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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7630482" data-attributes="member: 2209"><p><strong>OSR M-Z</strong></p><p></p><p>OSR M-Z[spoiler]</p><p>Mazes and Minotaurs[spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/204637/Mazes--Minotaurs-Creature-Compendium?affiliate_id=17596" target="_blank">Creature Compendium</a>[spoiler]</p><p><strong>Animate:</strong> The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.</p><p><strong>Charont:</strong> Charonts are the spirits of misers and selfish hoarders turned into wraiths by the powers of the Underworld.</p><p><strong>Empusa:</strong> Empusae are the revenants of seductive witches who have given their souls to Hecate, goddess of darkness, in exchange for eternal unlife.</p><p><strong>Ghost:</strong> ?</p><p><strong>Mummy:</strong> Specially preserved corpses from the Desert Kingdom reanimated by foul necromancy.</p><p>The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.</p><p><strong>Skeleton:</strong> Human skeleton animated by magic.</p><p>These Animates can be produced by a variety of means, including the necromantic arts of Anubians and Stygian Lords and the famous Hydra Teeth method.</p><p>The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.</p><p>Hydra Teeth</p><p><strong>Stichios:</strong> Stichioses are trees possessed by vampiric spirits.</p><p><strong>Stygian Hound:</strong> Huge skeletal undead dogs “bred” by the necromancers of Stygia.</p><p>The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates.</p><p></p><p>It is a well-known fact that a Hydra’s teeth can turn into animated Skeletons. Each Hydra head holds four such magical teeth - so a dead seven-headed Hydra could mean a small army of 28 Skeletons! Simply toss the tooth on earthy ground: one battle round later, a sword-wielding Skeleton will sprout from the ground, ready to obey your every command – but only for 10 battle rounds, after which it will fall apart, crumbling into a pile of old dead bones. This is a one-time trick, since each tooth can only be used once.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/210028/Creature-Cyclopedia-Mazes--Minotaurs?affiliate_id=17596" target="_blank">Creature Cyclopedia</a>[spoiler]</p><p><strong>Dark Mormo:</strong> According to some sources, these sexless-looking beings are actually the undead, cursed spirits of demented mothers who have slain their own children in a fit of madness. Other sources identify them as the revenants of mortals who dabbled in necromancy and forbidden rituals of child sacrifice during the darker days of the Age of Magic.</p><p><strong>Dark Muse:</strong> According to some tales, Leanans were once true Nymphs who, like the Alseids, became corrupted by the powers of darkness; other sources, however, deny them any link with the forces of nature, presenting them as undead temptresses akin to the sinister Empusae.</p><p><strong>Silent Guardians:</strong> They were created during the Age of Magic by the use ancient (and now forgotten) Urok rituals.</p><p><strong>Skeletar:</strong> The undead skeleton of a Minotaur, animated by the foul power of Stygian necromancy.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/217581/Atlas-of-Mythika-Charybdis?affiliate_id=17596" target="_blank">Atlas of Mythika: Charybdis</a>[spoiler]</p><p><strong>Tokoloshe:</strong> A human transformed into a pain-driven, zombie-like humanoid whose flesh is slowly turning into living wood. This horrendous process causes terrible agony to the unfortunate subject, driving him mad, warping his body into a grotesque parody of humanity and eventually turning him into a mindless, semi-vegetal undead. Tokoloshe are the results of infection by the Hili seed.</p><p></p><p>Seeds of Doom</p><p>The Hili seed is a particularly dreadful vegetal (and probably semi-magical) toxin used by the Red Hill Pygmies to bring a fate worse than death to those who have offended them. The usual method of delivery is through the use of a coated dart or javelin but the poison can also be mixed with food or drink but has a distinctive, bitter, “woodsy” taste.</p><p>In all cases, the victim must make a Physical Vigor saving roll against a target number of 15.</p><p>If this saving roll fails, the victim immediately falls unconscious for 1d6 hours, after which he will awaken in incredible pain, transformed into a Tokoloshe. 1d6 days later, the Tokoloshe will become Mindless, usually obeying the orders of its vicious creators (as long as these orders are not too complex).</p><p>There is no natural way to prevent this horrible and irreversible fate: only magical healing can prevent the transformation, provided it is given before the fateful 1d6 hours have passed (use the rules for curing poison by magical means given in the M&M Companion).</p><p>Only the Red Pygmies know how to brew this concoction – and trying to steal this secret from them is a sure way to end up as a Tokoloshe…[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/206543/Atlas-of-Mythika-The-Untamed-North?affiliate_id=17596" target="_blank">Atlas of Mythika: The Untamed North</a>[spoiler]</p><p><strong>Dwimmerlaik:</strong></p><p><strong>Wight:</strong> Wights are brought back to life (or rather ‘undeath’) by the Life-Energy Drain ability of Dwimmerlaiks. There is no other way of creating a Wight. Since their soul is still trapped in their undead bodies, they qualify as Spirits rather than as Animates.</p><p>Humans killed by a Dwimmerlaik’s Life Energy Drain automatically become Wights.</p><p>As hinted above, they are responsible for the creation of Wights, which are brought back to unlife by the Dwimmerlaik’s foul life-energy drain powers.</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>Mazes & Perils[spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/181899/Mazes--Perils-Deluxe-Edition?affiliate_id=17596" target="_blank">Mazes & Perils Deluxe Edition</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> These animated armatures obey only the orders of their creator.</p><p><strong>Spectre:</strong> Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. At the GM’s discretion, a spectre drains constitution instead of levels.</p><p><strong>Vampire:</strong> Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons.</p><p>Anyone killed by a vampire becomes a lesser vampire under the control of their slayer.</p><p><strong>Wight:</strong> Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Animated corpses created by an evil Cleric or Magic-User.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/197155/Garrets-Guide-to-the-Undead?affiliate_id=17596" target="_blank">Garret's Guide to the Undead</a>[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the spirits of the wrongfully murdered.</p><p>Ghosts are spirits that have been wrongfully murdered.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> Let's just say that the magical powers used to create them, whether arcane or divine, are more than a drop in the bucket. We're talking impressive rituals, components, and will as the major ingredients for creating them.</p><p>There is also some debate about the idea of victims of Mummy Rot turning into mummies themselves. We have reports of emaciated bodies attacking at known mummy locations but without the traditional trappings of such creatures. Such a transformation is possible, but not confirmed at this time.</p><p><strong>Skeleton:</strong> We have seen talented mages and priests create skeletons from the smallest piles of bones.</p><p><strong>Spectre:</strong> Spectres do both physical damage and drain life experience from their victims. If killed, these victims will become spectres themselves.</p><p>Let's get the ugly part out of the way. Why are these creatures so very dangerous? They can steal your life essence. Entire years of experience, gone without a trace. And if they take enough, to the point where you forget yourself entirely, you become one of them, a minion of the spectre who killed you.</p><p>Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?</p><p>Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him.</p><p><strong>Vampire:</strong> Each of these evil creatures is descended from Cain, cursed to forever walk the world thirsting for the blood of innocents.</p><p>Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons.</p><p>Anyone killed by a vampire becomes a lesser vampire under the control of their slayer.</p><p><strong>Wight:</strong> Any victims drained to the point where they forget themselves entirely become wights themselves and under the control of their new master.</p><p>Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?</p><p>Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer.</p><p><strong>Wraith:</strong> With a touch, they will drain your life experience. If they drain enough, you will become a wraith under their command for all eternity.</p><p>Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?</p><p><strong>Zombie:</strong> They are most likely animated pawns of evil Clerics or Magic-Users typically set to guard a location.</p><p>Animated corpses created by an evil Cleric or Magic-User.[/spoiler]</p><p>[/spoiler]</p><p></p><p>OSRIC[spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/111392/OSRIC-Pocket-SRD-PDF?affiliate_id=17596" target="_blank">OSRIC Pocket SRD</a>[spoiler]</p><p><strong>Undead:</strong> A player character drained below level 1 is slain (and may rise as some kind of undead creature).</p><p><strong>Banshee, Groaning Spirit:</strong> The legendary banshee is the ghost of an evil elven female.</p><p><strong>Coffer Corpse:</strong> They are the bodies of the dead who are left behind, never given a proper burial, their souls never finding rest.</p><p><strong>Ghast:</strong> Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls.</p><p><strong>Ghost:</strong> Ghosts are the spiritual remains of extremely evil humans who have been denied the ordinarily inexorable movement of their souls to the outer planes of existence after discarding their mortal shell. This sundering of their metaphysical essence creates a foul thing, roaming dark and desolate places, existing in both the æthereal plane and the prime material, seeking to slake a thirst that can never be sated.</p><p><strong>Ghoul:</strong> Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric.</p><p><strong>Ghoul, Lacedon:</strong></p><p><strong>Lich:</strong> Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is.</p><p><strong>Mummy:</strong> ?</p><p><strong>Poltergeist:</strong> Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human.</p><p><strong>Shadow:</strong> Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point.</p><p>Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls.</p><p><strong>Skeleton:</strong> These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids.</p><p>Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Unlife in forgotten catacombs and foul dungeons.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.</p><p><strong>Vampire:</strong> Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed.</p><p><strong>Vampire Eastern:</strong> ?</p><p><strong>Wight:</strong> A human killed by a wight becomes a wight under the control of its maker.</p><p><strong>Wraith:</strong> Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.</p><p><strong>Zombie:</strong> Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Monster:</strong> Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres.</p><p><strong>Zombie Juju:</strong> Juju zombies are undead specially created by evil magic users practising a little-known and universally-banned magic known as necromancy. This unholy process involves draining all the life force from the unfortunate victim, who can be a human, demi-human, or humanoid.</p><p></p><p>Animate Dead</p><p>Clerical Necromancy</p><p>Level: Cleric 3</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 1 round</p><p>Saving Throw: None</p><p>By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.</p><p></p><p>Animate Dead</p><p>Arcane Necromancy</p><p>Level: Magic user 5</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 5 rounds</p><p>Saving Throw: None</p><p>Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler]</p><p></p><p>OSRIC 0.02[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Animate Dead</p><p>Clerical Necromancy</p><p>Level: Cleric 3</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 1 round</p><p>Saving Throw: None</p><p>By casting this spell, the cleric calls the dead bones or bodies of dead humans to rise and become lesser undead, skeletons or zombies. The undead will obey their creator’s commands, following him, guarding a location he designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment, and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.</p><p></p><p>Animate Dead</p><p>Arcane Necromancy</p><p>Level: 5</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 5 rounds</p><p>Saving Throw: None</p><p>Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler]</p><p></p><p>OSRIC 1.00[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Animate Dead</p><p>Clerical Necromancy</p><p>Level: Cleric 3</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 1 round</p><p>Saving Throw: None</p><p>By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator's commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell's effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.</p><p></p><p>Animate Dead</p><p>Arcane Necromancy</p><p>Level: Magic user 5</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 5 rounds</p><p>Saving Throw: None</p><p>Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler]</p><p></p><p><a href="http://www.lulu.com/us/en/shop/the-first-edition-society/monsters-of-myth/ebook/product-17452854.html" target="_blank">Monsters of Myth</a>[spoiler]</p><p><strong>Barrow Corpse:</strong> ?</p><p><strong>Crawling Corpse:</strong> Crawling corpses are created (usually unintentionally) when animate dead is cast upon skeletons or corpses with damaged legs, or when normally created undead are damaged after being animated.</p><p><strong>Deceived of Set:</strong> The Deceived of Set were once priests of Set. Greedy and sadistic, they were misled by their superiors into thinking that they would be granted great status in the afterlife by performing a series of hideous rituals upon themselves. However, these rituals instead cursed them, condemning them to an eternity of torment and madness.</p><p><strong>Ghoul Monkey:</strong> Whatever foul magic is used to animate and control simian undead in this form is not widely known, but these loathsome creatures are found from time to time in the service of witch doctors or other evil spellcasters. More commonly, however, they are created without human agency, in places where there is a residue of great evil such as ancient sacrificial sites, forgotten temples, and similar locales. When monkeys die near such places, their corpses may rise as ghoul monkeys, filled with vile cunning and hungry for living flesh.</p><p><strong>Ishabti:</strong> Ishabti are undead warriors embalmed and preserved with many of the same techniques used in mummification.</p><p>They are not ordinarily wrapped in grave bandages as mummies are, but do show the effects of magical embalming.</p><p><strong>Rimmeserker:</strong> Rimmeserkers are the undead remnants of berserkers who died by freezing to death instead of falling in honorable battle. While alive, these battle-mad killers sought entry into a warrior’s heaven (Valhalla, for those following the Norse gods), but by failing to die in battle they have consigned themselves to a lesser status in the afterlife. It is said that their very rage keeps them tied to the material plane, refusing to move on to an afterlife they will not accept.</p><p><strong>Shade Walker:</strong> On very rare occasions, the tortured soul of an evil person manages to escape somehow from the nether planes, fleeing into the prime material plane by unknown means. These escaped souls become shade walkers.</p><p><strong>Skeleton Altered:</strong> An altered skeleton is the undead skeleton of a large animal, its bones rearranged to suit the purposes of the necromancer who animated it.</p><p>The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.</p><p><strong>Skeleton Altered Equine:</strong> The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.</p><p><strong>Skeleton Altered Tauran:</strong> The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.</p><p><strong>Skeleton Slime:</strong> Slime skeletons are odd undead creatures resulting from a skeleton’s long-term immersion in living slimes, jellies, or oozes. What process prevents the digestion of a victim’s bones is not known, but seems to be related to unholy influences in the area where the victim fell prey to the slime.</p><p>Eventually, the rubbery horror rises from its place of death and walks the earth again, dripping (harmless) drops of slime from its bones.</p><p><strong>Sleeper:</strong> They are created when a powerful chaotic evil cleric, and his congregation (of at least 13), purposefully commit suicide in the hopes of returning as a single, undead entity. When successful (which is very rare), such an entity is composed of not only the souls of the cleric and his congregation, but also the souls of any who are killed by the evil entity.</p><p><strong>Zuul-Koar, The Forgotten:</strong> ?</p><p><strong>Ktthjj:</strong> Sages say they are “made of dreams, decay and old magic” and they are creatures of strong chaos.</p><p>These creatures appear in several of Steve Marsh’s various worlds. Some are associated with the Starstrands, some with the World Tree, and some are touched by the runes of Undeath and Dream. Some seem to breed with creatures called Stoorwyrms, or other greater chaos creatures to procreate; others are formed from men.</p><p><strong>Shadow Vampire:</strong> ?</p><p><strong>Fell Troll:</strong> ?</p><p></p><p><strong>Wight:</strong> Any person drained of all life energy by a Zuul-Koar rises within 1d6 turns as a wight under the Zuul-Koar’s control.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/13709/Advanced-Adventures-1-The-PodCaverns-of-the-Sinister-Shroom?affiliate_id=17596" target="_blank">Advanced Adventures 1: The Pod-Caverns of the Sinister Shroom</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/15835/Advanced-Adventures-2-The-Red-Mausoleum?affiliate_id=17596" target="_blank">Advanced Adventures 2: The Red Mausoleum</a>[spoiler]</p><p><strong>Harbinger:</strong> If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The re-animated body becomes a harbinger and serves at the direction of some powerful force for evil.</p><p></p><p><strong>Ghast:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Crypt Thing Aberration:</strong> ?</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Apparition:</strong> Tzen-Wahr, the high priest of the Mausoleum’s temple, is interred here and he has become an Apparition.</p><p><strong>Banshee:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Lich, Gaheris Lord of the Red Mausoleum:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/55328/Advanced-Adventures-3-The-Curse-of-the-Witch-Head?affiliate_id=17596" target="_blank">Advanced Adventures 3: The Curse of the Witch Head</a>[spoiler]</p><p><strong>Spectre:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/56872/Advanced-Adventures-6-The-Chasm-of-the-Damned?affiliate_id=17596" target="_blank">Advanced Adventures 6: The Chasm of the Damned</a>[spoiler]</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/60149/Advanced-Adventures-8-The-Seven-Shrines-of-NavkQar?affiliate_id=17596" target="_blank">Advanced Adventures 8: The Seven Shrines of Nav'k-Qar</a>[spoiler]</p><p><strong>Ghoul Drider:</strong> They are the reanimated remains of driders who were once trapped here and driven to suicide.</p><p></p><p><strong>Spectre:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/62412/Advanced-Adventures-10-The-Lost-Keys-of-Solitude?affiliate_id=17596" target="_blank">Advanced Adventures 10: The Lost Keys of Solitude</a>[spoiler]</p><p><strong>Avatar of Famine:</strong> Formed through a horrible ritual where at least 500 hundred sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. The avatar of famine is the will of the god of famine made permanent.</p><p><strong>Bone Sovereign:</strong> Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath.</p><p>Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity.</p><p><strong>Flesh Sovereign:</strong> ?</p><p></p><p><strong>Skeleton:</strong> Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round.</p><p><strong>Apparition:</strong> This living quarter is haunted by the spirit of a slain Keeper who returned as an apparition.</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/78427/Advanced-Adventures-12-The-Barrow-Mound-of-Gravemoor?affiliate_id=17596" target="_blank">Advanced Adventures 12: The Barrow Mound of Gravemoor</a>[spoiler]</p><p><strong>Zombie:</strong> A group of reavers killed during a raid wander eternally through the bog as zombies. Their willpower was strong enough to return them from the battlefield upon which they perished, but they can never complete the journey.</p><p><strong>Wight:</strong> In life he was a sadistic murderer, who skinned his victims and wore their flesh.</p><p><strong>Wraith:</strong> This wraith is a vengeful spirit, a victim of a murderous outlaw, who mistakes any human for his assailant.</p><p><strong>Richard Dirkloch, Wight:</strong></p><p><strong>Shadow:</strong> The tortured remains of the murdered monks.</p><p><strong>Crawling Hand:</strong>[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/79564/Advanced-Adventures-13-White-Dragon-Run?affiliate_id=17596" target="_blank">Advanced Adventures 13: White Dragon Run</a>[spoiler]</p><p><strong>Zombie:</strong> Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead.</p><p><strong>Wight:</strong> ?</p><p><strong>Ghast:</strong> An especially evil fighter was abandoned here when the outpost was sacked. He died and became a ghast.</p><p><strong>Shadow:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Coffer Corpse:</strong> Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/83074/Advanced-Adventures-15-Stonesky-Delve?affiliate_id=17596" target="_blank">Advanced Adventures 15: Stonesky Delve</a>[spoiler]</p><p><strong>Slavering Mouthers:</strong> Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/93194/Advanced-Adventures-20-The-Riddle-of-Anadi?affiliate_id=17596" target="_blank">Advanced Adventures 20: The Riddle of Anadi</a>[spoiler]</p><p><strong>Groaning Spirit:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectral Troll:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/94663/Advanced-Adventures-21-The-Obsidian-Sands-of-Syncrates?affiliate_id=17596" target="_blank">Advanced Adventures 21: The Obsidian Sands of Syncrates</a>[spoiler]</p><p><strong>Duplicate Zombie:</strong> ?</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Crypt Thing Aberrant:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/100773/Advanced-Adventures-23-Down-the-Shadowvein?affiliate_id=17596" target="_blank">Advanced Adventures 23: Down the Shadowvein</a>[spoiler]</p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Coffer Corpse:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/101407/Advanced-Adventures-24-The-Mouth-of-the-Shadowvein?affiliate_id=17596" target="_blank">Advanced Adventures 24: The Mouth of the Shadowvein</a>[spoiler]</p><p><strong>Lich Tyrhanidies:</strong> ?</p><p></p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Juju Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/110683/Advanced-Adventures-26-The-Witch-Mounds?affiliate_id=17596" target="_blank">Advanced Adventures 26: The Witch Mounds</a>[spoiler]</p><p><strong>Haugbui:</strong> These are undead Maerling warriors, servants of Sorana who were so evil in life that they attracted the interest of the goddess.</p><p><strong>Haugbui Draugir:</strong> ?</p><p><strong>Haugbui Jormungandr:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/113206/Advanced-Adventures-28-Redtooth-Ridge?affiliate_id=17596" target="_blank">Advanced Adventures 28: Redtooth Ridge</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Haunt:</strong> This was the favorite room of a Mrs. Cornelia Metella, whose prim and proper spirit still resides within the room as a haunt.</p><p>The haunt desires to punish the lazy servants who ruined her best dress.</p><p><strong>Zombie:</strong> The former servants of the Ivory House. These servants were left behind to perish of thirst by their masters. The three weakest zombies are child zombies. [/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/117374/Cloud-World-of-Arme?affiliate_id=17596" target="_blank">Cloud World of Arme</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/222673/Found-Folio-Volume-One?affiliate_id=17596" target="_blank">Found Folio Volume One</a>[spoiler]</p><p><strong>Beheaded:</strong> A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds.</p><p>A spellcaster can create a beheaded with animate dead.</p><p>Each beheaded created requires two onyx gems worth 100 gp and the casting of one fly spell. Beheaded can be created with additional abilities from the list below, using the spell indicated.</p><p>Belching: The beheaded can make a ranged attack with a maximum range of 30 feet that deals 1d6 points of energy damage (acid, cold, electricity, or fire, chosen at the time of creation by the use of acid arrow, cone of cold, lightning bolt, or fireball)</p><p>Flaming: The beheaded gains immunity to fire. Its slam attack also deals 1d4 points of fire damage and might catch the target on fire. Fire Shield must be cast when the beheaded is created.</p><p>Screaming: This type of beheaded can scream out once every 1d4 rounds. Every creature within 30 feet must succeed at a save or suffer from the effects of a Fear spell. Whether or not the save is successful, any creature in the area can't be affected by that beheaded's scream for the next 24 hours. Fear must be cast when the beheaded is created.</p><p><strong>Ecorche:</strong> Created to be bodyguards and spies by necromancers and liches and other powerful undead, ecorche appear to be a very large, incredibly muscular human without skin. This musculature has been overdeveloped by infusions of necromantic toxins and grafts of reanimated sinew.</p><p><strong>Gholdako:</strong> A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago.</p><p><strong>Grave Ape:</strong> Their origin is unknown, but many sages have speculated that they are the spirits of exceptionally brutal killers, while others say they are to ogres, what ghouls are to humans.</p><p><strong>Gravebound:</strong> Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies.</p><p><strong>Graveknight:</strong> Graveknights are yet another fighter version of lich, notable warriors (of at least 9th level) who have returned from their grave by storing their life essence in their armor.</p><p><strong>Mohrg:</strong> Mohrgs were formerly mass murderers in life, given new unlife as an undead monstrosity resembling a skeleton with intestines and really long tongue.</p><p><strong>Zombie:</strong> Anyone killed by a mohrg becomes a zombie under its control in 2-8 rounds.</p><p><strong>Necrocraft:</strong> A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator.</p><p>The details of the ritual to create a necrocraft vary greatly, and depend on the particular undead parts used and the intended size of the resulting creature.</p><p><strong>Necrocraft Standard:</strong> Necrocraft require five corpses to create and can be built with extra arms (providing additional attacks), improved armor (either extra bones improving AC by 2, or metal plates improving by 5), and by replacing forearms with metal blades (either short or broadswords).</p><p><strong>Necrocraft Large:</strong> They require 10 corpses to create.</p><p><strong>Necrocraft Giant:</strong> They require twenty-five corpses to create.</p><p><strong>Riddlemaster:</strong> Riddlemasters are lich like beings, the undead forms of great sages and game show hosts.</p><p><strong>Skeleton Gem-Eyed:</strong> First created by the legendary lich, Tamov the Moldy, a gem-eye skeleton is a form of skeleton that has magically enchanted gems for eyes.</p><p>The creator casts a spell into a 500 gp gem (1st level spells) or 1,000 gp gem (2nd level spells) during creation using animate dead. These spells are cast as if by a 9th level magic-user.