vampire's bite rise as a vampire. [b]Vampire King:[/b] ? [b]Undead Crewman:[/b] Killed and animated by elf raiders purely for amusement. [b]Invisible Dead:[/b] Killed and animated by elf raiders purely for amusement.[/spoiler] [URL=http://www.rpgnow.com/product/175129/World-of-the-Lost?affiliate_id=17596]World of the Lost[/URL][spoiler] [b]Ogbanje:[/b] These undead were conjured by Henriette, a necromancer. She refers to them as "ogbanje," referring to a local myth about undead children. In reality, these undead are simply mindless ghouls summoned by her necromantic incantation; still, ogbanje is as good a name as any. These walking corpses are mostly citizens of Akabo who were infected and are now undead. Behind them, a dozen dead bodies twitch; soon, they will rise up. A necromancer named Henriette cursed the city, and the dead have risen. These undead, known as ogbanje, attacked the living, and the curse spread to those who have been bitten. [b]Ajimuda:[/b] These walking corpses are mostly citizens of Akabo who were infected and are now undead. Behind them, a dozen dead bodies twitch; soon, they will rise up. One of these is Ajimuda, the chieftain of Akabo. [/spoiler] [/spoiler] [/spoiler] [/QUOTE]
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