</p><p>The type of gem corresponds to the spell. For instance, a garnet for burning hands, moonstone for sleep.<strong>Spider Deathweb:</strong> Deathweb spiders are the exoskeletons of death giant spiders (of S,M, or L sizes) animated by the binding of thousands of living spiders into said exoskeleton, moving it about like a puppet.</p><p><strong>Wasp Deathflyer:</strong> Deathflyer wasps are similar to deathweb spiders, exoskeletons of dead giant insects (in this case a wasp) reanimating by infusing it with a horde of thousands of living wasps.</p><p>[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/62837/Malevolent-and-Benign?affiliate_id=17596" target="_blank">Malevolent and Benign</a>[spoiler]</p><p><strong>Autmnal Mourner:</strong> As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.</p><p><strong>Avatar of Famine:</strong> Avatars of famine are formed through a horrible ritual where at least 500 sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. An avatar of famine is the will of the god of famine made permanent.</p><p><strong>Bone Sovereign:</strong> Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity.</p><p><strong>Flesh Sovereign:</strong> ?</p><p><strong>Cadaver:</strong> Cadavers are the undead remains of people who have been buried alive or given an improper burial (an unmarked or mass grave, for example).</p><p><strong>Dark Voyeur:</strong> Dark voyeurs are incorporeal undead that live and travel in mirrors. A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form and trapped part of the departing soul within its glass.</p><p><strong>Foul Spawner:</strong> Foul spawners are obese masses of undead flesh that result from a truly evil hill giant returning from the grave.</p><p><strong>Gray Lady:</strong> Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies.</p><p><strong>Harbinger:</strong> If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil.</p><p><strong>Haze Horror:</strong> Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. It is a malevolent spirit that strongly resembles normal haze until it comes across a living creature. Then, as it lashes out in its hatred for the living, visages of a life long-forgotten surface and become visible in a misty, human-sized outline. The forms are rotted and decayed corpses, usually in the semblance of the person the haze horror used to be or those close to him. A haze horror typically lingers in the area of its death. Its presence causes the temperature in the vicinity to be unnaturally warm. It is as if the heat that killed it originally is being forever re-released into the world.</p><p><strong>Haze Horror Variant:</strong> ?</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory.</p><p><strong>Heartless:</strong> Natives of gehenna, heartless are the animated remains of planar travelers that died in that foul realm, left behind by their comrades.</p><p><strong>Hellscorn:</strong> Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender.</p><p><strong>Lostling:</strong> Lostlings are the pitiful souls of lost individuals who died in the wilderness from exposure.</p><p><strong>Lostling Variant:</strong> ?</p><p><strong>Neverlasting:</strong> The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife, never truly living, yet never dying - these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron.</p><p><strong>Sabulous Husk:</strong> Walking corpses filled with sand, sabulous husks are the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence and are animated through the will of the desert itself, being mere containers for the scourging sand within.</p><p><strong>Shadow Lord:</strong> ?</p><p><strong>Skeleton Black:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil, and, within days after their deaths, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p><strong>Slavering Mouther:</strong> Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers.</p><p></p><p><strong>Skeleton:</strong> Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round.</p><p>Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p>In addition to the undead it accumulates with its subjugate undead ability, a deadwood may animate the circle of bones that surrounds it. Every round, it may cause 1-6 skeletons to assemble themselves, moving to attack any opponents of the tree in the next round.</p><p><strong>Zombie:</strong> Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p>Those pushed into the abdominal cavity of a foul spawner suffer 1-10 hit points of damage per round. In addition to this gut-grinding damage, a paralytic poison is excreted within the cavity, and any living creature must make a save against poison or become paralyzed for one turn. Any creature killed in this manner rises as a zombie within the hour under the control of the foul spawner.</p><p><strong>Ghoul:</strong> Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p>Any human that consumes more than three pieces of the ghoulfruit tree’s fruit, or more than three cups of ghoulfruit tree liquor, in the space of a week must save against poison. Those failing die and rise as ghouls in two weeks. Only humans are affected in this manner by ghoulfruit.</p><p><strong>Ghast:</strong> Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p><strong>Wight:</strong> Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p><strong>Wraith:</strong> Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p><strong>Undead:</strong> Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves.</p><p><strong>Shadow:</strong> Good-aligned creatures hit by a black skeleton (either by a weapon or natural attack) must succeed on a save vs. spells or take 1-3 points of temporary strength loss. A victim heals 1 point of strength per turn. If a creature is drained of all its strength and reaches strength 0, it dies and returns as a shadow during the middle of the night of the next full moon.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/55271/OldSchool-Gazette-1?affiliate_id=17596" target="_blank">Old School Gazette 1</a>[spoiler]</p><p><strong>Ghoul:</strong> <em>Animate Dead</em> spell using grim dust.</p><p><strong>Ghast:</strong> <em>Animate Dead</em> spell using grim dust.</p><p><strong>Wight:</strong> <em>Animate Dead</em> spell using grim dust.</p><p></p><p>Grim Dust: When a grim axe crumbles it leaves behind grim dust. This dust is highly valued by necromancers as it can be used during the casting of animate dead to create ghouls, ghasts, or even wights. Like normal animated dead, the creatures created through the use of grim dust are faithfully loyal to their creator and obey his every command. A single use of grim dust weighs one pound and animates 2 undead (user’s choice) from the above list. Experience Point Value: 500 G. P. Value: 2,000.[/spoiler]</p><p></p><p>OSRIC Player's Reference[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>animate dead Clerical Necromancy level: Cleric 3 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 1 round Saving throw: None</p><p>By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.</p><p></p><p>animate dead Arcane Necromancy level: Magic user 5 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 5 rounds Saving throw: None</p><p>Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler]</p><p></p><p><a href="http://www.dragonsfoot.org/sg/" target="_blank">OSRIC Monster Listing</a>[spoiler]</p><p><strong>Banshee, Groaning Spirit:</strong> ?</p><p><strong>Coffer Corpse:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Shadow:</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 Juju:</strong> ?</p><p><strong>Zombie Monster:</strong> ?</p><p><strong>Zombie Animal:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/117768/Pyramid-of-Gorsh?affiliate_id=17596" target="_blank">Pyramid of Gorsh</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Gorsh, King of the Desert by the Sea:</strong> If the sarcophagus is opened the body will animate.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/110459/Teratic-Tome?affiliate_id=17596" target="_blank">Teratic Tome</a>[spoiler]</p><p><strong>Banshee Ivory:</strong> The ivory banshee is the ghost of an elven woman who worshiped the demon queen Abyzou.</p><p><strong>Demimondaine:</strong> The demimondaine, in the form of a pale green light, descends upon the body of an unavenged female murder victim, typically a prostitute or courtesan. The undead spirit animates the corpse and sends it lurching after the murderer.</p><p><strong>Ghast Ash:</strong> ?</p><p><strong>Ghast Cicatrix:</strong> ?</p><p><strong>Ghost Palimpset:</strong> The palimpsest ghost is the spirit of a halfling so ferocious in its cruelty that it has broken the bonds of mortality to become undead.</p><p><strong>Ghoul Lesion:</strong> Created by an errant demon lord while visiting the Prime Material plane.</p><p><strong>Malchior:</strong> A legendary thief, Malchior the Deft accumulated great wealth during his adventures, but it was never enough. Eventually, he heard tales of the Malist Oubliette, a horrific dungeon. There, those who use magic are hunted and destroyed; those who pray are excoriated; those who stand and fight are rent and devoured; and those who skulk and sneak are rewarded for their guile.</p><p>He deceived his fellow adventurers, and they entered the Oubliette; treachery ensued. Malchior backstabbed his allies and left them to die so that he could survive the dungeon.</p><p>Eventually, he reached the Inconcessus, a place where a daring thief might even steal the secrets of death itself. He did so, and became a lich.</p><p><strong>Querist:</strong> Once a mighty pit fiend, and personal servant of an archdevil in the coldest of the Hells, the devil known as Vassago was infected by a verminate zombie (q.v.) while on the Prime Material plane. His body was transformed: though deathless, he decays, dropping bits of putrescent viscera as he stumbles from one room to the next, muttering to himself.</p><p><strong>Skeletal Warden:</strong> Twelve dark paladins served their dark masters so well that they continue to do so beyond death: these are the dreaded skeletal wardens. Heavily armored undead warriors, they carry out the will of their creators, the archdevils of Mictlan.</p><p><strong>Spectre Battle:</strong> ?</p><p><strong>Xarualac:</strong> The xarualac is the restless spirit of a dead musician, one who loved music so much that it could not move on.</p><p><strong>Zombie Verminated:</strong> Verminated zombies are small animals, such as rats, weasels, rabbits, or cats, which have contracted the red plague.</p><p>Once infected with the red plague (known to chirurgeons as necrosis), a victim will lose 1-8 hit points per hour, and must also save vs. death each hour or become a zombie. A cure wounds spell will restore hit points, but the save vs. death must still be made on the hour. The only way to end the spell is with cure disease, heal, or remove curse.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/58543/The-Forgotten-Temple-of-Baalzebul?affiliate_id=17596" target="_blank">The Forgotten Temple of Baalzebul</a>[spoiler]</p><p><strong>Stone-Cleaver, Specter:</strong> The work gang leader from area 18d, Stone-Cleaver, was so cruel to his workers in life that he earned undead status in death. Almost immediately after his death resulting from a cave-in that occurred during the final construction phase of the temple, he was interred herein. He arose again, three days later, as a powerful specter infused with absolute evil.</p><p><strong>Aerdolph, Vampire:</strong> Aerdolph was second in command to the bishop himself. When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich and Aerdolph a vampire.</p><p><strong>Sundar, Ghost:</strong> Over time, the corrupting influence of the clerics and their evil edifice began to exert its hold on the originally neutral-aligned Sundar. Whereas before he was only slightly wounding those students failing their tests, he was now inflicting grievous harm upon them, in some instances killing them outright with his extensive arsenal of offensive spells. The bishop, at first, tolerated Sundar’s increasing depravity. But when Sundar began killing his students outright, the bishop decided that drastic measures would have to be taken. He ordered a group of his most powerful cleric/assassins to assassinate the troublesome instructor; this they did whilst he slept. Shortly after his death, Sundar’s tortured spirit took the form of a ghost.</p><p><strong>Sorcerell, Lich:</strong> In order to convert Sorcerell into a lich, Asalon needed to slay him in a most violent manner while calling on his dark lord to curse the cleric. Sorcerell still bears great enmity towards Asalon for first gouging out his eyes and then plunging a ceremonial dagger into his heart.</p><p><strong>Malignaant, Lich:</strong> When Malignaant fell to Asalon’s sacrificial knife, in much the same manner as Sorcerell before him, he became a lich almost instantly.</p><p><strong>Sarmux, Lich:</strong> When the time was at hand to dissolve the order, Asalon urged Sarmux to undergo lichdom, despite his strong protests. The proposition of merging with the Negative Material Plane mortified poor Sarmux. But, in the end, he relented, falling to the same sacrificial knife as Malignaant and Sorcerell before him.</p><p><strong>Celrax, Huecuva:</strong> When told of Asalon’s plan to have himself along with his most loyal servants transformed into various forms of the undead, Celrax thought the bishop to be insane. As the time of his forced undead rebirth neared, Celrax became mad with worry. Before the sacrificial knife was to be plunged into his chest, Celrax opted to take his own life in a mad fit of despair. Now, because of his final act in life, Celrax haunts his beloved temple as a huecuva, an undead abomination composed of chaotic energy.</p><p><strong>Asalon, Lich:</strong> He performed the necessary rites to transform himself into a powerful lich long ago.</p><p>When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/64108/World-of-Arkara-Gazetteer-of-the-Known-World?affiliate_id=17596" target="_blank">World of Arkara Gazetteer of the Known World</a>[spoiler]</p><p><strong>Lich:</strong> Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.</p><p><strong>Mummy:</strong> Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.</p><p><strong>Vampire:</strong> Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/103867/Zor-Draxtau-Issue-III?affiliate_id=17596" target="_blank">Zor Draxtau Issue 3</a>[spoiler]</p><p><strong>Xerksis, The Mage-King:</strong> Seeking a means to quash the ranger’s ‘pitiful little band’ of rogue humans and pathetic demi-humans from the northern peninsula on the Usher Arm Peninsula, Xerksis created the Bone-Hilt sword; a thing of purest, darkest evil. And into the sword, Xerksis sacrificed a portion of his evil soul, so that whomever should wield the weapon, would also be invoking his spirit. And during this process, Xerksis also achieved his life-long desire to ultimately commit himself to the dark life of a lich.</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>Romance of the Perilous Lands[spoiler]</p><p><a href="http://www.rpgnow.com/product/190792/Romance-of-the-Perilous-Land?affiliate_id=17596" target="_blank">Romance of the Perilous Land</a>[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the incorporeal remnants of the dead a restless spirit whose work on earth is not yet done.</p><p><strong>Vampire:</strong> Vampires are the living corpses of those who had committed a cardinal sin.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Saga of the Splintered Realms[spoiler]</p><p><a href="http://www.rpgnow.com/product/139324/Saga-of-the-Splintered-Realm-Book-1-Core-Rules?affiliate_id=17596" target="_blank">Saga of the Splintered Realm Book 1 Core Rules</a>[spoiler]</p><p><strong>Banshee:</strong> The banshee is a wailing spirit of a fallen mortal, often a female elf.</p><p><strong>Ghost:</strong> A ghost is the spirit of a mortal that has been left behind, consigned to the realm of the living due to some curse.</p><p><strong>Undead:</strong> Undead are the remains of the deceased infused with unholy power.</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> Zombies, as mindless animated corpses of humans, demi-humans and humanoids, are often placed to guard treasures or used to perform mundane tasks.</p><p><em>Animate Dead</em> spell.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> Wights, undead spirits indwelling human, demi-human or humanoid corpses.</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> Mummies are the preserved remains of powerful creatures.</p><p><strong>Vampire:</strong> ?</p><p><strong>Skull Warden:</strong> The remains of a fallen paladin, the skull warden is a vengeful spirit, a skeleton clad in ruined armor wielding a cruel blade.</p><p><strong>Lich:</strong> The lich is the undead remains of a powerful magic user from before the Great Reckoning.</p><p></p><p>Arcane Magic Sphere 5 Faith Magic Sphere 4</p><p>Animate Dead (60’). Create undead creatures (either skeletons or zombies) of total CL equal to your level. These will obey your commands until destroyed or another caster uses dispel magic to sever your connection to these undead. You may not have more than 2x your level in CL undead under your control at any one time. [/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/148596/Saga-of-the-Splintered-Realm-Book-2-Adventures?affiliate_id=17596" target="_blank">Saga of the Splintered Realm Book 2 Adventures</a>[spoiler]</p><p><strong>Goblin Zombie:</strong> ?</p><p><strong>Bugbear Skeleton:</strong> ?</p><p><strong>Goblin Skeleton:</strong> ?</p><p><strong>The Summoner, Wight:</strong> ?</p><p><strong>The Lorekeeper, Goblin Vampire:</strong> ?</p><p><strong>Skeletal Snake:</strong> ?</p><p><strong>Skull Warden Captain:</strong> ?</p><p><strong>Wight Crew Memeber:</strong> ?</p><p><strong>The Painter, Goblin Lich:</strong> ?</p><p><strong>Irdana, Vampire Magic User:</strong> ?</p><p><strong>Undead Goblin Miners:</strong> Both the dwarves and the goblins have been cursed to fight perpetual battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting the curse of the Necromancer that cursed them centuries ago.</p><p><strong>Undead Dwarf Miners:</strong> Both the dwarves and the goblins have been cursed to fight perpetual battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting the curse of the Necromancer that cursed them centuries ago.</p><p><strong>Dwarf Provisioner:</strong> ?</p><p><strong>Goblin Mummies:</strong> ?</p><p><strong>Dragon Skeleton:</strong> ?</p><p><strong>Dwarf Ghoul:</strong> ?</p><p></p><p><strong>Zombie:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Ghost:</strong> A ghost of a fallen human thief who attempted to steal from the goblins</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> Gem of Skulls magic item.</p><p></p><p>The Gem of Skulls</p><p>The gem of skulls appears as a large black obelisk, nearly 6” long. Once per day, this magical gemstone will automatically turn one corpse within 120’ into a ghoul. It may be beyond the abilities of the PCs to destroy the gem, and this may require a special quest or journey to complete. The gemstone is worth 500 gp to the right buyer, but the gemstone will definitely prove deadly in the hands of the wrong character, allowing the amassing of a ghoul army.</p><p>The gem gives no power to control or influence ghouls once created, and this gem could quickly lead to a character’s death. A lawful creature touching the gem suffers 1d6 damage. Any creature dying within 120’ of the gem is re-animated as a ghoul within 1d6 rounds. While the gem is valuable (worth up to 250 gp on the market), it is an object of evil, and PCs who sell it will likely live to regret it. [/spoiler]</p><p>[/spoiler]</p><p></p><p>Scarlet Heroes[spoiler]</p><p><a href="http://www.rpgnow.com/product/127180/Scarlet-Heroes?affiliate_id=17596" target="_blank">Scarlet Heroes</a>[spoiler]</p><p><strong>Undead:</strong> <em>Slaves of Bone and Mist</em> spell.</p><p><strong>Ghoul:</strong> Some hungry ghosts are touched by the ice of the Hells, animating their unburied corpse with an endless, unbearable hunger for human flesh to warm them.</p><p><strong>Hungry Ghost:</strong> Some spirits fear to pass on to their ultimate reward or everlasting punishment. Others are unable to leave the living world, having become lost without the guidance of funeral rites or snared by the demands of unfinished business among the living. Without the help of a priest to calm them and guide them onward, these shades are doomed to become hungry ghosts, maddened and anguished undead entities that torment the living.</p><p>Hungry ghosts are commonly found in the wake of mass slaughters, plagues, and famines. Even the complete burning of a corpse is not sufficient to prevent their manifestation should proper funeral rites be neglected; the hungry ghost will assemble a body from ash and dust if it must. Some necromancers also have the power to create or bind hungry ghosts, with the more adept among them torturing the maddened souls into new, more hideous forms of undead.</p><p><em>Defilement of the Unquiet Grave</em> spell.</p><p><em>Slaves of Bone and Mist</em> spell.</p><p><strong>Jiangshi, Leaping Vampire:</strong> The dreaded jiangshi are undead most often produced by a misfortunate death far from home, where an unburied victim’s soul is left unable to find its way back to familiar places. Other jiangshi are the product of dark necromancy or a life of evil, when the soul is too fearful to face its fate in the afterlife.</p><p><strong>Langsuyar, The Hungry Mother:</strong> These strange undead are the result of the childbirthing death of both a beautiful young mother and her child. Appropriate funerary rites usually prevent such creatures from manifesting, but every so often some poor woman or lonely mother perishes without the help of such rites, and thus leaves her soul vulnerable to the misfortune of this state. In darker cases, some bereaved husbands actually spoil the funerary rites so as to encourage the creation of a langsuyar, hoping only to regain their lost love.</p><p><strong>Ma Ca Rong, The Filth Vampire:</strong> These loathsome undead creatures are the remains of men and women who uttered ruinous lies and practiced terrible deceits in life. Fearing the punishment that awaits them beyond the grave, their spirit animates their restless corpse as a ma ca rong, tearing loose their viscera as their head separates from the rest of their body.</p><p><strong>Ma Lai, The Plague Vampire:</strong> A relative of the ma ca rong, the ma lai also is an undead creature, one born of the plague-slain or fever-killed. To observers, it appears that whatever sickness claimed them grew very dire before receding; in truth, the plague killed them, but their restless spirits refused to leave their corpses.</p><p><strong>Nu Gui, The Vengeful Deceiver:</strong> The nu gui is created when placatory funeral rites prove insufficient to calm an outraged spirit, and their vengeful purpose is clothed in the power of an undead form. While many types of undead are the product of such unsatisfied purposes, nu gui are unique for the insidiousness of their actions, for they manifest as the friends and loved ones of their target.</p><p><strong>Polong, The Bitter Servant:</strong> While most cultures of the isles honor their dead and seek only their dignified peace, some necromancers find the undead make excellent servants. A ghost slave is created from a victim sacrificed in a particular sorcerous fashion, one lingering and terrible. A single unbroken bone remains at the end of the process, most often a skull, and so long as the bone remains intact the polong is forced to obey its creator in all ways. If the bone is smashed, the polong is free to work its vengeance for one hour before it passes on to its eternal reward.</p><p>Fashioning a polong is costly, and even those necromancers who would not balk at the price are often leery of the risks of an uncontrolled ghost slave. Creating a polong requires ingredients worth 500 gp per hit die of the victim and a magic-user or cleric level no less than the victim’s hit dice. A necromancer may have no more polongs bound to him than he has levels.</p><p><strong>Shui Gui, The Water Twin:</strong> The water twin is an undead creature produced by the terror of drowning and the anguish of the unlamented dead.</p><p><strong>Skeleton:</strong> One of the simplest forms of undead, a skeleton is simply a set of bones animated by the decaying remnants of a spirit’s lower, animalistic soul.</p><p></p><p>Defilement of the Unquiet Grave Level 4</p><p>Duration: Special Range: Touch</p><p>The followers of the Nine Immortals cherish the peaceful sleep of their ancestors. That does not prevent other priests from having different ideas on the topic. This spell may forcibly create undead from corpses that were not buried with the correct funerary rites. A number of hit dice worth of undead equal to the caster’s level may be created at once, most often hungry ghosts as per the Bestiary chapter. These undead are obedient to their creator, becoming uncontrolled upon his death. Each ritual costs 50 gp in expendable implements for each hit die of undead created, and the ritual can only be performed on a night of the new moon. Most clerics can command no more than ten hit dice of undead slaves for every level they possess.</p><p></p><p>Slaves of Bone and Mist Level 5</p><p>Duration: Indefinite Range: Touch</p><p>Necromancy is profoundly repugnant to most of the cultures of the isles, but some sorcerers are unconcerned with the respect due the ancestors. With a supply of corpses that have not received appropriate burial rites the wizard can call up a number of undead servants. A number of hit dice worth of undead equal to the caster’s level may be created at once, most often hungry ghosts as per the Bestiary chapter. These undead are obedient to their creator, becoming uncontrolled upon his death. Each ritual costs 50 gp in expendable implements for each hit die of undead created, and the ritual can only be performed on a night of the new moon. Other, more powerful or costly rites exist to conjure more numerous or potent undead slaves.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/185959/Godbound-A-Game-of-Divine-Heroes-Free-Edition?affiliate_id=17596" target="_blank">Godbound: A Game of Divine Heroes</a>[spoiler]</p><p><strong>Undead:</strong> The undead of the realms are products of fear, longing, and dark sorcery. Ever since the fall of Heaven and the corruption of Hell the prospect of an agonizing afterlife has filled countless men and women with dread. While the rites of the Unitary Church, the ancestor cults, and other true faiths can serve to anchor a soul to its native realm in peaceful sleep, not every spirit has the advantage of that shelter. Those who die alone and far from solace might still cling to this world for fear of what comes next.</p><p>Others simply cannot endure the idea of leaving their work unfinished, and are sealed to their decaying corpses by their unquenchable will. Even when a spirit is absent and only the dead flesh remains, a skilled sorcerer can imbue the husk with a kind of half-life to create a mindless servitor.</p><p>A swarm of minor creeds can be found in the cities and villages of the realm, most of them revolving around a locally-important spirit or heroic ancestor. Few of these faiths have any real power to save, though a few have priests that actually can ensure a peaceful eternal rest to their followers. Sometimes this safety can be granted with a simple ritual or sequence of prayers, but other faiths require expensive or bloody rites to ensure that a soul is safely anchored to the sleep of the mundane realm. Occasionally these rites go awry, and the soul is left to persist as some form of undead. Less often, these rites are intended to create such revenants, either to serve the cult or to act as loci for their devout worship.</p><p>A Pale Crown Beckons Death Word Lesser Gift.</p><p>Ranks of Pale Bone Theurgic Invocation.</p><p><strong>Draugr:</strong> The great majority of labor in the skerries is performed by draugrs, the walking dead beckoned up by the witch-queens and their priestesses.</p><p>Witch-queens measure their status by the number of living and draugr they command and the richness of their cold palaces. They do not love each other, but the great necromantic rituals they work require the cooperation of several adepts, and so they cannot afford to quash all potential usurpers.</p><p><strong>Mob Undead Horde:</strong> ?</p><p>A Pale Crown Beckons Death Word Lesser Gift.</p><p><strong>Lesser Undead:</strong> Lesser undead are purely corporeal in nature, dead bodies animated by magical power and imbued with a kind of half-intellect by the spell.</p><p>A Pale Crown Beckons Death Word Lesser Gift.</p><p>Ranks of Pale Bone Theurgic Invocation.</p><p><strong>Greater Undead:</strong> Greater undead are qualitatively different. They have a human soul at their core, either animating a decaying corpse or manifesting as an insubstantial wraith. Their minds are usually dulled by the decay of their flesh or the confusion of their death, but they can remember their living days and reason as humans do. Spells to create them are substantially more difficult, and most necromancers must take care to keep greater undead safely bound.</p><p>A Pale Crown Beckons Death Word Lesser Gift.</p><p><strong>Ancalian Husk:</strong> The eruption of the Night Roads in Ancalia has produced the dreaded Hollowing Plague which makes risen corpses of its victims. The desperate husks of those slain rise now as lesser undead, swarming in Mobs to devour the living.</p><p><strong>War-Draugr:</strong> The biggest and best-preserved of the wretched draugr of Ulstang are swathed in mail and iron plates to become war-draugr.</p><p><strong>Dried Lord:</strong> This greater undead corpse houses the burning soul of a great warlord or mighty high priest.</p><p><strong>Hulking Undead Thing:</strong> ?</p><p><strong>Greater Undead Revenant:</strong> ?</p><p></p><p>A Pale Crown Beckons Action</p><p>Commit Effort for the scene. You can call up undead, summoning parts instantly from the nearest source if necessary. A single greater undead of hit dice no more than twice your level is called, or one Small Mob of 1 HD lesser undead is created for each three levels you have, rounded up. A corpse made into a greater undead must not have received funeral rites or been dead more than a month. The undead are loyal, but dissolve when you use this gift again. Summoned entities or Mobs can be preserved indefinitely for 1 Dominion point each.</p><p></p><p>Ranks of Pale Bone</p><p>The theurge imbues corpses or other remains with an animating force, raising them as soulless lesser undead. For each hit die or level of the caster, 1d6 hit dice worth of lesser undead can be raised, assuming sufficient raw materials are available. The corpses need not be intact, as bones and tissue will merge and flow under the sorcery. Undead that have already been destroyed once, however, are no longer useful for further necromancy.</p><p>The great majority of human-sized corpses rise as 1 hit die undead, though the corpses of terrible beasts or fearsome Misbegotten may be more dangerous. The raised creatures are mindlessly loyal to the theurge or any lieutenants they nominate, but otherwise act as do most lesser undead. They remain animate until destroyed or until the invocation that fuels their existence is dispelled. If their creator is slain, the risen creatures will run rampant against the living.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/199446/Ancalia-The-Broken-Towers?affiliate_id=17596" target="_blank">Ancalia: The Broken Towers</a>[spoiler]</p><p><strong>Husk:</strong> This ended five years ago, in 995. Without warning, nine massive Night Roads erupted in locations throughout Ancalia. Yawning gates of devouring darkness belched forth a sky-blackening miasma and an endless swarm of savage Uncreated abominations. While the darkness in Ancalia's sky cleared after nine terrible days, the tide of Uncreated had already overwhelmed most of Ancalia's cities and towns.Worse still, the darkness brought with it the Hollowing Plague.</p><p>Victims of the plague grew light-headed and feverish, their spittle turning black and their chests sunken. A gnawing pain inside their bellies grew worse and worse until the delirious sufferer could only dull it by choking down gobbets of still-warm entrails. The pain was so great that it robbed its sufferers of their reason, and many committed horrible acts against their own families simply to still the mad hunger.</p><p>Those who sought death as a relief from the pain were cheated by the grave. When their heart ceased to beat and the blood no longer flowed in their veins, the sufferers rose up once more as lesser undead that came to be called "husks".</p><p>There was no cure for the Hollowing Plague that mortal art could devise. It swept over the nation, decimating the survivors. It even managed to infect the corpses of the freshly dead, with perhaps one in ten lurching up from the charnel fields to hunt fresh prey. The worst outbreaks of the Hollowing Plague seem to be over, but anyone who lingers within Ancalia runs the risk of infection. Close contact with a husk may increase the chance, but no clear vector has been determined, nor any sure way of keeping back the sickness. A thousand folk preventatives are mustered, but none seem sure.</p><p>The origins of these restless abominations lie in a magical plague that came to Ancalia, and a curse that mere mortal magic could not efface.</p><p>The first symptoms of the Hollowing Plague appeared immediately after the opening of the Night Roads. The signs were fever, gluttony, and an irrationality driven by increasingly piercing hunger pains that could eventually only be satisfied by human viscera. The fever inevitably killed its victims within a month of the first appearance of symptoms, assuming that the victim wasn't killed by others in self-defense. By the time the Ancalians understood what was going on, it was too late. More than half the entire population was infected by the plague.</p><p>Anyone killed by a husk will inevitably rise as one within a few hours, if not immediately, as will anyone who dies from the plague's fever. The exact vectors of contagion are still not clear; bites don't necessarily seem to transmit it, nor does close contact with the victims. Instead, it seems to be a kind of psychic miasma that affects anyone within the former borders of Ancalia, potentially striking them down despite their best prophylactic measures. Some believe that being in the presence of large numbers of sufferers increases one's chance to fall ill, while others insist on the preventative power of one of a host of holy relics, peasant charms, or learned countermeasures. The reliability of such measures is altogether unproven.</p><p>Currently, the Hollowing Plague appears to be ongoing at a lesser rate of infection. There is a roughly one percent chance of developing the plague every month a person remains in Ancalia. Thus, the remaining living population of Ancalians is decreasing at a rate of approximately 11% a year, even aside from the violence and slaughter endemic to the peninsula. If the plague is not stemmed somehow, the population will be effectively wiped out within a decade from the disease's effects alone.</p><p>General scholarly opinion is that the plague does not manifest outside of Ancalia. Victims killed by Ancalian husks outside of the country will also rise as undead, but carriers of the Hollowing Plague do not appear to be infectious otherwise. As husks do not normally leave Ancalia unless driven by greater intellects, the chief danger of the infection is that some freebooter could take sick in Ancalia before returning to their homeland. Once there, a victim who dies, rises as a husk, and starts slaughtering their neighbors might form the nucleus of a dangerous outbreak.</p><p>Unbeknownst to the populace of Ancalia, the plague is not so much a biological malady as it is an otherworldly curse. The nine Night Roads that opened throughout Ancalia brought with them this magical contagion, and they exude it like a form of magical radiation.</p><p>Five years ago, in 995 AS, nine terrible Night Roads ripped open in various locations throughout the peninsula. A black miasma of disaster erupted from the roads, bringing with it a host of horrible Uncreated monsters. Just as awfully, the roads brought the Hollowing Plague; a maddening disease that turned its victims into cannibals before raising their corpses as ravenous, mindless undead "husks".</p><p><strong>Deviant Husk:</strong> ?</p><p><strong>Energumen:</strong> Sometimes a soul refuses to leave its corpse even after it's brought low by the plague or the teeth of the dead. Most souls instinctively sense the peaceful repose emanating from the prayers of Patriarch Ezek and will gradually fall into secure slumber over the course of a month, safe from the horrors of Hell and the agonies of their death. Yet those souls that led particularly vile or sinful lives may fear even this end, dreading what awaits them after death so greatly that their soul refuses to leave their body.</p><p>On other occasions, dark spirits infest a fallen husk, filling it with an evil intellect and an inhuman set of cravings. Sometimes these wraiths are Uncreated shades, while others are errant ghosts, constructs of dark sorcery, or malevolent natural spirits.</p><p><strong>Energumen Depraved:</strong> The Depraved are normal men and women who have led lives of such wickedness that their spirits dread the grave.</p><p><strong>Energumen Spirit-Ridden:</strong> The Spirit-Ridden are those energumen created when a spirit inhabits an empty husk, either the ghost of a fearful victim or another spiritual entity in search of a corporeal housing.</p><p><strong>Energumen Uncreated Husk:</strong> An Uncreated Husk has been inhabited by an Uncreated spirit.</p><p><strong>Energumen Eaten Prince:</strong> Eaten Princes are the most powerful variety of energumen, as they've carefully prepared themselves for the transition into an unliving husk. Most candidates fail the process, but those souls that remain clinging to the eviscerated shell of their former body gain great occult power from the gory transition.</p><p>Some exceptionally desperate cults have formed around men and women who choose to be devoured by husks in hopes of rising as an energumen. These half-suicidal initiates understand that the more foul and reprehensible a soul's life, the more likely it is to rise as one of these self-willed husks, though few realize that this result is due more to a dead soul's terror of judgment than any quality of spiritual vileness they bring to their grave. By enduring the brief horror of being eaten alive, they hope to win survival for themselves and their cultists, to say nothing of the ageless immortality that undeath brings.</p><p>Despite whatever qualms they may have, these candidates perform horrible acts in a ritualized manner in order to prepare themselves for "the new life". When the cult's leadership is confident that they have properly prepared themselves fully, they are shackled to a rack and killed by a husk. Most such souls fall into the dreamless sleep of the grave, but a few spirits cling to their mutilated bodies with such fervor that they rise as energumens, strengthening the leadership of the cult.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>The Secret Fire[spoiler]</p><p><a href="http://www.rpgnow.com/product/93884/THE-SECRET-FIRE-Roleplaying-Game?affiliate_id=17596" target="_blank">The Secret Fire</a>[spoiler]</p><p><strong>Undead:</strong> <em>Call Forth the Dead</em> prayer.</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost Warrior:</strong> Some are bound by oaths that survive death, ties of loyalty or duty that compelled them in life and now do so in death. Ghost Warriors are such, often returning to the same site many times over and walking the same paths as they did when they were mortal. Ghost Warriors are often found in ancient ruins and battlefields, where it is not unknown for opposing forces of Shades to battle once again and forever. They often manifest in specific times and at specific places, or when they are summoned, as with the Avengers of the Fallen prayer.</p><p><strong>Ghoul:</strong> They usually come into being as the result of a creature that has resorted to cannibalism, or by way of an ancient ritual found in certain necromantic texts.</p><p><strong>Mummy:</strong> Their internal organs have been removed, stored in Canopic jars, and undergone powerful rituals and alchemical processes to ensure that their former host will endure for eternity.</p><p>None know which Elder God was involved in the process, but it is with the utmost cruelty that the god laid these powerful lords to rest, only to see them rise again as Undead, often imprisoned within tombs for eternity.</p><p><strong>Revenant:</strong> Sometimes, a resurrection spell goes wrong and though the body dies, the soul and intelligence remain. This leaves the subject in a terrible twilight world in which their rotting body is driven by willpower alone.</p><p><strong>Sandwalker:</strong> It is written in the Scrolls of Ytonethotep that anyone consumed by the Locust Swarm of a Mummy while within a tomb sacred to Horus will be cursed to an eternity of undead service. Forever will they serve the Mummy whose treasure they sought to steal.</p><p>Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists.</p><p><strong>Skeleton:</strong> Skeletons are one of the more common forms of undead, and are the easiest to create for those with a penchant for necromancy. Essentially, Human and Eld remains are imbued with a semblance of life and rudimentary intelligence, allowing them to obey simple commands and have a basic understanding of their environment.</p><p><strong>Skeleton Shattering:</strong> ?</p><p><strong>Vampire:</strong> None know how they came into being, but they have fed on mortals from time immemorial. Sages whisper of an ancient curse, while others insist that Vampires are created, not damned. The sages whisper for good reason — any who pry too deeply into Vampire lore tend to disappear.</p><p>Vampires can create more of their own kind by draining a victim of all Health then restoring it. Their (possibly willing) victim is drained to the point of death when the Vampire opens one of its veins to enable the would-be Vampire, or Childer, to feed. This results in an intense bond between the creator, or Sire, and the victim. The Childer is dead for all intents and purposes, but rises three days later as a true Vampire at dusk.</p><p><strong>Vampire Spawn:</strong> Stamina Points lost to a Vampire’s blood drain ability return after a d6 days of bed rest. During that time, the victim is linked psychically to the Vampire but remains in a delirium. Each Health point a Vampire drains gives it an Energy Point that it can use. A Vampire may return to the victim to drain more, but should the victim’s Health drop to 0 as a result, he or she will die — rising three days later at dusk as Vampire Spawn.</p><p><strong>Whisperer in Darkness, Wraith:</strong> Characters killed from a whisperer in darkness' touch of death return from the grave as a Whisperer in Darkness in 1d6 hours unless they succeed on a Luck Throw.</p><p><strong>Zombie:</strong> A rotting corpse shambles toward you, animated by the dark art of necromancy.</p><p>Zombies are the mindless corpses of beings that have been animated by necromancy.</p><p><strong>Zombie Tomb:</strong> Mummies often create their own undead servants, called Tomb Zombies, using their Infect ability.</p><p>Tomb Zombies are withered corpses, created by a Mummy to enforce his will.</p><p></p><p>Call Forth the Dead (Death)</p><p>Circle: III Casting Time: 1 hour</p><p>Range: 10 feet (2 squares) Resistance: —</p><p>Area of Effect: Sphere 6 (corpses) Duration: 1 hour/level</p><p>Description: Most Holy-Men dare not dabble in powers claimed exclusively by the Elder Gods. Only the worshippers of certain Evil Deities like Set or the foolhardy or utterly desperate, dare to challenge Death itself. Invoking this prayer, you imbue motive force into the corpses of the fallen, the murdered, and the massacred.</p><p>The vision of summoning a vast army, unfettered by morale or the base needs of sentience, overcomes any ethical questions or fear of reprisal from Death. You work this dark art in forgotten battlefields or near unmarked mass graves and it is from these macabre sites that large numbers of desiccated undead can be raised. The deeper your knowledge and experience, the more powerful the undead you may raise. Unfortunately, the dead curse the name of anyone who awakens them from their final rest. You have been warned….</p><p>Mechanics: All corpses within the area of effect are animated, a number determined by the location in which the prayer is cast (and deteremined ultimately by the MC). An attack roll is made against each corpse, which automatically succeeds, raising the target as an undead creature of the night (see below). However, on a natural roll of 1, 6, or 13, the corpse animates and turns on you, attacking you until destroyed.</p><p>The Holy-One determines the type of undead each creature becomes upon being raised, drawing from a pool of twice her own level. For example, a 2nd-Level Holy-Woman (who can create 4 levels of undead) might create a skeleton (level 3) and a zombie (level 1), or four skeletons (level 1), and so forth.</p><p>Animated dead automatically follow simple commands given by the Holy-One who raised them. These commands can be no more complex than those she might give a trained animal. The dead follow these commands to the best of their ability until destroyed or until the duration of the prayer expires. If the Holy-Man moves beyond shouting distance, the animated dead continue to perform the last command given them. The Elder God of Death has placed a strong limit on this prayer, preventing a destroyed animated dead from being animated again.</p><p>The newly animated dead know very little, and will only act in a manner befitting their existence while alive, namely performing repetitive tasks ingrained in them by years of combat or other occupation. This is another reason battlefields are best suited for raising an army of walking dead.</p><p></p><p>Curse of Nephren-Ka</p><p>Mummies and Tomb Zombies carry a particularly nasty magical curse. As a free action, the curse is invoked and the next melee attack will infect the victim with Mummy Rot. The affected creature immediately suffers great pain as their skin becomes desiccated and covered in lesions. The victim must make a Luck Throw to resist the effects or immediately suffer the loss of 2d6 points of Health. If they are still alive, they will also be scarred and lose 1d6 Presence as a result.</p><p>Anyone reduced to 0 Stamina will rise as a Tomb Zombie under the control of the spellcasting Mummy (in the case of Tomb Zombies, then it is their Mummy creator — if the creator still exists). The Tomb Zombie will rise from the dead during the next sandstorm in the domain of their Mummy creator.</p><p>Mummy Rot cannot be cured with conventional healing, and requires a remove curse or Aura flensing prayer. The disease also impedes healing, requiring a healer to pass a DC20 Healing check to use any healing spells on the victim.</p><p></p><p>Curse of Aryneops</p><p>Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists. Sandwalkers will rise from the sands only when summoned by their Mummy masunholy landters.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Spears of the Dawn[spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/110293/Spears-of-the-Dawn?affiliate_id=17596" target="_blank">Spears of the Dawn</a>[spoiler]</p><p><strong>Eternal:</strong> The Eternal come in several different varieties depending on the nature of the rites used to animate them.</p><p>Eternal may be created by humans, but the new-made immortal is under no obligation to obey their creator, and will likely despise them for their hateful liveliness.</p><p>It was the</p><p>Gods Below who taught the Eternal King the secrets of a twisted immortality, and even now they send dark dreams to their slaves in the living world.</p><p>Two centuries ago the eastern land of Deshur, the Sixth Kingdom, was driven to the brink of destruction by the armies of Nyala. The empire’s legions were hurled back into the black deserts of the east and Deshur’s king was driven to take shelter beneath the stones of the mountains in temples long since lost to men. There he discovered new teachers and an old power, and with it he bought a damnable salvation for his people, a salvation that made them Eternal.</p><p>The accursed creatures known as the Eternal are the result of a grim and forbidden lore. They are a product of the unholy rites dredged up by the pharaoh of Deshur in the face of his realm’s destruction, learned from serpentine teachers among the roots of the Weeping Mountains. Their existence is an abomination to the Sun and the spirits alike, but the satisfactions of their undying state still tempt many in the Three Lands.</p><p>An Eternal is created from an intact human corpse, one lacking no major limb or organ. Through a series of rituals of greater or lesser complexity, the hold of death is broken upon the remains, and the subject rises up as they did in life. Their flesh is in the same condition as it was upon their death, whole or torn, but it has all the warmth, pliancy, and response of life. Indeed, the most perfectly-restored Eternal are indistinguishable in every way from a living human. The Eternal do not age, or breathe, or eat common food, or drink mortal wines. They do not sleep or dream, and they do not weary as mortal flesh wearies.</p><p>The Gods Below are hideous things, their numberless names foul upon the lips and tainting to the soul. It was their whispers that taught the Eternal King the black secrets of immortality. Some men secretly worship them for the sorcery they teach, but their rites are invariably and unspeakably loathsome.</p><p>The Nyalan empire is blamed for setting off the Long War with their invasion of the eastern kingdom of Deshur. The Black Land’s pharaoh was not a good man but he had done little to earn Nyala’s wrath. Still, Emperor Shangmay would not be content until he ruled the whole of the Three Lands, and his legions pushed the Deshrites up the banks of the Iteru into the foothills of the Weeping Mountains. They made their stand near their stony throne-city of Desheret, and the pharaoh went down into the forbidden temples in the mountains’ roots to make bargains with the servants of the Gods Below.</p><p>The secrets he brought back transformed him and his people.</p><p><strong>Eternal Dreamer:</strong> The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive only the simplest and most cursory rituals rise as dreamers, men and women locked into a half-dreaming existence that leaves them only dimly aware of their surroundings.</p><p>The rituals of their creation require at least 1,000 si worth of obscene icons and hideous ritual tools, but once these implements are at hand any number of dreamers may be created with only fifteen minutes’ work each by someone with at least Occult-1 skill and training in the rituals.</p><p><strong>Eternal Noble:</strong> The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive better rites become nobles, reborn with their full intellect and a clear understanding of their new estate.</p><p>Creating a noble requires 10,000 si worth of expended ingredients.</p><p>Very rarely, a ritual meant to create a lesser Eternal will somehow result in the creation of a greater variety, either through blind luck or the natural strength of will possessed by the victim.</p><p><strong>Eternal Lord:</strong> The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive the finest and most glorious rituals of translation will rise as lords, mighty beyond the dreams of ordinary men and gifted with great sorcerous powers.</p><p>Creating a noble requires 10,000 si worth of expended ingredients, while the revivification of a lord demands ritual implements worth 25,000 si and ingredients worth 50,000 more.</p><p>Very rarely, a ritual meant to create a lesser Eternal will somehow result in the creation of a greater variety, either through blind luck or the natural strength of will possessed by the victim.</p><p><strong>Ghost:</strong> Both spirit and undead, the ghost is the disembodied shade of some poor, ill-buried wretch, or a victim so tied to the world by grief or need that they cannot pass on to the land of the spirits.</p><p>One of the most important functions provided by a priest is the conducting of funeral rites for the dead. While any family patriarch is familiar with the necessary rituals, the spiritual force of the priest is anxiously prized as a further guarantee against the deceased’s suffering in the afterlife. The people of the Three Lands believe that one who has just died is vulnerable and disoriented by their new condition, and must have help and guidance if they are to safely reach the spirit world. Those without this aid will often go astray, becoming tormented ghosts who share their suffering with their kinsmen. To die alone and unburied is a horrifying fate for any man.</p><p>The most minimal rites involve washing the body, arranging its limbs neatly, and burying it with appropriate prayers for its peace and right guidance. Such a pauper’s burial is better than nothing, but still a cause for fear and anxiety. A proper funeral involves the entire community, with a great funeral meal, priestly rituals, and sacrifices to the gods for their aid and favor. The Sun Faithful replace the sacrifices with prayer, but they too share the anxieties of their neighbors over safe passage to the Burning Heavens of their god.</p><p>Many peasants and common folk are too poor to afford such a grand funeral, and so instead place their reliance in secret societies of funerary adepts. These societies assure members of powerful magical rites to make up for the lack of material expenditure, and conduct elaborate secret rituals over their deceased members. While membership in these societies is common knowledge, the inner secrets of their practices are guarded jealously. Though a great comfort to the poor, they also sometimes form the nucleus of bands of rebels, dark cultists, and other malefactors meeting under the guise of innocent charity. Other societies restrict their membership to the community’s elite and count nobles, chieftains, and great priests among their number. They join not because they cannot afford the customary feasting, but because the society promises a still better place in the world to come for those worthies who aid it on earth. Sometimes that betterment extends to material concerns or the quiet advancement of their members in court society.</p><p>The stronger and better the rites, the more aid is given to the spirit of the deceased. If a dead man or woman is courageous and clear-minded their soul can win through to the spirit world even without any aid. Lesser souls require more help, or they may lose their way between this world and the next and forever haunt the living. Their pain and confusion makes them dangerous to everyone, and ngangas or other spiritual adepts must be called in for exorcisms.</p><p><strong>Walking Corpse:</strong> Born of an unsanctified death, a walking corpse is an undead body</p><p>possessed by its furious soul, one baffled in its attempts to reach the spirit world. Those who die without the help of proper funerary rites risk arising as a walking corpse, to haunt the living as a decaying abomination of noisome flesh.</p><p><strong>Spirit:</strong> Humanoid spirits are often the shades of restless humans who have returned from the spirit world for their own varied purpose, and qualify as undead for the purposes of certain spells and powers.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Stay Frosty[spoiler]</p><p><a href="http://www.rpgnow.com/product/206742/Stay-Frosty?affiliate_id=17596" target="_blank">Stay Frosty</a>[spoiler]</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>Small But Vicious Dog[spoiler]</p><p></p><p><a href="http://vaultsofnagoh.blogspot.com/2011/07/small-but-vicious-dog-steals-hearts.html" target="_blank">Small But Vicious Dog</a>[spoiler]</p><p><strong>Carrion:</strong> Blame the death-fetishists of Hekhara for these beauties. Some bright spark just had to see what happened when you feed the giant vultures on a diet of zombie flesh. The answer: nothing good. Although at least we now know what’s grosser than a vulture: a giant stinking undead ghoul-vulture.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Swords and Wizardry[spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/86546/Swords-and-Wizardry-Complete-Rule-Book?affiliate_id=17596" target="_blank">Swords and Wizardry</a>[spoiler]</p><p><strong>Banshee:</strong> One particularly unusual thing about banshees is that they often associate with living faerie creatures of the less savory variety; they might even be an undead form of faerie.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.</p><p><em>Animate Dead</em> spell.</p><p></p><p>Animate Dead</p><p>Spell Level: Magic-User, 5th Level</p><p>Range: Referee’s Discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.[/spoiler]</p><p></p><p></p><p><a href="http://swordsandwizardry.com" target="_blank">Swords and Wizardry Monster Book</a>[spoiler]</p><p><strong>Allip:</strong> The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.</p><p><strong>Banshee:</strong> ?</p><p><strong>Skeletal Remains:</strong> In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time.</p><p><strong>Cat Feral Undead:</strong> Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies.</p><p><strong>Ethereal Shade:</strong> ?</p><p><strong>Exoskeleton Giant Ant:</strong> Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.</p><p><strong>Exoskeleton Giant Beetle:</strong> Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.</p><p><strong>Exoskeleton Giant Crab:</strong> Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter).</p><p><strong>Exploding Bones:</strong> ?</p><p><strong>Eyeless Filcher:</strong> An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either f lee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance).</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul Ao-Nyobo, Blue Wife:</strong> ?</p><p><strong>Glitterskull:</strong> ?</p><p><strong>Gravebird:</strong> Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic.</p><p><strong>Head-Stealer:</strong> A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck.</p><p><strong>Jackal of Darkness:</strong> ?</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Nykoul:</strong> Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world.</p><p><strong>Rusalka:</strong> Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned.</p><p>Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed.</p><p><strong>Shadow:</strong> Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow.</p><p><strong>Silent Knight:</strong> ?</p><p><strong>Skeletal Fury:</strong> The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p><strong>Fossil Skeleton:</strong> Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon.</p><p><strong>Spectral Scavenger:</strong> ?</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator.</p><p><strong>Spectre Parasitic:</strong> ?</p><p><strong>Sumatran Rat-Ghoul:</strong> ?</p><p><strong>Tree Ghost:</strong> Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vierd:</strong> ?</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight.</p><p>If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes.</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p>If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control.</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.</p><p><strong>Zombie Brain-Eating:</strong> ?</p><p><strong>Zombie Leper:</strong> Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie).</p><p>Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds.</p><p>Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again.</p><p><strong>Zombie Pyre:</strong> ?</p><p><strong>Zombie Raven:</strong> Zombie Ravens are the rotting, undead bodies of ravens.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/112618/Swords-and-Wizardry-Monstrosities?affiliate_id=17596" target="_blank">Monstrosities</a>[spoiler]</p><p><strong>Allip:</strong> The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.</p><p><strong>Banshee:</strong> Ellyllon was an elf warrior who visited the monastery to learn the secrets of the world and to achieve his own inner peace. He instead found ancient words carved into the hollow bells. Reciting them turned him into a deadly banshee.</p><p><strong>Skeletal Remains:</strong> In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round.</p><p><strong>Cat Feral Undead:</strong> Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies.</p><p>Unfortunately, her beloved cats wandered into a necromancer’s garden and were turned into 18 feral undead cats.</p><p><strong>Ghoul Aquatic:</strong> ?</p><p><strong>Kraken Zombie:</strong> ?</p><p><strong>Demonvessel:</strong> A demonvessel is a corpse that has been animated by trapping the essence of a demon within the body rather than relying on the more basic necromantic means of animating corpses. Depending upon the exact method used to bind the demon into a dead corpse, these undead creatures usually resemble mummies, but in some cases they will appear to be zombies with strange runes tattooed into the skin.</p><p>Since his wife’s natural death, the successful lamp merchant Garrick has wallowed in self-pity. He offered his vast fortune to anyone who could bring Corliss back to life. Unfortunately, the gods deemed her time had come and resurrection lies beyond mortal magic. A priestess of Orcus (under the guise of a cleric of Freya) named Edlyn (Cleric 8) approached Garrick with empty promises.</p><p>Edlyn indeed brought Corliss back from death. Her body, infused with a demonic spirit, became a demonvessel.</p><p><strong>Ethereal Shade:</strong> Lady Baymoral is the true danger in the room. She became an ethereal shade after her death. Her spirit haunts the dining table.</p><p><strong>Exoskeleton Giant Ant:</strong> Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.</p><p><strong>Exoskeleton Giant Beetle:</strong> Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell.</p><p><strong>Exoskeleton Giant Crab:</strong> Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter).</p><p><strong>Exploding Bones:</strong> ?</p><p><strong>Eyeless Filcher:</strong> An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance).</p><p>The cavern is the home of Jelida Daribe, a vile killer who attacked villages in the dead of night – and left none alive to tell of his foul deeds. Jelida was eventually caught and convicted, but the relatives of his victims tore him apart shortly after his trial. Jelida returned as an eyeless filcher.</p><p><strong>Flenser:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> There are innumerable types of ghosts with varying qualities, often depending on the nature and circumstances under which the person died.</p><p><strong>Ghost Strangling:</strong> Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days.</p><p>At night, the alley is haunted by 3 strangling ghosts, a trio of assassins who were cut down by mysterious means after leaving the manse one dark and stormy night. They had killed the inhabitant, a sorceress of no little influence in the courts of Hell (where she is said to rule to this day).</p><p><strong>Ghoul:</strong> Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.)</p><p><strong>Ghoul Ao-Nyobo, Blue Wife:</strong> The palace of the emperor is enormous, but even the emperor knows not how enormous. Behind the walls covered in gilt plaster and mosaics of tortoise shell and amber there are secret, dank passages haunted by the former empress, a woman called Obomay, who would have ruled the empire from behind the imperial throne had not the emperor took a liking to a dancing girl called Othea who was practiced in the secret art of the of seven venoms. Othea now holds the place of power behind the man-child emperor, and Obomay dwells in the shadows after being unceremoniously dumped into a dry well in the Anemone Garden, her hatred re-awakening her as an ao-nyobo ghoul.</p><p><strong>Ghoul Crimson:</strong> Crimson ghouls are created by strange and terrible magical procedures worked by necromancers upon a normal ghoul.</p><p><strong>Gravebird:</strong> Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic.</p><p><strong>Head-Stealer:</strong> A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck.</p><p><strong>Jackal of Darkness:</strong> ?</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p>The lich Arus Kezanlizil rules the Forge-Temple, claiming it after an unforeseen accident transferred his undead spirit into the body of the dwarven cleric Arbor Oakenchisel.</p><p><strong>Mummy:</strong> ?</p><p><strong>Nykoul:</strong> Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world.</p><p><strong>Redwraith:</strong> Weaker redwraiths slowly gain strength over a period of years, eventually becoming full redwraiths that are no longer under the control of the original.</p><p><strong>Redwraith Weaker:</strong> If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.</p><p><strong>Rusalka, Water Witch:</strong> Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed.</p><p><strong>Shadow:</strong> Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow.</p><p><strong>Silent Knight:</strong> ?</p><p><strong>Skeletal Fury:</strong> The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p><strong>Skeleton Fossil:</strong> Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon.</p><p>The caves contain the remains of the first creatures to call the Seething Jungle their home. The native lizardmen died during a natural disaster that collapsed their tunnel homes into the ground around them. The lizardmen’s broken bodies merged with the flowing limestone to create 18 skeleton fossils trapped in the walls.</p><p><strong>Spectral Scavenger:</strong></p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator.</p><p><strong>Parasitic Spectre:</strong> ?</p><p><strong>Sumatran Rat-Ghoul:</strong> ?</p><p><strong>Tree Ghost:</strong> Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature.</p><p>The pale woman is a dryad named Melene slain years ago by the vampire Valmont De Shade as he traveled the countryside seeking a permanent lair.</p><p><strong>Vampire:</strong> Any human killed by a vampire becomes a vampire under the control of its creator.</p><p>Four bone pillars stand about this 30-foot-square ossuary. Each four-foot-diameter pillar is crafted from hundreds of random bits of bones and skulls. A low wall of femurs runs from one pillar to the next. Four skull chalices sit on the wall. Each chalice is filled with steaming blood. Anyone drinking from a chalice must make a saving throw or be cursed so he can only drink blood from that moment onward until cured. If the curse is not reversed within 3 months, the victim becomes a vampire.</p><p>If a possessed creature possessed by a parasitic spectre is slain, the corpse will instantly transform</p><p>into an undead creature, having abilities identical to those of a wight.</p><p>Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes.</p><p><strong>Varn:</strong> These are the restless spirits of dead fighters and warriors whose armor continues to fight long after they are gone.</p><p>Inside the structure is a sarcophagus set into the tiled floor. It is carved to resemble the man buried within. Standing before the grave is the warden’s guardian, a Varn who fell in battle protecting the body from those who would defile it, and continues to do so after death.</p><p><strong>Vierd:</strong> ?</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight.</p><p>If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.</p><p><strong>Wight Sea:</strong> Sea-wights are highly similar to normal wights, originating from bodies in ocean-flooded tombs, bodies that were consigned to the depths of the ocean, or from individuals – usually those of some power – who perished beneath the dark waves.</p><p>As with normal wights, a successful attack by a sea-wight drains one level of experience from the victim, and a fully-drained victim rises as a sea-wight of half normal strength under the command of its killer.</p><p><strong>Zombie Giant Shark:</strong> ?</p><p><strong>Zombie Giant Octopus:</strong> ?</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p>The bodies of six dwarves are tied to the dead trees of the Hallawstack Trees by their black beards. Each dwarf’s body is cut and bruised, and arrows protrude from their backs. The arrows have ostrich feather fletching. The dwarven bodies have no treasure. They have been dead for six days. One of the dead dwarves is now a zombie that sits facing tree until PCs approach. Its violent death caused it to awake as one of the undead.</p><p>If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.</p><p><strong>Zombie Waterlogged:</strong> ?</p><p><strong>Zombie Brain-Eating:</strong> ?</p><p><strong>Zombie Leper:</strong> Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds.</p><p>The woman and her companions drank from the tainted pond and turned into 8 leper zombies.</p><p>All of the clothes are tainted with leprosy that turns someone wearing them into a leper zombie if they fail a saving throw.</p><p><strong>Zombie Pyre:</strong> These undead creatures are weirdly enchanted with some sort of necromancy.</p><p><strong>Zombie Raven:</strong> Zombie Ravens are the rotting, undead bodies of ravens.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/200826/Battleaxes--Beasties?affiliate_id=17596" target="_blank">Battle Axes & Beasties</a>[spoiler]</p><p><strong>Undead:</strong> The restless dead, corpses that are animated by malevolent spirits or foul magics.</p><p><strong>Lich:</strong> Powerful Wizards or Faithful sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature.</p><p>A spellcaster intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the spellcaster becoming ‘blessed’ with eternal undeath.</p><p>There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong.</p><p><strong>Mummy:</strong> The desiccated, undead remains are inhabited and animated by a malevolent spirit.</p><p><strong>Skeletal Warrior:</strong> Bones animated by the malevolent spirit of a warrior.</p><p><strong>Skeleton:</strong> The animated bones of the dead, imbued with a souless semblance of life by the spirit that animates their remains.</p><p><strong>Specter:</strong> Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wampyre:</strong> The bite of a vampire drains 2d3 points of Strength from the victim. Those reduced to 0 Strength or lower in this manner become wampyre (lesser vampires) under the control of the creator vampire.</p><p><strong>Wight:</strong> The touch of a Wraith will drain 1d4 points of Strength from their victim (save for half – minimum of 1 point drained). Victims reduced to 0 Strength or lower will return as a wight in 1d4 days.</p><p><strong>Wraith:</strong> Powerful, older wights.</p><p><strong>Zombie:</strong> Zombies are mindless undead creatures, driven by a spirit that hungers for the taste of fresh flesh.</p><p>Any humanoid killed or completely drained of strength (1 point per hit unless a successful saving throw is made) by a wight returns as a zombie after 1d3 days.</p><p><strong>Zombie Contagious:</strong> These zombies carry within their bite or scratch a disease that turns those infected into mindless undead.</p><p>Those slain by Contagious Zombies rise in 1d3 combat rounds as common zombies.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/184758/Black-Books-Tomes-of-the-Outer-Dark?affiliate_id=17596" target="_blank">Black Books Tomes of the Outer Dark</a>[spoiler]</p><p><strong>Zombie:</strong> The zombie's bite causes D4 damage and, if the victim is killed as a result of a bite, will infect the victim. This infection turns the victim into a zombie in 1D6 hours.</p><p><em>Create Zombies</em> spell.</p><p></p><p>Create Zombies This spell requires a human corpse which retains sufficient flesh to allow mobility after activation. The caster puts an ounce of his or her own blood in the mouth of the corpse, then kisses the lips of the corpse and 'breathes part of himself' into the body. Once the spell is cast, the corpse awakes ready to obey simple commands from its creator. Should the caster die, the zombie becomes inactive. The number of zombies than can be created is unlimited (as long as the caster can pay the SAN cost). Part of the invocation refers collectively to the Outer Gods - every caster knows such entities exist, though no names are used. These zombies stay useful indefinitely. SAN: 1D2 [/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/194104/Chance-Encounters?affiliate_id=17596" target="_blank">Chance Encounters</a>[spoiler]</p><p><strong>Null:</strong> When a Cleric or Magic-User dies while affected by Feeblemind, the corpse may reanimate as a null, a rare and terrible form of zombie.</p><p><strong>Sibilant Corpse:</strong> Rarely, after a Chaotic Magic-User dies, especially if in life he sowed dissension through deceit and gossip, the mage's evil takes new form as an undead sibilant corpse. The necromantic forces that animate a sibilant corpse also grant it frightening sorcerous power.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/174346/Crimson-Blades-2-Dark-Fantasy-RPG?affiliate_id=17596" target="_blank">Crimson Blades 2: Dark Fantasy RPG d20 Version</a>[spoiler]</p><p><strong>Undead:</strong> Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm.</p><p><strong>Crypt Corpse:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry).</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required.</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghost:</strong> They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”.</p><p><strong>Shadow:</strong> Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him.</p><p><strong>Wight:</strong> Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him.</p><p><strong>Wisp:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Vampire Prince:</strong> Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood.</p><p><strong>Lich Lord:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/190299/Crypts-and-Things-Remastered?affiliate_id=17596" target="_blank">Crypts & Things Remastered</a>[spoiler]</p><p><strong>Undead:</strong> With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses.</p><p>Evil Priest powers that require blood soaked rituals to invoke include raising the undead</p><p><strong>Corpse Colossus:</strong> “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics where cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.”</p><p>Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer.</p><p><strong>Crypt Fiend:</strong> ?</p><p><strong>Faceless:</strong> ?</p><p><strong>Ghoul:</strong> Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p>The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul.</p><p>Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death.</p><p><strong>Hanged Man:</strong> These undead assassins are created by foul black magic that reanimates thieves after their death by hanging.</p><p><strong>Lich:</strong> “The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.”</p><p>A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> “Some Kings and High-Priests are rich enough and powerful enough to cheat death.”</p><p><strong>Red Zombie:</strong> These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection.</p><p>This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud.</p><p><strong>Reincarnate:</strong> The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p>Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spore Zombie:</strong> “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.”</p><p>Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food.</p><p>Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend.</p><p><strong>Tattooed Warrior:</strong> “A famed warrior, long dead but preserved by</p><p>black arts to fight on the tribes behalf.”</p><p>Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight.</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p><strong>Wind Wraith:</strong> Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms.</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p>A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand.</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p>Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.</p><p><strong>Great Undead Whale:</strong> ?</p><p><strong>Hollow:</strong> The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them.</p><p><strong>Ozzark the Dead King, The Plague Lord:</strong> ?</p><p><strong>Blood Pope:</strong> ?</p><p><strong>The Green Man, Minor Corpse Colossus:</strong> When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses).</p><p>A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man.</p><p><strong>Giant Undead Pike:</strong> ?</p><p></p><p>Animate Dead</p><p>Spell Level: 5th Level</p><p>Colour: Black</p><p>Range: Crypt Keeper’s Discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.</p><p></p><p>The Countess’ diamond Wedding ring.</p><p>This is worn by the Countess and will have to be taken from her cold undead fingers. It is engraved with “Death shall not part us!”’Anyone wearing the ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. Of course they must pass another Saving Throw or else go insane from the transformation. Further Sanity rolls are required when ever the character feeds on raw sentient flesh, which they need to do at least once a weak, or uses their Ghoulish abilities. Furthermore the now Ghoul only heals Hit Points and lost Constitution via feeding (full Hit Points and 2D6 Constitution per corpse) and must make a Saving Throw whenever passing a fresh corpse or stop and feed. The ring has a monetary value of 100 GP.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/166076/Chthonic-Codex?affiliate_id=17596" target="_blank">Chthonic Codex</a>[spoiler]</p><p><strong>Lecternomancer:</strong> Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations.</p><p>Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic.</p><p>Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books.</p><p><strong>Skullsnatcher:</strong> Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways.</p><p>Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual.</p><p><strong>Savant Emeritus:</strong> Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; th reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least.</p><p><strong>Hypogean Dragon Ghostly:</strong> ?</p><p><strong>Hypogean Dragon Mummified:</strong> ?</p><p><strong>Undead:</strong> These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world.</p><p>School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare IngredientsTable. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, ofcourse, because the Drink stillworks.</p><p>School of Necromancy Level 8 - Drink ofEternalPower - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE.</p><p><em>Interrupted Rest</em> spell.</p><p><em>Zombify</em> spell.</p><p><em>Back from the Graves</em> spell.</p><p><em>Gift of Immortality</em> spell.</p><p><em>Great Gift of Immortality</em> spell.</p><p><em>Lost Company</em> spell.</p><p><em>Grand Celebration of the Chthonic Gods</em> spell.</p><p><strong>Zombie:</strong> <em>Zombify</em> spell.</p><p><em>Lost Company</em> spell.</p><p><em>Grand Celebration of the Chthonic Gods</em> spell.</p><p><strong>Dead Head:</strong> <em>Dead Head</em> spell.</p><p></p><p>Interrupted Rest</p><p>Level: 1/i. Range: touch. Casting time: 1 round. Duration: instantaneous.</p><p>The touched corpse corpse animates as an undead oflevel 1. Its personality has</p><p>been completely corrupted by the ordeal ofwaking up as a rotting corpse; it is</p><p>free-willed but spiteful, ravenous and angry with all that is alive.</p><p>Dispensation - the caster must pour a pint ofinnocent blood on the corpse.</p><p></p><p>Zombify</p><p>Level: 2/i. Range: touch. Casting time: 8 hours. Duration: instantaneous.</p><p>The caster lights incense and candles around a corpse, then rubs it with special</p><p>powders and mhyrr. The corpse animates as an undead of level equal to the Tier of the Caster. It is completely subject to the Casters will. The ingredients cost 50c per level of the undead created.</p><p>Alteration - Necrosurgery - this spell must be cast within 2d6 rounds of the subject's death. The caster treats the corpse with oils (500c) and replaces the heart with a stone. The subject is animated as a zombie, their powers, skills, levels, personality, will and agency escaping the clutch of death completely preserved, but completely subject to the caster's will. The undead will lose 1 level per month until, at level 0, they instead become a mindless ravenous lvl1 undead.</p><p></p><p>Back from the Graves</p><p>Level: 5/iii. Range: 20'. Casting time: 1 turn. Duration: instantaneous.</p><p>The closest humanoid corpses to the caster will animate as undead. The spell affects 2 corpses per Caster level and the undead created are level 1. Their personalities have been completely corrupted by the ordeal of waking up as rotting corpses: they are spiteful, ravenous and angry with all that is alive, but they must save or obey every wish of the caster. The spell ingredients cost 1000c.</p><p>Dispensation - the casting time is 1 turn per corpse to be reanimated.</p><p></p><p>Gift of Immortality</p><p>Level: 6/iii. Range: touch. Casting time: 8 hours. Duration: instantaneous.</p><p>Like Interrupted Rest except that the subject's powers, skills, levels, personality, will and agency escape the clutch ofdeath completely preserved. The spell also laces the corpse with necromantic energy. The subject gains undead immunities, one Undead Ability determined rolling 1d6 on the following table, plus the ability to see in the dark. The spell needs ingredients costing 1000c.</p><p>1: any physical contact transfers 1d6 hits from the victim to the undead</p><p>2: immunity to cold and spells up to level 1d6+1</p><p>3: any victim killed with natural attacks will raise as a lvl 1 undead minion in 1 turn</p><p>4: once per day the undead can teleport between shadows</p><p>5: victims hit by the undead natural attack must save or be paralyzed for 1 turn</p><p>6: become incorporeal for up to 1 hour, either once per day or spending 1 mana.</p><p>While incorporeal the undead can't interact with non-magic objects.</p><p></p><p>Great Gift of Immortality</p><p>Level: 10/v. Range: touch. Casting time: 12 hours. Duration: instantaneous.</p><p>Like Gift of Immortality except the subject gains one random undead ability per Tier it had before death. The spell requires ingredients costing 5000c.</p><p></p><p>Lost Company</p><p>Level: 11/iv. Range: 100 yards. Casting time: 1 round. Duration: instantaneous.</p><p>Like Zombify except it affects the closest 250 corpses. The spell needs ingredients costing 10000c.</p><p></p><p>Grand Celebration of the Chthonic Gods</p><p>Level: 12/vi. Range: 1 mile. Casting time: 8 hours. Duration: instantaneous.</p><p>The caster finds a suitable threshold for having a meal of dog meat and burying</p><p>alive 12 innocent people, 6 men and 6 women, each person wearing jewelry worth 2500c. Two hours after the burial 250 corpses within range animate like Zombify. At the fourth, sixth and eight hour of casting a characters of level 1d6+1 animates as per the spell Great Gift of Immortality. They report for duty as lieutenants, their devotion to the caster unshakable. Each lieutenant independently controls 250 corpses that animate together with them. If a lieutenant is destroyed its now free-willed company will do its best to take as many lives as possible. The 12 victims are never reanimated: after the burial they simply vanish from below the ground.</p><p>Alteration - Totentanz - Like Interrupted Rest except affecting all corpses in range. The ingredients cost 10000c.</p><p></p><p>Dead Head</p><p>Level: 4/ii. Range: touch. Casting time: instantaneous. Duration: until dawn.</p><p>The Caster animates an undead severed head, known as a Dead Head, completely subject to the caster’s will. The head has 1 Hit per caster’s Tier and whispers with a really quiet voice. If an appendage is stitched to it, the Dead Head will be able to use it to move around, flying with bird or bat wings, hopping on a foot, crawling on a hand.</p><p>Alteration - Heeding Head - Duration: permanent - a head is set up to watch over a passage or an entrance, and the caster can order it to watch for a particular event or creature. When the head witnesses the event or creature it will report it by talking, whispering or shouting.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/175364/Gary-Vs-The-Monsters?affiliate_id=17596" target="_blank">Gary vs the Monsters</a>[spoiler]</p><p><strong>Dream Stalker:</strong> Dream Stalkers are a special kind of ghost of people who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end.</p><p><strong>Ghost:</strong> Ghosts are the tortured souls of mortals who have stuck around because something keeps them anchored to the material world. This could be lots of things from loose ends of a mortal life, a violent or tragic death, trapped by some crazy necromancer, or even trapped by a more powerful and evil ghost.</p><p><strong>Mummy:</strong> ?</p><p><strong>Necroid:</strong> The Necroids are evil demon-like beings who enter the real world and possess corpses.</p><p><strong>Psycho-Slasher:</strong> Some evil won't die. It keeps going and going. It won't stop. Nothing seems to stop it. Ever.</p><p><strong>Spirit:</strong> While ghosts were once living mortals, spirits have always been, well, spirits.</p><p><strong>Vampire Master:</strong> ?</p><p><strong>Vampire Thrall:</strong> A Vampire may attempt to bite a victim. If the attack is successful then the Vampire latches on and begins to drain the victim's blood at a rate of 1d6 damage per round and healing the Vampire for an equal amount. A victim may attempt an opposed Attack Roll to free themselves. A charmed victim will not attempt to break free. If the blood drain kills the victim then the victim attempts a Saving Throw. If the roll is successful then the victim will come back as a Vampire (Thrall) at the next sunset.</p><p><strong>Zombie:</strong> If a character is bitten by a zombie attempt a Saving Throw. On a failure, the character dies in 1d6 hours and turns into a zombie.</p><p><strong>Zombie Upper Torso:</strong> A zombie that has been cut in half. [/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/123023/Rantzs-Fair-Multitude?affiliate_id=17596" target="_blank">Rantz's Fair Multitude</a>[spoiler]</p><p><strong>Undead:</strong> When the Ebon Contagion swept across the Cairn Lands, not even the Kivulis could stem the tide of soulless evil that followed. The sacred burial grounds guarded by the Kivulis for generations became corrupted, and the cairns themselves cracked open as the hallowed dead within clawed their way to the surface as undead horrors.</p><p><strong>Hungry Ghost:</strong> A hungry ghost was a person with a passion for some pleasure that ruled his life, leading him to commit all manner of crimes to sate his inordinate desires.</p><p><strong>Kummua:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/146256/Ruins--Ronin?affiliate_id=17596" target="_blank">Ruins & Ronin</a>[spoiler]</p><p><strong>Ao-Nyobo, Blue Wife:</strong> ?</p><p><strong>Azuki-Arai:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Gaki, Hungry Spirits:</strong> Gaki are the undead spirits of the wicked dead turned into horrible monsters for their horrid sins. The precise nature of the crimes committed by the Gaki in life determines their type, 3 kinds are commonly known but they may be more.</p><p><strong>Jiki-Ketsu-Gaki:</strong> ?</p><p><strong>Jiki-Niku-Gaki:</strong> ?</p><p><strong>Shikki-Gaki:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Jikininki, Trash Eating Ghoul:</strong> Similar to the Gaki in appearance, these undead originate from greedy, selfish or impious individuals who are cursed after death to seek out and eat human corpses.</p><p><strong>Kubi-no-nai-bushi:</strong> A Kubi-no-nai-bushi (headless warrior) is a particularly rare and powerful form of undead that is sometimes created when the spirit of a honorable Samurai that was unlawfully or unjustly forced to commit Sepukku returns from the grave in search of vengeance.</p><p><strong>Kyonshi, Hopping Vampire:</strong> Sometimes when a body is buried improperly or in an inauspicious location, it reanimates with a hunger to kill mortals and consume their lifeforce.</p><p>Anyone who suffers damage from a Kyonshi runs the risk of becoming a vampire in turn. Exactly how this occurs is a mystery, but most sages agree it is a form of curse. The percentage chance of turning into a vampire is equal to the amount of hit points lost on a 1d100. Those who succumb to the curse slowly turn into vampires themselves, growing fangs and long fingernails and becoming more and more bestial. The process a number of days equal to the victim’s CON minus 1d6 and usually only becomes evident after a couple of days have passed. To stop the transformation a Remove Curse spell must be cast on the victim.</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes (9 turns).</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a spectre becomes a spectre himself, a pitiful thrall to its creator.</p><p><strong>Vampire:</strong> Any human killed by a vampire becomes a vampire under the control of its creator.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.</p><p></p><p>Animate Dead</p><p>Spell Level: Sh5</p><p>Range: Referee’s discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated per Level of the caster above 8th. The corpses remain animated until slain.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/223909/Swords--Wizardry-Continual-Light?affiliate_id=17596" target="_blank">Swords & Wizardry Continual Light</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> Bones of the dead, animated by vile necromancy.</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/124060/Cartographers-Guide-to-the-Creatures-of-Eira?affiliate_id=17596" target="_blank">The Cartographer's Guide to the Creatures of Eira</a>[spoiler]</p><p><strong>Bone Spider:</strong> Bone Spiders are malign spirits who form their bodies from the bones of the dead and who haunt the ancient barrows, tombs, bone pits and crypts of the world growing and gaining power as they add more bones (fresh and ancient) to their form.</p><p><strong>The Chained:</strong> No one knows for certain what The Chained is, some say it is the avatar of the Goddess of Pure Death, others a freak magical accident created by a mage with a vengeance streak. The stories are endless, but all end the same way; The Chained comes for bad folks and when it does they die.</p><p><strong>Guest:</strong> Spirits that cannot rest, cursed by broken oaths, business left undone, or something else. Left in this world and slowly driven mad by it. Guests were never meant to be in the realms of the mortals and every day they do not pass on is yet another day insanity inducing pain.</p><p><strong>Unquiet Bodere:</strong> The undead remnants of a mortal who looked into the Outside and didn't have enough sense to die immediately. Driven insane by what they saw the mortal went through what remained of their short life muttering and rambling in their madness revealing truths – oh so dark truths – of what existed Outside. Even when death finally claimed them the things they saw and remembered refused to die with them.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/177622/The-Heros-Journey-Fantasy-Roleplaying-Swords--Wizardry?affiliate_id=17596" target="_blank">The Hero's Journey Fantasy Roleplaying</a>[spoiler]</p><p><strong>Banshee:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Ghoul:</strong> <em>Animate Dead</em> spell.</p><p><strong>Liche:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> ?</p><p><strong>Poltergeist:</strong> Poltergeists are incorporeal spirits animated by anger.</p><p><strong>Sanguine Fog:</strong> ?</p><p><strong>Shade Lord:</strong> ?</p><p><strong>Shadow:</strong> A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead and are usually under the control of some evil master.</p><p><em>Animate Dead</em> spell.</p><p><strong>Skeleton Flaming:</strong> Flaming skeletons have been animated with an unholy fire that radiates from them.</p><p><strong>Specter:</strong> Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator.</p><p><strong>Vampire:</strong> Any human killed by a vampire becomes a vampire under the control of its creator.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.</p><p><em>Animate Dead</em> spell.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.</p><p>The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.</p><p></p><p>Animate Dead</p><p>Spell Level: Wizard 5</p><p>Range: Referee’s discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons, zombies, ghouls or wights from dead bodies. The caster determines which type of creature is animated from the corpse. Each casting of this spell produces either 1d6+1 skeletons, 1d6 zombies, 1d6−3 ghouls, or 1 wight. The corpses remain animated and under the command of the caster until destroyed or banished.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/240948/The-Little-Book-of-Adventuring-Classes-Vol-1?affiliate_id=17596" target="_blank">The Little Book of Adventuring Classes Vol. 1</a>[spoiler]</p><p><strong>Dead Dog Spirit:</strong> ?</p><p><strong>Undead:</strong> <em>Raise Greater Undead</em> spell.</p><p><strong>Wight:</strong> <em>Raise Greater Undead</em> spell.</p><p><strong>Wraith:</strong> <em>Raise Greater Undead</em> spell.</p><p><strong>Skeleton:</strong> <em>Raise Lesser Undead</em> spell.</p><p><strong>Zombie:</strong> <em>Raise Lesser Undead</em> spell.</p><p><strong>Ghoul:</strong> <em>Raise Lesser Undead</em> spell.</p><p><strong>Unliving:</strong> Unliving are created by dying and being resurrected by a necromancer, in much the same way a zombie is.</p><p></p><p>RAISE GREATER UNDEAD</p><p>Spell Level: Deathwitch 5th level, Magic-User 7th level</p><p>Range: 240 feet</p><p>Duration: Permanent</p><p>Greater undead such as wights or wraiths can be created from dead bodies, 1d4 for each level of the caster. They remain under the command of the caster, and will remain until slain.</p><p></p><p>RAISE LESSER UNDEAD</p><p>Spell Level: Deathwitch 3rd level, Magic-User 5th level</p><p>Range: 240 feet</p><p>Duration: Permanent</p><p>Lesser undead such as skeletons (1d8), zombies (1d6), or ghouls (1d4) can be created from dead bodies for each level of the caster. They remain under the command of the caster, and will remain until slain.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/68864/The-Majestic-Wilderlands?affiliate_id=17596" target="_blank">The Majestic Wilderlands</a>[spoiler]</p><p><strong>Vampire:</strong> Kalis, the blood goddess, has created several monsters using the power of blood. The power of blood can infuse mortals with powerful strength and other arcane abilities. However, that power comes at a price of one’s humanity and deadly weaknesses. Kalis has experimented with many ways of infusing the power of blood but the two most common are the vampires and the werewolves.</p><p>Vampires are the first of the Children of Blood. Vampires are undead; their immortality and thirst for blood was passed down from Avernus, the first vampire.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/88699/Swords--Wizardry-The-Rising-Dark-An-Introduction-to-Agraphar?affiliate_id=17596" target="_blank">The Rising Dark: An Introduction to Agraphar</a></p><p>[spoiler]</p><p><strong>Undead:</strong> The people of Agraphar believe that when you die, you either reincarnate if your soul has not yet advanced enough to ascend, or you are taken to one of two places. If you have led a good and virtuous life, you are ascended; valkyries of the heavens descend, and you are taken to the cosmic landscape of the Beyond, where the gods dwell, and you are cast in to the role of soldier in the never ending war between the light and chaos. Most often, a man who has proven himself a virtuous or determined soul who is a master of his craft is believed to ascend as such to the heavens. If, however, you are a vile and wicked person, and you revel in misery, then you are most likely cast down, dragged by the shadow demons of the underworld to the underworld below even the subterranean realms of Agraphar, where you are shaped in to one of the nameless demons of the horde of chaos, turned in to an undead being, or worse. A few wicked souls go willingly, and they are often promoted, it is said, to sadistic roles as archdemons and lords of undeath. Some people lose their way, or are so tangled with the affairs of their living self that they come back as ghosts and spirits to haunt the land; some demonic beings have powers so vile that they can cause this to happen to otherwise good souls, severing the celestial cords that bind the soul to the heavens of the afterlife.</p><p>Lord of the undead, Maligaunt is an enigmatic being who is said to have been the first mortal of Agraphar to master the existence of undeath.</p><p><strong>Lich:</strong> The necromancer Crotus perished, but his acolyte Varimoth lived and has stolen his master’s secret cache of lore, allowing himself to become a lich!</p><p><strong>Burning Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/207439/The-Witch-Hedgewitch-for-the-Heros-Journey-RPG?affiliate_id=17596" target="_blank">The Witch: Hedgewitch for the Hero's Journey RPG</a>[spoiler]</p><p><strong>Gloaming:</strong> It is the undead creature of a large predatory animal.[/spoiler]</p><p></p><p><a href="http://black-blade-publishing.com/Store/tabid/65/pid/3/Tomb-of-the-Iron-God-pdf-.aspx" target="_blank">Tomb of the Iron God</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> Anyone killed by the Eater of the Dead becomes a ghoul under the Eater's command, rising within one round.</p><p><strong>Glowing Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/97423/Tome-of-Adventure-Design?affiliate_id=17596" target="_blank">Tome of Adventure Design</a>[spoiler]</p><p><strong>Ghost Shipwreck:</strong> ?</p><p><strong>Undead Giant Crab Carapace:</strong> ?</p><p></p><p><strong>Undead:</strong> In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things.</p><p></p><p>Table 2-64: Basic Types of Undead Creatures</p><p>Die Roll</p><p>Undead Type</p><p>01-04</p><p>Corporeal, genius, non-reproductive</p><p>05-08</p><p>Corporeal, genius, reproduces through prey</p><p>09-12</p><p>Corporeal, non-intelligent, non-reproductive</p><p>13-16</p><p>Corporeal, non-intelligent, reproduces through prey</p><p>17-20</p><p>Corporeal, semi-intelligent, non-reproductive</p><p>21-24</p><p>Corporeal, semi-intelligent, reproduces through prey</p><p>25-28</p><p>Incorporeal, genius, non-reproductive</p><p>29-32</p><p>Incorporeal, genius, reproduces through prey</p><p>33-36</p><p>Incorporeal, non-intelligent, non-reproductive</p><p>37-40</p><p>Incorporeal, non-intelligent, reproduces through prey</p><p>41-44</p><p>Incorporeal, semi-intelligent, non-reproductive</p><p>45-48</p><p>Incorporeal, semi-intelligent, reproduces through prey</p><p>49-52</p><p>Non-human corporeal, intelligent, non-reproductive</p><p>53-56</p><p>Non-human, corporeal, intelligent, contagious Undeath</p><p>57-60</p><p>Non-human, corporeal, non-intelligent, contagious Undeath</p><p>61-64</p><p>Non-human, corporeal, non-intelligent, non-reproductive</p><p>65-68</p><p>Non-human, corporeal, semi-intelligent, contagious Undeath</p><p>69-72</p><p>Non-human, corporeal, semi-intelligent, non-reproductive</p><p>73-76</p><p>Non-human, incorporeal, intelligent, contagious Undeath</p><p>77-80</p><p>Semi-corporeal, genius, non-reproductive</p><p>81-84</p><p>Semi-corporeal, genius, reproduces through prey</p><p>85-88</p><p>Semi-corporeal, non-intelligent, non-reproductive</p><p>89-92</p><p>Semi-corporeal, non-intelligent, reproduces through prey</p><p>93-96</p><p>Semi-corporeal, semi-intelligent, non-reproductive</p><p>97-00</p><p>Semi-corporeal, semi-intelligent, reproduces through prey</p><p>Table 2-65: Causes of Intelligent Undeath</p><p>Die Roll</p><p>Cause of Intelligent Undeath</p><p>01-10</p><p>Cursed by enemy</p><p>11-20</p><p>Cursed by gods</p><p>21-30</p><p>Disease such as vampirism</p><p>31-40</p><p>Prepared by others for Undeath, at or before death (unwillingly)</p><p>41-50</p><p>Prepared by others for Undeath, at or before death (willingly)</p><p>51-60</p><p>Prepared self for Undeath, during life</p><p>61-70</p><p>Rejected from underworld for some reason</p><p>71-80</p><p>Returned partially by actions of others</p><p>81-90</p><p>Returned to gain vengeance for own killing</p><p>91-00</p><p>Returned to guard location or item important to self during life</p><p>Table 2-66: Preparations for Intelligent Undeath</p><p>Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared.</p><p>Die Roll</p><p>Preparation</p><p>01-10</p><p>Actions are taken to ensure that a god will curse the soul with intelligent undeath</p><p>11-20</p><p>Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart</p><p>21-30</p><p>Living body parts incorporated into corpse keep it “alive”</p><p>31-40</p><p>New soul brought into dead body</p><p>41-50</p><p>Pact with gods/powers of afterlife to reject soul</p><p>51-60</p><p>Physical preparation raises body with echo of former intelligence</p><p>61-70</p><p>Physical preparation raises body with full former intelligence</p><p>71-80</p><p>Ritual binds soul to a place</p><p>81-90</p><p>Soul captured by ritual, kept in the wrong plane of existence</p><p>91-00</p><p>Soul captured in item to prevent completion of the death cycle</p><p>Table 2-67: Breaks in the Life Cycle</p><p>As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature.</p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>01</p><p>Deliberately cursed at death by others for actions during lifetime</p><p>02</p><p>Died after committing crime: Arson</p><p>03</p><p>Died after committing crime: Assault</p><p>04</p><p>Died after committing crime: Bankruptcy</p><p>05</p><p>Died after committing crime: Battery</p><p>06</p><p>Died after committing crime: Begging</p><p>07</p><p>Died after committing crime: Blackmail</p><p>08</p><p>Died after committing crime: Blasphemy</p><p>09</p><p>Died after committing crime: Breach of contract</p><p>10</p><p>Died after committing crime: Breach of financial duty</p><p>11</p><p>Died after committing crime: Breaking and entering</p><p>12</p><p>Died after committing crime: Bribery</p><p>13</p><p>Died after committing crime: Burglary</p><p>14</p><p>Died after committing crime: Cattle theft or rustling</p><p>15</p><p>Died after committing crime: Consorting with demons</p><p>16</p><p>Died after committing crime: Counterfeiting</p><p>17</p><p>Died after committing crime: Cowardice or desertion</p><p>18</p><p>Died after committing crime: Demonic possession</p><p>19</p><p>Died after committing crime: Desecration</p><p>20</p><p>Died after committing crime: Disrespect to clergy</p><p>21</p><p>Died after committing crime: Disrespect to nobility</p><p>22</p><p>Died after committing crime: Drug possession</p><p>23</p><p>Died after committing crime: Drug smuggling</p><p>24</p><p>Died after committing crime: Drunkenness</p><p>25</p><p>Died after committing crime: Embezzlement</p><p>26</p><p>Died after committing crime: Escaped slave</p><p>27</p><p>Died after committing crime: Extortion</p><p>28</p><p>Died after committing crime: False imprisonment</p><p>29</p><p>Died after committing crime: Fleeing crime scene</p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>30</p><p>Died after committing crime: Forgery</p><p>31</p><p>Died after committing crime: Forsaking an oath</p><p>32</p><p>Died after committing crime: Gambling</p><p>33</p><p>Died after committing crime: Grave robbery</p><p>34</p><p>Died after committing crime: Harboring a criminal</p><p>35</p><p>Died after committing crime: Harboring a slave</p><p>36</p><p>Died after committing crime: Heresy</p><p>37</p><p>Died after committing crime: Horse theft</p><p>38</p><p>Died after committing crime: Incest</p><p>39</p><p>Died after committing crime: Inciting to riot</p><p>40</p><p>Died after committing crime: Insanity</p><p>41</p><p>Died after committing crime: Kidnapping</p><p>42</p><p>Died after committing crime: Lewdness, private</p><p>43</p><p>Died after committing crime: Lewdness, public</p><p>44</p><p>Died after committing crime: Libel</p><p>45</p><p>Died after committing crime: Manslaughter</p><p>46</p><p>Died after committing crime: Misuse of public funds</p><p>47</p><p>Died after committing crime: Murder</p><p>48</p><p>Died after committing crime: Mutiny</p><p>49</p><p>Died after committing crime: Necromancy</p><p>50</p><p>Died after committing crime: Participating in forbidden meeting</p><p>51</p><p>Died after committing crime: Perjury</p><p>52</p><p>Died after committing crime: Pickpocket</p><p>53</p><p>Died after committing crime: Piracy</p><p>54</p><p>Died after committing crime: Poisoning</p><p>55</p><p>Died after committing crime: Possession of forbidden weapon</p><p>56</p><p>Died after committing crime: Prison escape</p><p>57</p><p>Died after committing crime: Prostitution</p><p></p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>58</p><p>Died after committing crime: Public recklessness</p><p>59</p><p>Died after committing crime: Racketeering</p><p>60</p><p>Died after committing crime: Rape</p><p>61</p><p>Died after committing crime: Receiving stolen goods (fencing)</p><p>62</p><p>Died after committing crime: Robbery</p><p>63</p><p>Died after committing crime: Sabotage</p><p>64</p><p>Died after committing crime: Sale of shoddy goods</p><p>65</p><p>Died after committing crime: Sedition</p><p>66</p><p>Died after committing crime: Slander</p><p>67</p><p>Died after committing crime: Smuggling</p><p>68</p><p>Died after committing crime: Soliciting</p><p>69</p><p>Died after committing crime: Swindling</p><p>70</p><p>Died after committing crime: Theft</p><p>71</p><p>Died after committing crime: Treason</p><p>72</p><p>Died after committing crime: Trespass</p><p>73</p><p>Died after committing crime: Using false measures</p><p>74</p><p>Died after committing crime: Witchcraft</p><p>75</p><p>Died after violating taboo: dietary</p><p>76</p><p>Died after violating taboo: loyalty</p><p>77</p><p>Died after violating taboo: marriage</p><p>78</p><p>Died after violating taboo: sexual</p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>79</p><p>Died as a glutton</p><p>80</p><p>Died as a miser</p><p>81</p><p>Died as coward</p><p>82</p><p>Died deliberately</p><p>83</p><p>Died unloved and unmourned</p><p>84</p><p>Died while a slave</p><p>85</p><p>Died while owning slaves</p><p>86</p><p>Died without children</p><p>87</p><p>Died without dying (I don’t know, but it sounds good)</p><p>88</p><p>Died without fulfilling contract</p><p>89</p><p>Died without fulfilling oath</p><p>90</p><p>Died without honor (marriage or parenthood)</p><p>91</p><p>Died without honor (traitor)</p><p>92</p><p>Died without manhood/womanhood rites</p><p>93</p><p>Died without marrying</p><p>94</p><p>Died without proper preparations for death</p><p>95</p><p>Died without properly honoring ancestors</p><p>96</p><p>Died without tribal initiation</p><p>97</p><p>Eaten after death</p><p>98</p><p>Not buried/burned</p><p>99</p><p>Not given proper death ceremonies</p><p>100</p><p>Not given proper preparations for afterlife</p><p>Table 2-68: Manner of Death</p><p>The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead).</p><p></p><p>Die Roll</p><p>Manner of Death</p><p>01</p><p>Burned in fire</p><p>02</p><p>Burned in lava</p><p>03</p><p>Cooked and eaten</p><p>04</p><p>Crushed</p><p>05</p><p>Defeated in dishonorable combat</p><p>06</p><p>Defeated in honorable combat</p><p>07</p><p>Died during a storm</p><p>08</p><p>Died during harvest time</p><p>09</p><p>Died during peacetime</p><p>10</p><p>Died in a swamp</p><p>11</p><p>Died in particular ancient ruins</p><p>12</p><p>Died in the hills</p><p>13</p><p>Died in the mountains</p><p>14</p><p>Died near particular type of flower</p><p>15</p><p>Died near particular type of tree</p><p>16</p><p>Died of disease</p><p>17</p><p>Died of fright</p><p>18</p><p>Died of natural causes</p><p>19</p><p>Died of thirst</p><p>20</p><p>Died while carrying particular weapon</p><p>Die Roll</p><p>Manner of Death</p><p>21</p><p>Died while carrying stolen goods</p><p>22</p><p>Died while wearing particular garment</p><p>23</p><p>Died while wearing particular piece of jewelry</p><p>24</p><p>Drowned</p><p>25</p><p>Executed by asphyxiation</p><p>26</p><p>Executed by cold</p><p>27</p><p>Executed by drowning</p><p>28</p><p>Executed by exposure to elements</p><p>29</p><p>Executed by fire</p><p>30</p><p>Executed by hanging</p><p>31</p><p>Executed by live burial</p><p>32</p><p>Executed by starvation</p><p>33</p><p>Executed by strangulation</p><p>34</p><p>Executed by thirst</p><p>35</p><p>Executed despite having been pardoned</p><p>36</p><p>Fell from great height</p><p>37</p><p>Frozen/hypothermia</p><p>38</p><p>Heart failure</p><p>39</p><p>In the saddle</p><p>40</p><p>Killed by a creature that injects eggs</p><p></p><p>Die Roll</p><p>Manner of Death</p><p>41</p><p>Killed by a deception</p><p>42</p><p>Killed by a jealous spouse</p><p>43</p><p>Killed by a jester</p><p>44</p><p>Killed by a lover</p><p>45</p><p>Killed by a lynch mob</p><p>46</p><p>Killed by a traitor</p><p>47</p><p>Killed by a trap</p><p>48</p><p>Killed by accident</p><p>49</p><p>Killed by ancient curse</p><p>50</p><p>Killed by birds</p><p>51</p><p>Killed by blood poisoning</p><p>52</p><p>Killed by demon</p><p>53</p><p>Killed by dogs/jackals</p><p>54</p><p>Killed by gluttony</p><p>55</p><p>Killed by insect(s)</p><p>56</p><p>Killed by inter-dimensional creature</p><p>57</p><p>Killed by magic</p><p>58</p><p>Killed by magic weapon</p><p>59</p><p>Killed by metal</p><p>60</p><p>Killed by mistake</p><p>61</p><p>Killed by own child</p><p>62</p><p>Killed by own parent</p><p>63</p><p>Killed by particular type of person</p><p>64</p><p>Killed by poisonous fungus</p><p>65</p><p>Killed by poisonous plant</p><p>66</p><p>Killed by pride</p><p>67</p><p>Killed by priest</p><p>68</p><p>Killed by relative</p><p>69</p><p>Killed by soldiers during battle</p><p>70</p><p>Killed by some particular monster</p><p>71</p><p>Killed by strange aliens</p><p>Die Roll</p><p>Manner of Death</p><p>72</p><p>Killed by undead</p><p>73</p><p>Killed by wine or drunkenness</p><p>74</p><p>Killed by wooden object</p><p>75</p><p>Killed for a particular reason</p><p>76</p><p>Killed in a castle</p><p>77</p><p>Killed in a particular place</p><p>78</p><p>Killed in a tavern</p><p>79</p><p>Killed in particular ritual</p><p>80</p><p>Killed in tournament or joust</p><p>81</p><p>Killed near a particular thing</p><p>82</p><p>Killed on particular day of year</p><p>83</p><p>Killed under a particular zodiacal sign (i.e., a particular month or time)</p><p>84</p><p>Killed under moonlight</p><p>85</p><p>Killed underground</p><p>86</p><p>Killed while exploring</p><p>87</p><p>Killed while fishing</p><p>88</p><p>Killed while fleeing</p><p>89</p><p>Killed while hunting</p><p>90</p><p>Killed while leading others badly</p><p>91</p><p>Killed while leading others well</p><p>92</p><p>Murdered</p><p>93</p><p>Sacrificed to a demon</p><p>94</p><p>Sacrificed to a god</p><p>95</p><p>Sacrificed to ancient horror</p><p>96</p><p>Starved to death</p><p>97</p><p>Strangled</p><p>98</p><p>Struck by lightning</p><p>99</p><p>Struck down by gods</p><p>100</p><p>Tortured to death</p><p></p><p>Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other.</p><p><strong>Zombie:</strong> Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie).</p><p>Individual Curse Death Magic.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> Individual Curse Death Magic.</p><p></p><p>Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/190631/White-Box--Fantastic-Medieval-Adventure-Game?affiliate_id=17596" target="_blank">White Box: Fantastic Medieval Adventure Game</a>[spoiler]</p><p><strong>Banshee:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead and are usually under the control of some evil master.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a spectre becomes a spectre himself— a pitiful thrall to its creator.</p><p><strong>Vampire:</strong> Any human killed by a vampire becomes a vampire under the control of its creator.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.</p><p>The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.</p><p></p><p>Animate Dead</p><p>Spell Level: M5</p><p>Range: Referee’s discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/146506/White-Box-Omnibus-Swords--Wizardry?affiliate_id=17596" target="_blank">White Box Omnibus</a>[spoiler]</p><p><strong>Death Knight:</strong> ?</p><p><strong>Poltergeist:</strong> Poltergeists are incorporeal spirits animated by anger.</p><p><strong>Sanguine Fog:</strong> ?</p><p><strong>Shade Lord:</strong> ?</p><p><strong>Skeleton Flaming:</strong> Flaming skeletons have been animated with an unholy fire that radiates from them.</p><p><strong>Wight:</strong> The prisoner has been turned to a wight by the radiant necromantic energy from the room below.</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/196284/OWB001-WWII-Operation-WhiteBox?affiliate_id=17596" target="_blank">WWII Operation White Box</a>[spoiler]</p><p><strong>Ghost:</strong> A ghost is an undead spirit that is doomed to wander the earth. Ghosts are bound to the place where they died or to a particular object that had special meaning to them in life (locket, diary, etc.).</p><p>The touch of an attacking ghost drains one (1) Experience Level unless a Saving Throw is made. If a character is reduced to 0-level by these attacks, he becomes a HD 1 ghost and joins his slayer.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Minion:</strong> Anyone drained of blood by a vampire becomes a HD 3 vampire minion unless the corpse is cremated before the next full moon.</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p></p><p>Wayfarers[spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/59182/Wayfarers-Original-2008-version?affiliate_id=17596" target="_blank">Wayfarers</a>[spoiler]</p><p><strong>Undead:</strong> Undead creatures are those that were once living, but are now animated by energies native to other planes.</p><p>A hideous ablocanth has laired here for centuries, and using an old ritual, has turned many of the corpses from the barge workers into its undead minions.</p><p><strong>Apparition:</strong> ?</p><p><strong>Barghest:</strong> ?</p><p><strong>Draugr:</strong> Draugr are semi-corporeal undead guardians of cursed warriors or kings, found in ancient tombs and mausoleums. It is not clear whether draugr are imbued with the spirit of the deceased, or otherworldly guardians charged with guarding their resting place.</p><p><strong>Ghost:</strong> Ghosts are solitary undead, the spiritual remains of tortured souls such as murder victims or those consumed by intense hatred while living.</p><p><strong>Lich:</strong> These creatures were once powerful magic-users that voluntarily transformed themselves into beings that draw their energies from other realms.</p><p><strong>Mummy:</strong> Mummies are the animated remains of a long dead humanoid. Unlike skeletons, mummies typically retain some of their mortal flesh, often a result of efforts to embalm or preserve the deceased individual’s remains.</p><p>Mummies are the animated corpses of a long-dead humanoid.</p><p><em>Create Undead</em> spell.</p><p><strong>Myling:</strong> In fact, it is widely believed that mylings are the tortured spirits of murdered youth.</p><p><strong>Shadow:</strong> Shadows are the embodiment of the nefarious impulses or lusts of wicked humanoids that are now deceased.</p><p><strong>Skeleton:</strong> Skeletons are the animated skeletal remains of a long dead humanoid.</p><p>Skeletons are the animated bones of an undead humanoid. Thus, their size and appearance depends upon the type of humanoid the skeleton was derived from. Although most skeletons are humanoids, some are the remains of other creatures.</p><p><em>Create Undead</em> spell.</p><p><strong>Spectre:</strong> A spectre is a particularly evil apparition that haunts the crypts of depraved individuals.</p><p><strong>Vampire:</strong> Vampires are an undead corruption of a once living humanoid. In fact, it might be said that vampires are not true undead, but actually living creatures infected with an undead disease.</p><p>Any creature bit by a vampire (1 point of damage) must make a Mental Resistance check of 15 or become a vampire within one week.</p><p><strong>Wendigo:</strong> The wendigo are the physical manifestations of tortured spirits of that wander the ruins of past civilizations.</p><p><strong>Wight:</strong> Wights are the remains of dead nobles and kings. They are found within old crypts and mausoleums, sometimes alone or in small numbers and with multiple lesser undead servants. Wights do not typically leave their tombs, as they are bound to the trappings of wealth left behind in their graves.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> A zombie is the animated rotting corpse of a dead humanoid.</p><p>Zombies are the animated corpses of a dead humanoid. Thus, their size and appearance depends upon the type of humanoid the zombie was derived from. Although most zombies are humanoids, some are the undead remains of other creatures.</p><p><em>Create Undead</em> spell.</p><p></p><p>Create Undead</p><p>Circle: 5th Resist: None</p><p>Duration: Permanent Casting time: 12 hours</p><p>Effect: Special Range: Touch</p><p>Formula: DDGGSS Damage type: Special</p><p>Components: V, G, M</p><p>When cast upon a humanoid corpse, the Create Undead spell enables the mystic to create an undead servant. This undead creature will perform simple tasks if able, or attack the mystic’s foes. The undead servant has no motivation independent of its master, and will serve the mystic until it is destroyed.</p><p>In addition to a humanoid corpse, when creating the undead, the mystic must employ a vial of blood of the same type of corpse to be animated. For example, were the corpse a human, a vial of human blood must be used to create the undead creature. In addition, the ritual requires the consumption of incense of at least 200 silver royals in value.</p><p>The type of undead created is dependent upon two factors: the age of the corpse, and the presence of the mystic casting the spell. As such, 1d10 is rolled to determine the type of undead created, modified by +1 for each point of the mystic’s presence, and +1 for each year of age of the targeted corpse. For example, if a mystic with a presence of 12 were to cast upon a 4 year-old corpse, a +16 modifier would be added to the d10 roll. The result of this roll is as follows:</p><p>2 to 25: Zombie: Health points: 12 + 2d4, Dodge score: 11, Initiative: -2, Hide/armor: none, To-hit: +2, Attacks: claw: 2 x 1d6 + 4. Intellect: 3, Physical Resist: +5, Mental Resist: n/a, Movement: 80’. Zombies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease.</p><p>26 to 30: Mummy: Health points: 20 + 1d8, Dodge score: 13, Initiative: +0, Hide/armor: none, To-hit: +0, Attacks: fists: 2 x 1d8 + 2. Intellect: 3, Physical Resist: +6, Mental Resist: n/a, Movement: 90’. Mummies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease. Any creature struck by a mummy must make a Physical Resistance check or be infected as if by the 1st Circle Ritual magic spell Infect.</p><p>31 or more: Skeleton: Health points: 10 + 1d8, Dodge score: 13, Initiative: +1, Hide/armor: none (or by worn armor), To-hit: +1, Attacks: claws: 2 x 1d4 + 1, or 1 x weapon + 1. Intellect: 5, Physical Resist: +1, Mental Resist: n/a, Movement: 160’. Skeletons are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease.</p><p>A mystic may create and control a maximum number of undead equal to half his or her presence score. For example, a mystic with a presence of 13 could create and control up to 7 undead creatures. If any more undead creatures are created, they will instantly go mad, attacking any creature in sight until destroyed.[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7630482, member: 2209"] [B]OSR M-Z[/B] OSR M-Z[spoiler] Mazes and Minotaurs[spoiler] [URL='http://www.rpgnow.com/product/204637/Mazes--Minotaurs-Creature-Compendium?affiliate_id=17596']Creature Compendium[/URL][spoiler] [B]Animate:[/B] The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates. [B]Charont:[/B] Charonts are the spirits of misers and selfish hoarders turned into wraiths by the powers of the Underworld. [B]Empusa:[/B] Empusae are the revenants of seductive witches who have given their souls to Hecate, goddess of darkness, in exchange for eternal unlife. [B]Ghost:[/B] ? [B]Mummy:[/B] Specially preserved corpses from the Desert Kingdom reanimated by foul necromancy. The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates. [B]Skeleton:[/B] Human skeleton animated by magic. These Animates can be produced by a variety of means, including the necromantic arts of Anubians and Stygian Lords and the famous Hydra Teeth method. The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates. Hydra Teeth [B]Stichios:[/B] Stichioses are trees possessed by vampiric spirits. [B]Stygian Hound:[/B] Huge skeletal undead dogs “bred” by the necromancers of Stygia. The ancient Necromancer Princes of the Anubian race were the ones who first brought necromancy to the wizards of the Stygian Empire, teaching them how to create mummies, skeletons, Stygian dogs and other foul animates. It is a well-known fact that a Hydra’s teeth can turn into animated Skeletons. Each Hydra head holds four such magical teeth - so a dead seven-headed Hydra could mean a small army of 28 Skeletons! Simply toss the tooth on earthy ground: one battle round later, a sword-wielding Skeleton will sprout from the ground, ready to obey your every command – but only for 10 battle rounds, after which it will fall apart, crumbling into a pile of old dead bones. This is a one-time trick, since each tooth can only be used once.[/spoiler] [URL='http://www.rpgnow.com/product/210028/Creature-Cyclopedia-Mazes--Minotaurs?affiliate_id=17596']Creature Cyclopedia[/URL][spoiler] [B]Dark Mormo:[/B] According to some sources, these sexless-looking beings are actually the undead, cursed spirits of demented mothers who have slain their own children in a fit of madness. Other sources identify them as the revenants of mortals who dabbled in necromancy and forbidden rituals of child sacrifice during the darker days of the Age of Magic. [B]Dark Muse:[/B] According to some tales, Leanans were once true Nymphs who, like the Alseids, became corrupted by the powers of darkness; other sources, however, deny them any link with the forces of nature, presenting them as undead temptresses akin to the sinister Empusae. [B]Silent Guardians:[/B] They were created during the Age of Magic by the use ancient (and now forgotten) Urok rituals. [B]Skeletar:[/B] The undead skeleton of a Minotaur, animated by the foul power of Stygian necromancy.[/spoiler] [URL='http://www.rpgnow.com/product/217581/Atlas-of-Mythika-Charybdis?affiliate_id=17596']Atlas of Mythika: Charybdis[/URL][spoiler] [B]Tokoloshe:[/B] A human transformed into a pain-driven, zombie-like humanoid whose flesh is slowly turning into living wood. This horrendous process causes terrible agony to the unfortunate subject, driving him mad, warping his body into a grotesque parody of humanity and eventually turning him into a mindless, semi-vegetal undead. Tokoloshe are the results of infection by the Hili seed. Seeds of Doom The Hili seed is a particularly dreadful vegetal (and probably semi-magical) toxin used by the Red Hill Pygmies to bring a fate worse than death to those who have offended them. The usual method of delivery is through the use of a coated dart or javelin but the poison can also be mixed with food or drink but has a distinctive, bitter, “woodsy” taste. In all cases, the victim must make a Physical Vigor saving roll against a target number of 15. If this saving roll fails, the victim immediately falls unconscious for 1d6 hours, after which he will awaken in incredible pain, transformed into a Tokoloshe. 1d6 days later, the Tokoloshe will become Mindless, usually obeying the orders of its vicious creators (as long as these orders are not too complex). There is no natural way to prevent this horrible and irreversible fate: only magical healing can prevent the transformation, provided it is given before the fateful 1d6 hours have passed (use the rules for curing poison by magical means given in the M&M Companion). Only the Red Pygmies know how to brew this concoction – and trying to steal this secret from them is a sure way to end up as a Tokoloshe…[/spoiler] [URL='http://www.rpgnow.com/product/206543/Atlas-of-Mythika-The-Untamed-North?affiliate_id=17596']Atlas of Mythika: The Untamed North[/URL][spoiler] [B]Dwimmerlaik: Wight:[/B] Wights are brought back to life (or rather ‘undeath’) by the Life-Energy Drain ability of Dwimmerlaiks. There is no other way of creating a Wight. Since their soul is still trapped in their undead bodies, they qualify as Spirits rather than as Animates. Humans killed by a Dwimmerlaik’s Life Energy Drain automatically become Wights. As hinted above, they are responsible for the creation of Wights, which are brought back to unlife by the Dwimmerlaik’s foul life-energy drain powers. [/spoiler] [/spoiler] Mazes & Perils[spoiler] [URL='http://www.rpgnow.com/product/181899/Mazes--Perils-Deluxe-Edition?affiliate_id=17596']Mazes & Perils Deluxe Edition[/URL][spoiler] [B]Ghoul:[/B] ? [B]Mummy:[/B] ? [B]Skeleton:[/B] These animated armatures obey only the orders of their creator. [B]Spectre:[/B] Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. At the GM’s discretion, a spectre drains constitution instead of levels. [B]Vampire:[/B] Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons. Anyone killed by a vampire becomes a lesser vampire under the control of their slayer. [B]Wight:[/B] Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer. [B]Wraith:[/B] ? [B]Zombie:[/B] Animated corpses created by an evil Cleric or Magic-User.[/spoiler] [URL='http://www.rpgnow.com/product/197155/Garrets-Guide-to-the-Undead?affiliate_id=17596']Garret's Guide to the Undead[/URL][spoiler] [B]Ghost:[/B] Ghosts are the spirits of the wrongfully murdered. Ghosts are spirits that have been wrongfully murdered. [B]Ghoul:[/B] ? [B]Mummy:[/B] Let's just say that the magical powers used to create them, whether arcane or divine, are more than a drop in the bucket. We're talking impressive rituals, components, and will as the major ingredients for creating them. There is also some debate about the idea of victims of Mummy Rot turning into mummies themselves. We have reports of emaciated bodies attacking at known mummy locations but without the traditional trappings of such creatures. Such a transformation is possible, but not confirmed at this time. [B]Skeleton:[/B] We have seen talented mages and priests create skeletons from the smallest piles of bones. [B]Spectre:[/B] Spectres do both physical damage and drain life experience from their victims. If killed, these victims will become spectres themselves. Let's get the ugly part out of the way. Why are these creatures so very dangerous? They can steal your life essence. Entire years of experience, gone without a trace. And if they take enough, to the point where you forget yourself entirely, you become one of them, a minion of the spectre who killed you. Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. [B]Vampire:[/B] Each of these evil creatures is descended from Cain, cursed to forever walk the world thirsting for the blood of innocents. Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons. Anyone killed by a vampire becomes a lesser vampire under the control of their slayer. [B]Wight:[/B] Any victims drained to the point where they forget themselves entirely become wights themselves and under the control of their new master. Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer. [B]Wraith:[/B] With a touch, they will drain your life experience. If they drain enough, you will become a wraith under their command for all eternity. Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? [B]Zombie:[/B] They are most likely animated pawns of evil Clerics or Magic-Users typically set to guard a location. Animated corpses created by an evil Cleric or Magic-User.[/spoiler] [/spoiler] OSRIC[spoiler] [URL='http://www.rpgnow.com/product/111392/OSRIC-Pocket-SRD-PDF?affiliate_id=17596']OSRIC Pocket SRD[/URL][spoiler] [B]Undead:[/B] A player character drained below level 1 is slain (and may rise as some kind of undead creature). [B]Banshee, Groaning Spirit:[/B] The legendary banshee is the ghost of an evil elven female. [B]Coffer Corpse:[/B] They are the bodies of the dead who are left behind, never given a proper burial, their souls never finding rest. [B]Ghast:[/B] Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. [B]Ghost:[/B] Ghosts are the spiritual remains of extremely evil humans who have been denied the ordinarily inexorable movement of their souls to the outer planes of existence after discarding their mortal shell. This sundering of their metaphysical essence creates a foul thing, roaming dark and desolate places, existing in both the æthereal plane and the prime material, seeking to slake a thirst that can never be sated. [B]Ghoul:[/B] Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric. [B]Ghoul, Lacedon: Lich:[/B] Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is. [B]Mummy:[/B] ? [B]Poltergeist:[/B] Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human. [B]Shadow:[/B] Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point. Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. [B]Skeleton:[/B] These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids. Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Unlife in forgotten catacombs and foul dungeons. [I]Animate Dead[/I] spell. [B]Spectre:[/B] Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead. [B]Vampire:[/B] Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed. [B]Vampire Eastern:[/B] ? [B]Wight:[/B] A human killed by a wight becomes a wight under the control of its maker. [B]Wraith:[/B] Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead. [B]Zombie:[/B] Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences. [I]Animate Dead[/I] spell. [B]Zombie Monster:[/B] Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres. [B]Zombie Juju:[/B] Juju zombies are undead specially created by evil magic users practising a little-known and universally-banned magic known as necromancy. This unholy process involves draining all the life force from the unfortunate victim, who can be a human, demi-human, or humanoid. Animate Dead Clerical Necromancy Level: Cleric 3 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 1 round Saving Throw: None By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level. Animate Dead Arcane Necromancy Level: Magic user 5 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 5 rounds Saving Throw: None Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler] OSRIC 0.02[spoiler] [B]Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Zombie:[/B] [I]Animate Dead[/I] spell. Animate Dead Clerical Necromancy Level: Cleric 3 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 1 round Saving Throw: None By casting this spell, the cleric calls the dead bones or bodies of dead humans to rise and become lesser undead, skeletons or zombies. The undead will obey their creator’s commands, following him, guarding a location he designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment, and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level. Animate Dead Arcane Necromancy Level: 5 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 5 rounds Saving Throw: None Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler] OSRIC 1.00[spoiler] [B]Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Zombie:[/B] [I]Animate Dead[/I] spell. Animate Dead Clerical Necromancy Level: Cleric 3 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 1 round Saving Throw: None By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator's commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell's effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level. Animate Dead Arcane Necromancy Level: Magic user 5 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 5 rounds Saving Throw: None Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler] [URL='http://www.lulu.com/us/en/shop/the-first-edition-society/monsters-of-myth/ebook/product-17452854.html']Monsters of Myth[/URL][spoiler] [B]Barrow Corpse:[/B] ? [B]Crawling Corpse:[/B] Crawling corpses are created (usually unintentionally) when animate dead is cast upon skeletons or corpses with damaged legs, or when normally created undead are damaged after being animated. [B]Deceived of Set:[/B] The Deceived of Set were once priests of Set. Greedy and sadistic, they were misled by their superiors into thinking that they would be granted great status in the afterlife by performing a series of hideous rituals upon themselves. However, these rituals instead cursed them, condemning them to an eternity of torment and madness. [B]Ghoul Monkey:[/B] Whatever foul magic is used to animate and control simian undead in this form is not widely known, but these loathsome creatures are found from time to time in the service of witch doctors or other evil spellcasters. More commonly, however, they are created without human agency, in places where there is a residue of great evil such as ancient sacrificial sites, forgotten temples, and similar locales. When monkeys die near such places, their corpses may rise as ghoul monkeys, filled with vile cunning and hungry for living flesh. [B]Ishabti:[/B] Ishabti are undead warriors embalmed and preserved with many of the same techniques used in mummification. They are not ordinarily wrapped in grave bandages as mummies are, but do show the effects of magical embalming. [B]Rimmeserker:[/B] Rimmeserkers are the undead remnants of berserkers who died by freezing to death instead of falling in honorable battle. While alive, these battle-mad killers sought entry into a warrior’s heaven (Valhalla, for those following the Norse gods), but by failing to die in battle they have consigned themselves to a lesser status in the afterlife. It is said that their very rage keeps them tied to the material plane, refusing to move on to an afterlife they will not accept. [B]Shade Walker:[/B] On very rare occasions, the tortured soul of an evil person manages to escape somehow from the nether planes, fleeing into the prime material plane by unknown means. These escaped souls become shade walkers. [B]Skeleton Altered:[/B] An altered skeleton is the undead skeleton of a large animal, its bones rearranged to suit the purposes of the necromancer who animated it. The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. [B]Skeleton Altered Equine:[/B] The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. [B]Skeleton Altered Tauran:[/B] The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. [B]Skeleton Slime:[/B] Slime skeletons are odd undead creatures resulting from a skeleton’s long-term immersion in living slimes, jellies, or oozes. What process prevents the digestion of a victim’s bones is not known, but seems to be related to unholy influences in the area where the victim fell prey to the slime. Eventually, the rubbery horror rises from its place of death and walks the earth again, dripping (harmless) drops of slime from its bones. [B]Sleeper:[/B] They are created when a powerful chaotic evil cleric, and his congregation (of at least 13), purposefully commit suicide in the hopes of returning as a single, undead entity. When successful (which is very rare), such an entity is composed of not only the souls of the cleric and his congregation, but also the souls of any who are killed by the evil entity. [B]Zuul-Koar, The Forgotten:[/B] ? [B]Ktthjj:[/B] Sages say they are “made of dreams, decay and old magic” and they are creatures of strong chaos. These creatures appear in several of Steve Marsh’s various worlds. Some are associated with the Starstrands, some with the World Tree, and some are touched by the runes of Undeath and Dream. Some seem to breed with creatures called Stoorwyrms, or other greater chaos creatures to procreate; others are formed from men. [B]Shadow Vampire:[/B] ? [B]Fell Troll:[/B] ? [B]Wight:[/B] Any person drained of all life energy by a Zuul-Koar rises within 1d6 turns as a wight under the Zuul-Koar’s control.[/spoiler] [URL='http://www.rpgnow.com/product/13709/Advanced-Adventures-1-The-PodCaverns-of-the-Sinister-Shroom?affiliate_id=17596']Advanced Adventures 1: The Pod-Caverns of the Sinister Shroom[/URL][spoiler] [B]Ghast:[/B] ? [B]Ghoul:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/15835/Advanced-Adventures-2-The-Red-Mausoleum?affiliate_id=17596']Advanced Adventures 2: The Red Mausoleum[/URL][spoiler] [B]Harbinger:[/B] If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The re-animated body becomes a harbinger and serves at the direction of some powerful force for evil. [B]Ghast:[/B] ? [B]Shadow:[/B] ? [B]Wraith:[/B] ? [B]Crypt Thing:[/B] ? [B]Crypt Thing Aberration:[/B] ? [B]Skeleton Warrior:[/B] ? [B]Ghost:[/B] ? [B]Apparition:[/B] Tzen-Wahr, the high priest of the Mausoleum’s temple, is interred here and he has become an Apparition. [B]Banshee:[/B] ? [B]Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Ghoul:[/B] ? [B]Wight:[/B] ? [B]Mummy:[/B] ? [B]Lich, Gaheris Lord of the Red Mausoleum:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/55328/Advanced-Adventures-3-The-Curse-of-the-Witch-Head?affiliate_id=17596']Advanced Adventures 3: The Curse of the Witch Head[/URL][spoiler] [B]Spectre:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/56872/Advanced-Adventures-6-The-Chasm-of-the-Damned?affiliate_id=17596']Advanced Adventures 6: The Chasm of the Damned[/URL][spoiler] [B]Wraith:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/60149/Advanced-Adventures-8-The-Seven-Shrines-of-NavkQar?affiliate_id=17596']Advanced Adventures 8: The Seven Shrines of Nav'k-Qar[/URL][spoiler] [B]Ghoul Drider:[/B] They are the reanimated remains of driders who were once trapped here and driven to suicide. [B]Spectre:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/62412/Advanced-Adventures-10-The-Lost-Keys-of-Solitude?affiliate_id=17596']Advanced Adventures 10: The Lost Keys of Solitude[/URL][spoiler] [B]Avatar of Famine:[/B] Formed through a horrible ritual where at least 500 hundred sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. The avatar of famine is the will of the god of famine made permanent. [B]Bone Sovereign:[/B] Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. [B]Flesh Sovereign:[/B] ? [B]Skeleton:[/B] Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round. [B]Apparition:[/B] This living quarter is haunted by the spirit of a slain Keeper who returned as an apparition. [B]Zombie:[/B] ? [B]Ghoul:[/B] ? [B]Shadow:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/78427/Advanced-Adventures-12-The-Barrow-Mound-of-Gravemoor?affiliate_id=17596']Advanced Adventures 12: The Barrow Mound of Gravemoor[/URL][spoiler] [B]Zombie:[/B] A group of reavers killed during a raid wander eternally through the bog as zombies. Their willpower was strong enough to return them from the battlefield upon which they perished, but they can never complete the journey. [B]Wight:[/B] In life he was a sadistic murderer, who skinned his victims and wore their flesh. [B]Wraith:[/B] This wraith is a vengeful spirit, a victim of a murderous outlaw, who mistakes any human for his assailant. [B]Richard Dirkloch, Wight: Shadow:[/B] The tortured remains of the murdered monks. [B]Crawling Hand:[/B][/spoiler] [URL='http://www.rpgnow.com/product/79564/Advanced-Adventures-13-White-Dragon-Run?affiliate_id=17596']Advanced Adventures 13: White Dragon Run[/URL][spoiler] [B]Zombie:[/B] Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead. [B]Wight:[/B] ? [B]Ghast:[/B] An especially evil fighter was abandoned here when the outpost was sacked. He died and became a ghast. [B]Shadow:[/B] ? [B]Ghoul:[/B] ? [B]Skeleton:[/B] ? [B]Poltergeist:[/B] ? [B]Coffer Corpse:[/B] Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead.[/spoiler] [URL='http://www.rpgnow.com/product/83074/Advanced-Adventures-15-Stonesky-Delve?affiliate_id=17596']Advanced Adventures 15: Stonesky Delve[/URL][spoiler] [B]Slavering Mouthers:[/B] Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers.[/spoiler] [URL='http://www.rpgnow.com/product/93194/Advanced-Adventures-20-The-Riddle-of-Anadi?affiliate_id=17596']Advanced Adventures 20: The Riddle of Anadi[/URL][spoiler] [B]Groaning Spirit:[/B] ? [B]Shadow:[/B] ? [B]Wraith:[/B] ? [B]Spectral Troll:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/94663/Advanced-Adventures-21-The-Obsidian-Sands-of-Syncrates?affiliate_id=17596']Advanced Adventures 21: The Obsidian Sands of Syncrates[/URL][spoiler] [B]Duplicate Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Ghoul:[/B] ? [B]Wight:[/B] ? [B]Crypt Thing Aberrant:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/100773/Advanced-Adventures-23-Down-the-Shadowvein?affiliate_id=17596']Advanced Adventures 23: Down the Shadowvein[/URL][spoiler] [B]Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Ghoul:[/B] ? [B]Coffer Corpse:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/101407/Advanced-Adventures-24-The-Mouth-of-the-Shadowvein?affiliate_id=17596']Advanced Adventures 24: The Mouth of the Shadowvein[/URL][spoiler] [B]Lich Tyrhanidies:[/B] ? [B]Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Ghoul:[/B] ? [B]Wraith:[/B] ? [B]Juju Zombie:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/110683/Advanced-Adventures-26-The-Witch-Mounds?affiliate_id=17596']Advanced Adventures 26: The Witch Mounds[/URL][spoiler] [B]Haugbui:[/B] These are undead Maerling warriors, servants of Sorana who were so evil in life that they attracted the interest of the goddess. [B]Haugbui Draugir:[/B] ? [B]Haugbui Jormungandr:[/B] ? [B]Minotaur Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Ghast:[/B] ? [B]Specter:[/B] ? [B]Zombie:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/113206/Advanced-Adventures-28-Redtooth-Ridge?affiliate_id=17596']Advanced Adventures 28: Redtooth Ridge[/URL][spoiler] [B]Ghoul:[/B] ? [B]Haunt:[/B] This was the favorite room of a Mrs. Cornelia Metella, whose prim and proper spirit still resides within the room as a haunt. The haunt desires to punish the lazy servants who ruined her best dress. [B]Zombie:[/B] The former servants of the Ivory House. These servants were left behind to perish of thirst by their masters. The three weakest zombies are child zombies. [/spoiler] [URL='http://www.rpgnow.com/product/117374/Cloud-World-of-Arme?affiliate_id=17596']Cloud World of Arme[/URL][spoiler] [B]Skeleton:[/B] ? [B]Zombie:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/222673/Found-Folio-Volume-One?affiliate_id=17596']Found Folio Volume One[/URL][spoiler] [B]Beheaded:[/B] A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds. A spellcaster can create a beheaded with animate dead. Each beheaded created requires two onyx gems worth 100 gp and the casting of one fly spell. Beheaded can be created with additional abilities from the list below, using the spell indicated. Belching: The beheaded can make a ranged attack with a maximum range of 30 feet that deals 1d6 points of energy damage (acid, cold, electricity, or fire, chosen at the time of creation by the use of acid arrow, cone of cold, lightning bolt, or fireball) Flaming: The beheaded gains immunity to fire. Its slam attack also deals 1d4 points of fire damage and might catch the target on fire. Fire Shield must be cast when the beheaded is created. Screaming: This type of beheaded can scream out once every 1d4 rounds. Every creature within 30 feet must succeed at a save or suffer from the effects of a Fear spell. Whether or not the save is successful, any creature in the area can't be affected by that beheaded's scream for the next 24 hours. Fear must be cast when the beheaded is created. [B]Ecorche:[/B] Created to be bodyguards and spies by necromancers and liches and other powerful undead, ecorche appear to be a very large, incredibly muscular human without skin. This musculature has been overdeveloped by infusions of necromantic toxins and grafts of reanimated sinew. [B]Gholdako:[/B] A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago. [B]Grave Ape:[/B] Their origin is unknown, but many sages have speculated that they are the spirits of exceptionally brutal killers, while others say they are to ogres, what ghouls are to humans. [B]Gravebound:[/B] Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies. [B]Graveknight:[/B] Graveknights are yet another fighter version of lich, notable warriors (of at least 9th level) who have returned from their grave by storing their life essence in their armor. [B]Mohrg:[/B] Mohrgs were formerly mass murderers in life, given new unlife as an undead monstrosity resembling a skeleton with intestines and really long tongue. [B]Zombie:[/B] Anyone killed by a mohrg becomes a zombie under its control in 2-8 rounds. [B]Necrocraft:[/B] A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator. The details of the ritual to create a necrocraft vary greatly, and depend on the particular undead parts used and the intended size of the resulting creature. [B]Necrocraft Standard:[/B] Necrocraft require five corpses to create and can be built with extra arms (providing additional attacks), improved armor (either extra bones improving AC by 2, or metal plates improving by 5), and by replacing forearms with metal blades (either short or broadswords). [B]Necrocraft Large:[/B] They require 10 corpses to create. [B]Necrocraft Giant:[/B] They require twenty-five corpses to create. [B]Riddlemaster:[/B] Riddlemasters are lich like beings, the undead forms of great sages and game show hosts. [B]Skeleton Gem-Eyed:[/B] First created by the legendary lich, Tamov the Moldy, a gem-eye skeleton is a form of skeleton that has magically enchanted gems for eyes. The creator casts a spell into a 500 gp gem (1st level spells) or 1,000 gp gem (2nd level spells) during creation using animate dead. These spells are cast as if by a 9th level magic-user. The type of gem corresponds to the spell. For instance, a garnet for burning hands, moonstone for sleep.[B]Spider Deathweb:[/B] Deathweb spiders are the exoskeletons of death giant spiders (of S,M, or L sizes) animated by the binding of thousands of living spiders into said exoskeleton, moving it about like a puppet. [B]Wasp Deathflyer:[/B] Deathflyer wasps are similar to deathweb spiders, exoskeletons of dead giant insects (in this case a wasp) reanimating by infusing it with a horde of thousands of living wasps. [/spoiler] [URL='http://www.rpgnow.com/product/62837/Malevolent-and-Benign?affiliate_id=17596']Malevolent and Benign[/URL][spoiler] [B]Autmnal Mourner:[/B] As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves. [B]Avatar of Famine:[/B] Avatars of famine are formed through a horrible ritual where at least 500 sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. An avatar of famine is the will of the god of famine made permanent. [B]Bone Sovereign:[/B] Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity. [B]Flesh Sovereign:[/B] ? [B]Cadaver:[/B] Cadavers are the undead remains of people who have been buried alive or given an improper burial (an unmarked or mass grave, for example). [B]Dark Voyeur:[/B] Dark voyeurs are incorporeal undead that live and travel in mirrors. A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form and trapped part of the departing soul within its glass. [B]Foul Spawner:[/B] Foul spawners are obese masses of undead flesh that result from a truly evil hill giant returning from the grave. [B]Gray Lady:[/B] Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies. [B]Harbinger:[/B] If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil. [B]Haze Horror:[/B] Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. It is a malevolent spirit that strongly resembles normal haze until it comes across a living creature. Then, as it lashes out in its hatred for the living, visages of a life long-forgotten surface and become visible in a misty, human-sized outline. The forms are rotted and decayed corpses, usually in the semblance of the person the haze horror used to be or those close to him. A haze horror typically lingers in the area of its death. Its presence causes the temperature in the vicinity to be unnaturally warm. It is as if the heat that killed it originally is being forever re-released into the world. [B]Haze Horror Variant:[/B] ? [B]Hearth Horror:[/B] A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. [B]Heartless:[/B] Natives of gehenna, heartless are the animated remains of planar travelers that died in that foul realm, left behind by their comrades. [B]Hellscorn:[/B] Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. [B]Lostling:[/B] Lostlings are the pitiful souls of lost individuals who died in the wilderness from exposure. [B]Lostling Variant:[/B] ? [B]Neverlasting:[/B] The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife, never truly living, yet never dying - these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron. [B]Sabulous Husk:[/B] Walking corpses filled with sand, sabulous husks are the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence and are animated through the will of the desert itself, being mere containers for the scourging sand within. [B]Shadow Lord:[/B] ? [B]Skeleton Black:[/B] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil, and, within days after their deaths, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. [B]Slavering Mouther:[/B] Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers. [B]Skeleton:[/B] Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round. Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). In addition to the undead it accumulates with its subjugate undead ability, a deadwood may animate the circle of bones that surrounds it. Every round, it may cause 1-6 skeletons to assemble themselves, moving to attack any opponents of the tree in the next round. [B]Zombie:[/B] Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). Those pushed into the abdominal cavity of a foul spawner suffer 1-10 hit points of damage per round. In addition to this gut-grinding damage, a paralytic poison is excreted within the cavity, and any living creature must make a save against poison or become paralyzed for one turn. Any creature killed in this manner rises as a zombie within the hour under the control of the foul spawner. [B]Ghoul:[/B] Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). Any human that consumes more than three pieces of the ghoulfruit tree’s fruit, or more than three cups of ghoulfruit tree liquor, in the space of a week must save against poison. Those failing die and rise as ghouls in two weeks. Only humans are affected in this manner by ghoulfruit. [B]Ghast:[/B] Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). [B]Wight:[/B] Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). [B]Wraith:[/B] Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). [B]Undead:[/B] Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. [B]Shadow:[/B] Good-aligned creatures hit by a black skeleton (either by a weapon or natural attack) must succeed on a save vs. spells or take 1-3 points of temporary strength loss. A victim heals 1 point of strength per turn. If a creature is drained of all its strength and reaches strength 0, it dies and returns as a shadow during the middle of the night of the next full moon.[/spoiler] [URL='http://www.rpgnow.com/product/55271/OldSchool-Gazette-1?affiliate_id=17596']Old School Gazette 1[/URL][spoiler] [B]Ghoul:[/B] [I]Animate Dead[/I] spell using grim dust. [B]Ghast:[/B] [I]Animate Dead[/I] spell using grim dust. [B]Wight:[/B] [I]Animate Dead[/I] spell using grim dust. Grim Dust: When a grim axe crumbles it leaves behind grim dust. This dust is highly valued by necromancers as it can be used during the casting of animate dead to create ghouls, ghasts, or even wights. Like normal animated dead, the creatures created through the use of grim dust are faithfully loyal to their creator and obey his every command. A single use of grim dust weighs one pound and animates 2 undead (user’s choice) from the above list. Experience Point Value: 500 G. P. Value: 2,000.[/spoiler] OSRIC Player's Reference[spoiler] [B]Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Zombie:[/B] [I]Animate Dead[/I] spell. animate dead Clerical Necromancy level: Cleric 3 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 1 round Saving throw: None By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level. animate dead Arcane Necromancy level: Magic user 5 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 5 rounds Saving throw: None Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler] [URL='http://www.dragonsfoot.org/sg/']OSRIC Monster Listing[/URL][spoiler] [B]Banshee, Groaning Spirit:[/B] ? [B]Coffer Corpse:[/B] ? [B]Ghast:[/B] ? [B]Ghost:[/B] ? [B]Ghoul:[/B] ? [B]Lich:[/B] ? [B]Mummy:[/B] ? [B]Poltergeist:[/B] ? [B]Shadow:[/B] ? [B]Skeleton:[/B] ? [B]Spectre:[/B] ? [B]Vampire:[/B] ? [B]Wight:[/B] ? [B]Wraith:[/B] ? [B]Zombie Juju:[/B] ? [B]Zombie Monster:[/B] ? [B]Zombie Animal:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/117768/Pyramid-of-Gorsh?affiliate_id=17596']Pyramid of Gorsh[/URL][spoiler] [B]Ghoul:[/B] ? [B]Zombie:[/B] ? [B]Gorsh, King of the Desert by the Sea:[/B] If the sarcophagus is opened the body will animate.[/spoiler] [URL='http://www.rpgnow.com/product/110459/Teratic-Tome?affiliate_id=17596']Teratic Tome[/URL][spoiler] [B]Banshee Ivory:[/B] The ivory banshee is the ghost of an elven woman who worshiped the demon queen Abyzou. [B]Demimondaine:[/B] The demimondaine, in the form of a pale green light, descends upon the body of an unavenged female murder victim, typically a prostitute or courtesan. The undead spirit animates the corpse and sends it lurching after the murderer. [B]Ghast Ash:[/B] ? [B]Ghast Cicatrix:[/B] ? [B]Ghost Palimpset:[/B] The palimpsest ghost is the spirit of a halfling so ferocious in its cruelty that it has broken the bonds of mortality to become undead. [B]Ghoul Lesion:[/B] Created by an errant demon lord while visiting the Prime Material plane. [B]Malchior:[/B] A legendary thief, Malchior the Deft accumulated great wealth during his adventures, but it was never enough. Eventually, he heard tales of the Malist Oubliette, a horrific dungeon. There, those who use magic are hunted and destroyed; those who pray are excoriated; those who stand and fight are rent and devoured; and those who skulk and sneak are rewarded for their guile. He deceived his fellow adventurers, and they entered the Oubliette; treachery ensued. Malchior backstabbed his allies and left them to die so that he could survive the dungeon. Eventually, he reached the Inconcessus, a place where a daring thief might even steal the secrets of death itself. He did so, and became a lich. [B]Querist:[/B] Once a mighty pit fiend, and personal servant of an archdevil in the coldest of the Hells, the devil known as Vassago was infected by a verminate zombie (q.v.) while on the Prime Material plane. His body was transformed: though deathless, he decays, dropping bits of putrescent viscera as he stumbles from one room to the next, muttering to himself. [B]Skeletal Warden:[/B] Twelve dark paladins served their dark masters so well that they continue to do so beyond death: these are the dreaded skeletal wardens. Heavily armored undead warriors, they carry out the will of their creators, the archdevils of Mictlan. [B]Spectre Battle:[/B] ? [B]Xarualac:[/B] The xarualac is the restless spirit of a dead musician, one who loved music so much that it could not move on. [B]Zombie Verminated:[/B] Verminated zombies are small animals, such as rats, weasels, rabbits, or cats, which have contracted the red plague. Once infected with the red plague (known to chirurgeons as necrosis), a victim will lose 1-8 hit points per hour, and must also save vs. death each hour or become a zombie. A cure wounds spell will restore hit points, but the save vs. death must still be made on the hour. The only way to end the spell is with cure disease, heal, or remove curse.[/spoiler] [URL='http://www.rpgnow.com/product/58543/The-Forgotten-Temple-of-Baalzebul?affiliate_id=17596']The Forgotten Temple of Baalzebul[/URL][spoiler] [B]Stone-Cleaver, Specter:[/B] The work gang leader from area 18d, Stone-Cleaver, was so cruel to his workers in life that he earned undead status in death. Almost immediately after his death resulting from a cave-in that occurred during the final construction phase of the temple, he was interred herein. He arose again, three days later, as a powerful specter infused with absolute evil. [B]Aerdolph, Vampire:[/B] Aerdolph was second in command to the bishop himself. When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich and Aerdolph a vampire. [B]Sundar, Ghost:[/B] Over time, the corrupting influence of the clerics and their evil edifice began to exert its hold on the originally neutral-aligned Sundar. Whereas before he was only slightly wounding those students failing their tests, he was now inflicting grievous harm upon them, in some instances killing them outright with his extensive arsenal of offensive spells. The bishop, at first, tolerated Sundar’s increasing depravity. But when Sundar began killing his students outright, the bishop decided that drastic measures would have to be taken. He ordered a group of his most powerful cleric/assassins to assassinate the troublesome instructor; this they did whilst he slept. Shortly after his death, Sundar’s tortured spirit took the form of a ghost. [B]Sorcerell, Lich:[/B] In order to convert Sorcerell into a lich, Asalon needed to slay him in a most violent manner while calling on his dark lord to curse the cleric. Sorcerell still bears great enmity towards Asalon for first gouging out his eyes and then plunging a ceremonial dagger into his heart. [B]Malignaant, Lich:[/B] When Malignaant fell to Asalon’s sacrificial knife, in much the same manner as Sorcerell before him, he became a lich almost instantly. [B]Sarmux, Lich:[/B] When the time was at hand to dissolve the order, Asalon urged Sarmux to undergo lichdom, despite his strong protests. The proposition of merging with the Negative Material Plane mortified poor Sarmux. But, in the end, he relented, falling to the same sacrificial knife as Malignaant and Sorcerell before him. [B]Celrax, Huecuva:[/B] When told of Asalon’s plan to have himself along with his most loyal servants transformed into various forms of the undead, Celrax thought the bishop to be insane. As the time of his forced undead rebirth neared, Celrax became mad with worry. Before the sacrificial knife was to be plunged into his chest, Celrax opted to take his own life in a mad fit of despair. Now, because of his final act in life, Celrax haunts his beloved temple as a huecuva, an undead abomination composed of chaotic energy. [B]Asalon, Lich:[/B] He performed the necessary rites to transform himself into a powerful lich long ago. When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich.[/spoiler] [URL='http://www.rpgnow.com/product/64108/World-of-Arkara-Gazetteer-of-the-Known-World?affiliate_id=17596']World of Arkara Gazetteer of the Known World[/URL][spoiler] [B]Lich:[/B] Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him. [B]Mummy:[/B] Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him. [B]Vampire:[/B] Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.[/spoiler] [URL='http://www.rpgnow.com/product/103867/Zor-Draxtau-Issue-III?affiliate_id=17596']Zor Draxtau Issue 3[/URL][spoiler] [B]Xerksis, The Mage-King:[/B] Seeking a means to quash the ranger’s ‘pitiful little band’ of rogue humans and pathetic demi-humans from the northern peninsula on the Usher Arm Peninsula, Xerksis created the Bone-Hilt sword; a thing of purest, darkest evil. And into the sword, Xerksis sacrificed a portion of his evil soul, so that whomever should wield the weapon, would also be invoking his spirit. And during this process, Xerksis also achieved his life-long desire to ultimately commit himself to the dark life of a lich. [/spoiler] [/spoiler] Romance of the Perilous Lands[spoiler] [URL='http://www.rpgnow.com/product/190792/Romance-of-the-Perilous-Land?affiliate_id=17596']Romance of the Perilous Land[/URL][spoiler] [B]Ghost:[/B] Ghosts are the incorporeal remnants of the dead a restless spirit whose work on earth is not yet done. [B]Vampire:[/B] Vampires are the living corpses of those who had committed a cardinal sin.[/spoiler] [/spoiler] Saga of the Splintered Realms[spoiler] [URL='http://www.rpgnow.com/product/139324/Saga-of-the-Splintered-Realm-Book-1-Core-Rules?affiliate_id=17596']Saga of the Splintered Realm Book 1 Core Rules[/URL][spoiler] [B]Banshee:[/B] The banshee is a wailing spirit of a fallen mortal, often a female elf. [B]Ghost:[/B] A ghost is the spirit of a mortal that has been left behind, consigned to the realm of the living due to some curse. [B]Undead:[/B] Undead are the remains of the deceased infused with unholy power. [B]Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Zombie:[/B] Zombies, as mindless animated corpses of humans, demi-humans and humanoids, are often placed to guard treasures or used to perform mundane tasks. [I]Animate Dead[/I] spell. [B]Ghoul:[/B] ? [B]Wight:[/B] Wights, undead spirits indwelling human, demi-human or humanoid corpses. [B]Wraith:[/B] ? [B]Mummy:[/B] Mummies are the preserved remains of powerful creatures. [B]Vampire:[/B] ? [B]Skull Warden:[/B] The remains of a fallen paladin, the skull warden is a vengeful spirit, a skeleton clad in ruined armor wielding a cruel blade. [B]Lich:[/B] The lich is the undead remains of a powerful magic user from before the Great Reckoning. Arcane Magic Sphere 5 Faith Magic Sphere 4 Animate Dead (60’). Create undead creatures (either skeletons or zombies) of total CL equal to your level. These will obey your commands until destroyed or another caster uses dispel magic to sever your connection to these undead. You may not have more than 2x your level in CL undead under your control at any one time. [/spoiler] [URL='http://www.rpgnow.com/product/148596/Saga-of-the-Splintered-Realm-Book-2-Adventures?affiliate_id=17596']Saga of the Splintered Realm Book 2 Adventures[/URL][spoiler] [B]Goblin Zombie:[/B] ? [B]Bugbear Skeleton:[/B] ? [B]Goblin Skeleton:[/B] ? [B]The Summoner, Wight:[/B] ? [B]The Lorekeeper, Goblin Vampire:[/B] ? [B]Skeletal Snake:[/B] ? [B]Skull Warden Captain:[/B] ? [B]Wight Crew Memeber:[/B] ? [B]The Painter, Goblin Lich:[/B] ? [B]Irdana, Vampire Magic User:[/B] ? [B]Undead Goblin Miners:[/B] Both the dwarves and the goblins have been cursed to fight perpetual battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting the curse of the Necromancer that cursed them centuries ago. [B]Undead Dwarf Miners:[/B] Both the dwarves and the goblins have been cursed to fight perpetual battles on a daily basis as they search for the Gem of Crakjeko, the key to lifting the curse of the Necromancer that cursed them centuries ago. [B]Dwarf Provisioner:[/B] ? [B]Goblin Mummies:[/B] ? [B]Dragon Skeleton:[/B] ? [B]Dwarf Ghoul:[/B] ? [B]Zombie:[/B] ? [B]Banshee:[/B] ? [B]Wight:[/B] ? [B]Wraith:[/B] ? [B]Ghost:[/B] A ghost of a fallen human thief who attempted to steal from the goblins [B]Skeleton:[/B] ? [B]Ghoul:[/B] Gem of Skulls magic item. The Gem of Skulls The gem of skulls appears as a large black obelisk, nearly 6” long. Once per day, this magical gemstone will automatically turn one corpse within 120’ into a ghoul. It may be beyond the abilities of the PCs to destroy the gem, and this may require a special quest or journey to complete. The gemstone is worth 500 gp to the right buyer, but the gemstone will definitely prove deadly in the hands of the wrong character, allowing the amassing of a ghoul army. The gem gives no power to control or influence ghouls once created, and this gem could quickly lead to a character’s death. A lawful creature touching the gem suffers 1d6 damage. Any creature dying within 120’ of the gem is re-animated as a ghoul within 1d6 rounds. While the gem is valuable (worth up to 250 gp on the market), it is an object of evil, and PCs who sell it will likely live to regret it. [/spoiler] [/spoiler] Scarlet Heroes[spoiler] [URL='http://www.rpgnow.com/product/127180/Scarlet-Heroes?affiliate_id=17596']Scarlet Heroes[/URL][spoiler] [B]Undead:[/B] [I]Slaves of Bone and Mist[/I] spell. [B]Ghoul:[/B] Some hungry ghosts are touched by the ice of the Hells, animating their unburied corpse with an endless, unbearable hunger for human flesh to warm them. [B]Hungry Ghost:[/B] Some spirits fear to pass on to their ultimate reward or everlasting punishment. Others are unable to leave the living world, having become lost without the guidance of funeral rites or snared by the demands of unfinished business among the living. Without the help of a priest to calm them and guide them onward, these shades are doomed to become hungry ghosts, maddened and anguished undead entities that torment the living. Hungry ghosts are commonly found in the wake of mass slaughters, plagues, and famines. Even the complete burning of a corpse is not sufficient to prevent their manifestation should proper funeral rites be neglected; the hungry ghost will assemble a body from ash and dust if it must. Some necromancers also have the power to create or bind hungry ghosts, with the more adept among them torturing the maddened souls into new, more hideous forms of undead. [I]Defilement of the Unquiet Grave[/I] spell. [I]Slaves of Bone and Mist[/I] spell. [B]Jiangshi, Leaping Vampire:[/B] The dreaded jiangshi are undead most often produced by a misfortunate death far from home, where an unburied victim’s soul is left unable to find its way back to familiar places. Other jiangshi are the product of dark necromancy or a life of evil, when the soul is too fearful to face its fate in the afterlife. [B]Langsuyar, The Hungry Mother:[/B] These strange undead are the result of the childbirthing death of both a beautiful young mother and her child. Appropriate funerary rites usually prevent such creatures from manifesting, but every so often some poor woman or lonely mother perishes without the help of such rites, and thus leaves her soul vulnerable to the misfortune of this state. In darker cases, some bereaved husbands actually spoil the funerary rites so as to encourage the creation of a langsuyar, hoping only to regain their lost love. [B]Ma Ca Rong, The Filth Vampire:[/B] These loathsome undead creatures are the remains of men and women who uttered ruinous lies and practiced terrible deceits in life. Fearing the punishment that awaits them beyond the grave, their spirit animates their restless corpse as a ma ca rong, tearing loose their viscera as their head separates from the rest of their body. [B]Ma Lai, The Plague Vampire:[/B] A relative of the ma ca rong, the ma lai also is an undead creature, one born of the plague-slain or fever-killed. To observers, it appears that whatever sickness claimed them grew very dire before receding; in truth, the plague killed them, but their restless spirits refused to leave their corpses. [B]Nu Gui, The Vengeful Deceiver:[/B] The nu gui is created when placatory funeral rites prove insufficient to calm an outraged spirit, and their vengeful purpose is clothed in the power of an undead form. While many types of undead are the product of such unsatisfied purposes, nu gui are unique for the insidiousness of their actions, for they manifest as the friends and loved ones of their target. [B]Polong, The Bitter Servant:[/B] While most cultures of the isles honor their dead and seek only their dignified peace, some necromancers find the undead make excellent servants. A ghost slave is created from a victim sacrificed in a particular sorcerous fashion, one lingering and terrible. A single unbroken bone remains at the end of the process, most often a skull, and so long as the bone remains intact the polong is forced to obey its creator in all ways. If the bone is smashed, the polong is free to work its vengeance for one hour before it passes on to its eternal reward. Fashioning a polong is costly, and even those necromancers who would not balk at the price are often leery of the risks of an uncontrolled ghost slave. Creating a polong requires ingredients worth 500 gp per hit die of the victim and a magic-user or cleric level no less than the victim’s hit dice. A necromancer may have no more polongs bound to him than he has levels. [B]Shui Gui, The Water Twin:[/B] The water twin is an undead creature produced by the terror of drowning and the anguish of the unlamented dead. [B]Skeleton:[/B] One of the simplest forms of undead, a skeleton is simply a set of bones animated by the decaying remnants of a spirit’s lower, animalistic soul. Defilement of the Unquiet Grave Level 4 Duration: Special Range: Touch The followers of the Nine Immortals cherish the peaceful sleep of their ancestors. That does not prevent other priests from having different ideas on the topic. This spell may forcibly create undead from corpses that were not buried with the correct funerary rites. A number of hit dice worth of undead equal to the caster’s level may be created at once, most often hungry ghosts as per the Bestiary chapter. These undead are obedient to their creator, becoming uncontrolled upon his death. Each ritual costs 50 gp in expendable implements for each hit die of undead created, and the ritual can only be performed on a night of the new moon. Most clerics can command no more than ten hit dice of undead slaves for every level they possess. Slaves of Bone and Mist Level 5 Duration: Indefinite Range: Touch Necromancy is profoundly repugnant to most of the cultures of the isles, but some sorcerers are unconcerned with the respect due the ancestors. With a supply of corpses that have not received appropriate burial rites the wizard can call up a number of undead servants. A number of hit dice worth of undead equal to the caster’s level may be created at once, most often hungry ghosts as per the Bestiary chapter. These undead are obedient to their creator, becoming uncontrolled upon his death. Each ritual costs 50 gp in expendable implements for each hit die of undead created, and the ritual can only be performed on a night of the new moon. Other, more powerful or costly rites exist to conjure more numerous or potent undead slaves.[/spoiler] [URL='http://www.rpgnow.com/product/185959/Godbound-A-Game-of-Divine-Heroes-Free-Edition?affiliate_id=17596']Godbound: A Game of Divine Heroes[/URL][spoiler] [B]Undead:[/B] The undead of the realms are products of fear, longing, and dark sorcery. Ever since the fall of Heaven and the corruption of Hell the prospect of an agonizing afterlife has filled countless men and women with dread. While the rites of the Unitary Church, the ancestor cults, and other true faiths can serve to anchor a soul to its native realm in peaceful sleep, not every spirit has the advantage of that shelter. Those who die alone and far from solace might still cling to this world for fear of what comes next. Others simply cannot endure the idea of leaving their work unfinished, and are sealed to their decaying corpses by their unquenchable will. Even when a spirit is absent and only the dead flesh remains, a skilled sorcerer can imbue the husk with a kind of half-life to create a mindless servitor. A swarm of minor creeds can be found in the cities and villages of the realm, most of them revolving around a locally-important spirit or heroic ancestor. Few of these faiths have any real power to save, though a few have priests that actually can ensure a peaceful eternal rest to their followers. Sometimes this safety can be granted with a simple ritual or sequence of prayers, but other faiths require expensive or bloody rites to ensure that a soul is safely anchored to the sleep of the mundane realm. Occasionally these rites go awry, and the soul is left to persist as some form of undead. Less often, these rites are intended to create such revenants, either to serve the cult or to act as loci for their devout worship. A Pale Crown Beckons Death Word Lesser Gift. Ranks of Pale Bone Theurgic Invocation. [B]Draugr:[/B] The great majority of labor in the skerries is performed by draugrs, the walking dead beckoned up by the witch-queens and their priestesses. Witch-queens measure their status by the number of living and draugr they command and the richness of their cold palaces. They do not love each other, but the great necromantic rituals they work require the cooperation of several adepts, and so they cannot afford to quash all potential usurpers. [B]Mob Undead Horde:[/B] ? A Pale Crown Beckons Death Word Lesser Gift. [B]Lesser Undead:[/B] Lesser undead are purely corporeal in nature, dead bodies animated by magical power and imbued with a kind of half-intellect by the spell. A Pale Crown Beckons Death Word Lesser Gift. Ranks of Pale Bone Theurgic Invocation. [B]Greater Undead:[/B] Greater undead are qualitatively different. They have a human soul at their core, either animating a decaying corpse or manifesting as an insubstantial wraith. Their minds are usually dulled by the decay of their flesh or the confusion of their death, but they can remember their living days and reason as humans do. Spells to create them are substantially more difficult, and most necromancers must take care to keep greater undead safely bound. A Pale Crown Beckons Death Word Lesser Gift. [B]Ancalian Husk:[/B] The eruption of the Night Roads in Ancalia has produced the dreaded Hollowing Plague which makes risen corpses of its victims. The desperate husks of those slain rise now as lesser undead, swarming in Mobs to devour the living. [B]War-Draugr:[/B] The biggest and best-preserved of the wretched draugr of Ulstang are swathed in mail and iron plates to become war-draugr. [B]Dried Lord:[/B] This greater undead corpse houses the burning soul of a great warlord or mighty high priest. [B]Hulking Undead Thing:[/B] ? [B]Greater Undead Revenant:[/B] ? A Pale Crown Beckons Action Commit Effort for the scene. You can call up undead, summoning parts instantly from the nearest source if necessary. A single greater undead of hit dice no more than twice your level is called, or one Small Mob of 1 HD lesser undead is created for each three levels you have, rounded up. A corpse made into a greater undead must not have received funeral rites or been dead more than a month. The undead are loyal, but dissolve when you use this gift again. Summoned entities or Mobs can be preserved indefinitely for 1 Dominion point each. Ranks of Pale Bone The theurge imbues corpses or other remains with an animating force, raising them as soulless lesser undead. For each hit die or level of the caster, 1d6 hit dice worth of lesser undead can be raised, assuming sufficient raw materials are available. The corpses need not be intact, as bones and tissue will merge and flow under the sorcery. Undead that have already been destroyed once, however, are no longer useful for further necromancy. The great majority of human-sized corpses rise as 1 hit die undead, though the corpses of terrible beasts or fearsome Misbegotten may be more dangerous. The raised creatures are mindlessly loyal to the theurge or any lieutenants they nominate, but otherwise act as do most lesser undead. They remain animate until destroyed or until the invocation that fuels their existence is dispelled. If their creator is slain, the risen creatures will run rampant against the living.[/spoiler] [URL='http://www.rpgnow.com/product/199446/Ancalia-The-Broken-Towers?affiliate_id=17596']Ancalia: The Broken Towers[/URL][spoiler] [B]Husk:[/B] This ended five years ago, in 995. Without warning, nine massive Night Roads erupted in locations throughout Ancalia. Yawning gates of devouring darkness belched forth a sky-blackening miasma and an endless swarm of savage Uncreated abominations. While the darkness in Ancalia's sky cleared after nine terrible days, the tide of Uncreated had already overwhelmed most of Ancalia's cities and towns.Worse still, the darkness brought with it the Hollowing Plague. Victims of the plague grew light-headed and feverish, their spittle turning black and their chests sunken. A gnawing pain inside their bellies grew worse and worse until the delirious sufferer could only dull it by choking down gobbets of still-warm entrails. The pain was so great that it robbed its sufferers of their reason, and many committed horrible acts against their own families simply to still the mad hunger. Those who sought death as a relief from the pain were cheated by the grave. When their heart ceased to beat and the blood no longer flowed in their veins, the sufferers rose up once more as lesser undead that came to be called "husks". There was no cure for the Hollowing Plague that mortal art could devise. It swept over the nation, decimating the survivors. It even managed to infect the corpses of the freshly dead, with perhaps one in ten lurching up from the charnel fields to hunt fresh prey. The worst outbreaks of the Hollowing Plague seem to be over, but anyone who lingers within Ancalia runs the risk of infection. Close contact with a husk may increase the chance, but no clear vector has been determined, nor any sure way of keeping back the sickness. A thousand folk preventatives are mustered, but none seem sure. The origins of these restless abominations lie in a magical plague that came to Ancalia, and a curse that mere mortal magic could not efface. The first symptoms of the Hollowing Plague appeared immediately after the opening of the Night Roads. The signs were fever, gluttony, and an irrationality driven by increasingly piercing hunger pains that could eventually only be satisfied by human viscera. The fever inevitably killed its victims within a month of the first appearance of symptoms, assuming that the victim wasn't killed by others in self-defense. By the time the Ancalians understood what was going on, it was too late. More than half the entire population was infected by the plague. Anyone killed by a husk will inevitably rise as one within a few hours, if not immediately, as will anyone who dies from the plague's fever. The exact vectors of contagion are still not clear; bites don't necessarily seem to transmit it, nor does close contact with the victims. Instead, it seems to be a kind of psychic miasma that affects anyone within the former borders of Ancalia, potentially striking them down despite their best prophylactic measures. Some believe that being in the presence of large numbers of sufferers increases one's chance to fall ill, while others insist on the preventative power of one of a host of holy relics, peasant charms, or learned countermeasures. The reliability of such measures is altogether unproven. Currently, the Hollowing Plague appears to be ongoing at a lesser rate of infection. There is a roughly one percent chance of developing the plague every month a person remains in Ancalia. Thus, the remaining living population of Ancalians is decreasing at a rate of approximately 11% a year, even aside from the violence and slaughter endemic to the peninsula. If the plague is not stemmed somehow, the population will be effectively wiped out within a decade from the disease's effects alone. General scholarly opinion is that the plague does not manifest outside of Ancalia. Victims killed by Ancalian husks outside of the country will also rise as undead, but carriers of the Hollowing Plague do not appear to be infectious otherwise. As husks do not normally leave Ancalia unless driven by greater intellects, the chief danger of the infection is that some freebooter could take sick in Ancalia before returning to their homeland. Once there, a victim who dies, rises as a husk, and starts slaughtering their neighbors might form the nucleus of a dangerous outbreak. Unbeknownst to the populace of Ancalia, the plague is not so much a biological malady as it is an otherworldly curse. The nine Night Roads that opened throughout Ancalia brought with them this magical contagion, and they exude it like a form of magical radiation. Five years ago, in 995 AS, nine terrible Night Roads ripped open in various locations throughout the peninsula. A black miasma of disaster erupted from the roads, bringing with it a host of horrible Uncreated monsters. Just as awfully, the roads brought the Hollowing Plague; a maddening disease that turned its victims into cannibals before raising their corpses as ravenous, mindless undead "husks". [B]Deviant Husk:[/B] ? [B]Energumen:[/B] Sometimes a soul refuses to leave its corpse even after it's brought low by the plague or the teeth of the dead. Most souls instinctively sense the peaceful repose emanating from the prayers of Patriarch Ezek and will gradually fall into secure slumber over the course of a month, safe from the horrors of Hell and the agonies of their death. Yet those souls that led particularly vile or sinful lives may fear even this end, dreading what awaits them after death so greatly that their soul refuses to leave their body. On other occasions, dark spirits infest a fallen husk, filling it with an evil intellect and an inhuman set of cravings. Sometimes these wraiths are Uncreated shades, while others are errant ghosts, constructs of dark sorcery, or malevolent natural spirits. [B]Energumen Depraved:[/B] The Depraved are normal men and women who have led lives of such wickedness that their spirits dread the grave. [B]Energumen Spirit-Ridden:[/B] The Spirit-Ridden are those energumen created when a spirit inhabits an empty husk, either the ghost of a fearful victim or another spiritual entity in search of a corporeal housing. [B]Energumen Uncreated Husk:[/B] An Uncreated Husk has been inhabited by an Uncreated spirit. [B]Energumen Eaten Prince:[/B] Eaten Princes are the most powerful variety of energumen, as they've carefully prepared themselves for the transition into an unliving husk. Most candidates fail the process, but those souls that remain clinging to the eviscerated shell of their former body gain great occult power from the gory transition. Some exceptionally desperate cults have formed around men and women who choose to be devoured by husks in hopes of rising as an energumen. These half-suicidal initiates understand that the more foul and reprehensible a soul's life, the more likely it is to rise as one of these self-willed husks, though few realize that this result is due more to a dead soul's terror of judgment than any quality of spiritual vileness they bring to their grave. By enduring the brief horror of being eaten alive, they hope to win survival for themselves and their cultists, to say nothing of the ageless immortality that undeath brings. Despite whatever qualms they may have, these candidates perform horrible acts in a ritualized manner in order to prepare themselves for "the new life". When the cult's leadership is confident that they have properly prepared themselves fully, they are shackled to a rack and killed by a husk. Most such souls fall into the dreamless sleep of the grave, but a few spirits cling to their mutilated bodies with such fervor that they rise as energumens, strengthening the leadership of the cult.[/spoiler] [/spoiler] The Secret Fire[spoiler] [URL='http://www.rpgnow.com/product/93884/THE-SECRET-FIRE-Roleplaying-Game?affiliate_id=17596']The Secret Fire[/URL][spoiler] [B]Undead:[/B] [I]Call Forth the Dead[/I] prayer. [B]Ghast:[/B] ? [B]Ghost Warrior:[/B] Some are bound by oaths that survive death, ties of loyalty or duty that compelled them in life and now do so in death. Ghost Warriors are such, often returning to the same site many times over and walking the same paths as they did when they were mortal. Ghost Warriors are often found in ancient ruins and battlefields, where it is not unknown for opposing forces of Shades to battle once again and forever. They often manifest in specific times and at specific places, or when they are summoned, as with the Avengers of the Fallen prayer. [B]Ghoul:[/B] They usually come into being as the result of a creature that has resorted to cannibalism, or by way of an ancient ritual found in certain necromantic texts. [B]Mummy:[/B] Their internal organs have been removed, stored in Canopic jars, and undergone powerful rituals and alchemical processes to ensure that their former host will endure for eternity. None know which Elder God was involved in the process, but it is with the utmost cruelty that the god laid these powerful lords to rest, only to see them rise again as Undead, often imprisoned within tombs for eternity. [B]Revenant:[/B] Sometimes, a resurrection spell goes wrong and though the body dies, the soul and intelligence remain. This leaves the subject in a terrible twilight world in which their rotting body is driven by willpower alone. [B]Sandwalker:[/B] It is written in the Scrolls of Ytonethotep that anyone consumed by the Locust Swarm of a Mummy while within a tomb sacred to Horus will be cursed to an eternity of undead service. Forever will they serve the Mummy whose treasure they sought to steal. Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists. [B]Skeleton:[/B] Skeletons are one of the more common forms of undead, and are the easiest to create for those with a penchant for necromancy. Essentially, Human and Eld remains are imbued with a semblance of life and rudimentary intelligence, allowing them to obey simple commands and have a basic understanding of their environment. [B]Skeleton Shattering:[/B] ? [B]Vampire:[/B] None know how they came into being, but they have fed on mortals from time immemorial. Sages whisper of an ancient curse, while others insist that Vampires are created, not damned. The sages whisper for good reason — any who pry too deeply into Vampire lore tend to disappear. Vampires can create more of their own kind by draining a victim of all Health then restoring it. Their (possibly willing) victim is drained to the point of death when the Vampire opens one of its veins to enable the would-be Vampire, or Childer, to feed. This results in an intense bond between the creator, or Sire, and the victim. The Childer is dead for all intents and purposes, but rises three days later as a true Vampire at dusk. [B]Vampire Spawn:[/B] Stamina Points lost to a Vampire’s blood drain ability return after a d6 days of bed rest. During that time, the victim is linked psychically to the Vampire but remains in a delirium. Each Health point a Vampire drains gives it an Energy Point that it can use. A Vampire may return to the victim to drain more, but should the victim’s Health drop to 0 as a result, he or she will die — rising three days later at dusk as Vampire Spawn. [B]Whisperer in Darkness, Wraith:[/B] Characters killed from a whisperer in darkness' touch of death return from the grave as a Whisperer in Darkness in 1d6 hours unless they succeed on a Luck Throw. [B]Zombie:[/B] A rotting corpse shambles toward you, animated by the dark art of necromancy. Zombies are the mindless corpses of beings that have been animated by necromancy. [B]Zombie Tomb:[/B] Mummies often create their own undead servants, called Tomb Zombies, using their Infect ability. Tomb Zombies are withered corpses, created by a Mummy to enforce his will. Call Forth the Dead (Death) Circle: III Casting Time: 1 hour Range: 10 feet (2 squares) Resistance: — Area of Effect: Sphere 6 (corpses) Duration: 1 hour/level Description: Most Holy-Men dare not dabble in powers claimed exclusively by the Elder Gods. Only the worshippers of certain Evil Deities like Set or the foolhardy or utterly desperate, dare to challenge Death itself. Invoking this prayer, you imbue motive force into the corpses of the fallen, the murdered, and the massacred. The vision of summoning a vast army, unfettered by morale or the base needs of sentience, overcomes any ethical questions or fear of reprisal from Death. You work this dark art in forgotten battlefields or near unmarked mass graves and it is from these macabre sites that large numbers of desiccated undead can be raised. The deeper your knowledge and experience, the more powerful the undead you may raise. Unfortunately, the dead curse the name of anyone who awakens them from their final rest. You have been warned…. Mechanics: All corpses within the area of effect are animated, a number determined by the location in which the prayer is cast (and deteremined ultimately by the MC). An attack roll is made against each corpse, which automatically succeeds, raising the target as an undead creature of the night (see below). However, on a natural roll of 1, 6, or 13, the corpse animates and turns on you, attacking you until destroyed. The Holy-One determines the type of undead each creature becomes upon being raised, drawing from a pool of twice her own level. For example, a 2nd-Level Holy-Woman (who can create 4 levels of undead) might create a skeleton (level 3) and a zombie (level 1), or four skeletons (level 1), and so forth. Animated dead automatically follow simple commands given by the Holy-One who raised them. These commands can be no more complex than those she might give a trained animal. The dead follow these commands to the best of their ability until destroyed or until the duration of the prayer expires. If the Holy-Man moves beyond shouting distance, the animated dead continue to perform the last command given them. The Elder God of Death has placed a strong limit on this prayer, preventing a destroyed animated dead from being animated again. The newly animated dead know very little, and will only act in a manner befitting their existence while alive, namely performing repetitive tasks ingrained in them by years of combat or other occupation. This is another reason battlefields are best suited for raising an army of walking dead. Curse of Nephren-Ka Mummies and Tomb Zombies carry a particularly nasty magical curse. As a free action, the curse is invoked and the next melee attack will infect the victim with Mummy Rot. The affected creature immediately suffers great pain as their skin becomes desiccated and covered in lesions. The victim must make a Luck Throw to resist the effects or immediately suffer the loss of 2d6 points of Health. If they are still alive, they will also be scarred and lose 1d6 Presence as a result. Anyone reduced to 0 Stamina will rise as a Tomb Zombie under the control of the spellcasting Mummy (in the case of Tomb Zombies, then it is their Mummy creator — if the creator still exists). The Tomb Zombie will rise from the dead during the next sandstorm in the domain of their Mummy creator. Mummy Rot cannot be cured with conventional healing, and requires a remove curse or Aura flensing prayer. The disease also impedes healing, requiring a healer to pass a DC20 Healing check to use any healing spells on the victim. Curse of Aryneops Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists. Sandwalkers will rise from the sands only when summoned by their Mummy masunholy landters.[/spoiler] [/spoiler] Spears of the Dawn[spoiler] [URL='http://www.rpgnow.com/product/110293/Spears-of-the-Dawn?affiliate_id=17596']Spears of the Dawn[/URL][spoiler] [B]Eternal:[/B] The Eternal come in several different varieties depending on the nature of the rites used to animate them. Eternal may be created by humans, but the new-made immortal is under no obligation to obey their creator, and will likely despise them for their hateful liveliness. It was the Gods Below who taught the Eternal King the secrets of a twisted immortality, and even now they send dark dreams to their slaves in the living world. Two centuries ago the eastern land of Deshur, the Sixth Kingdom, was driven to the brink of destruction by the armies of Nyala. The empire’s legions were hurled back into the black deserts of the east and Deshur’s king was driven to take shelter beneath the stones of the mountains in temples long since lost to men. There he discovered new teachers and an old power, and with it he bought a damnable salvation for his people, a salvation that made them Eternal. The accursed creatures known as the Eternal are the result of a grim and forbidden lore. They are a product of the unholy rites dredged up by the pharaoh of Deshur in the face of his realm’s destruction, learned from serpentine teachers among the roots of the Weeping Mountains. Their existence is an abomination to the Sun and the spirits alike, but the satisfactions of their undying state still tempt many in the Three Lands. An Eternal is created from an intact human corpse, one lacking no major limb or organ. Through a series of rituals of greater or lesser complexity, the hold of death is broken upon the remains, and the subject rises up as they did in life. Their flesh is in the same condition as it was upon their death, whole or torn, but it has all the warmth, pliancy, and response of life. Indeed, the most perfectly-restored Eternal are indistinguishable in every way from a living human. The Eternal do not age, or breathe, or eat common food, or drink mortal wines. They do not sleep or dream, and they do not weary as mortal flesh wearies. The Gods Below are hideous things, their numberless names foul upon the lips and tainting to the soul. It was their whispers that taught the Eternal King the black secrets of immortality. Some men secretly worship them for the sorcery they teach, but their rites are invariably and unspeakably loathsome. The Nyalan empire is blamed for setting off the Long War with their invasion of the eastern kingdom of Deshur. The Black Land’s pharaoh was not a good man but he had done little to earn Nyala’s wrath. Still, Emperor Shangmay would not be content until he ruled the whole of the Three Lands, and his legions pushed the Deshrites up the banks of the Iteru into the foothills of the Weeping Mountains. They made their stand near their stony throne-city of Desheret, and the pharaoh went down into the forbidden temples in the mountains’ roots to make bargains with the servants of the Gods Below. The secrets he brought back transformed him and his people. [B]Eternal Dreamer:[/B] The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive only the simplest and most cursory rituals rise as dreamers, men and women locked into a half-dreaming existence that leaves them only dimly aware of their surroundings. The rituals of their creation require at least 1,000 si worth of obscene icons and hideous ritual tools, but once these implements are at hand any number of dreamers may be created with only fifteen minutes’ work each by someone with at least Occult-1 skill and training in the rituals. [B]Eternal Noble:[/B] The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive better rites become nobles, reborn with their full intellect and a clear understanding of their new estate. Creating a noble requires 10,000 si worth of expended ingredients. Very rarely, a ritual meant to create a lesser Eternal will somehow result in the creation of a greater variety, either through blind luck or the natural strength of will possessed by the victim. [B]Eternal Lord:[/B] The Eternal come in several different varieties depending on the nature of the rites used to animate them. Those who receive the finest and most glorious rituals of translation will rise as lords, mighty beyond the dreams of ordinary men and gifted with great sorcerous powers. Creating a noble requires 10,000 si worth of expended ingredients, while the revivification of a lord demands ritual implements worth 25,000 si and ingredients worth 50,000 more. Very rarely, a ritual meant to create a lesser Eternal will somehow result in the creation of a greater variety, either through blind luck or the natural strength of will possessed by the victim. [B]Ghost:[/B] Both spirit and undead, the ghost is the disembodied shade of some poor, ill-buried wretch, or a victim so tied to the world by grief or need that they cannot pass on to the land of the spirits. One of the most important functions provided by a priest is the conducting of funeral rites for the dead. While any family patriarch is familiar with the necessary rituals, the spiritual force of the priest is anxiously prized as a further guarantee against the deceased’s suffering in the afterlife. The people of the Three Lands believe that one who has just died is vulnerable and disoriented by their new condition, and must have help and guidance if they are to safely reach the spirit world. Those without this aid will often go astray, becoming tormented ghosts who share their suffering with their kinsmen. To die alone and unburied is a horrifying fate for any man. The most minimal rites involve washing the body, arranging its limbs neatly, and burying it with appropriate prayers for its peace and right guidance. Such a pauper’s burial is better than nothing, but still a cause for fear and anxiety. A proper funeral involves the entire community, with a great funeral meal, priestly rituals, and sacrifices to the gods for their aid and favor. The Sun Faithful replace the sacrifices with prayer, but they too share the anxieties of their neighbors over safe passage to the Burning Heavens of their god. Many peasants and common folk are too poor to afford such a grand funeral, and so instead place their reliance in secret societies of funerary adepts. These societies assure members of powerful magical rites to make up for the lack of material expenditure, and conduct elaborate secret rituals over their deceased members. While membership in these societies is common knowledge, the inner secrets of their practices are guarded jealously. Though a great comfort to the poor, they also sometimes form the nucleus of bands of rebels, dark cultists, and other malefactors meeting under the guise of innocent charity. Other societies restrict their membership to the community’s elite and count nobles, chieftains, and great priests among their number. They join not because they cannot afford the customary feasting, but because the society promises a still better place in the world to come for those worthies who aid it on earth. Sometimes that betterment extends to material concerns or the quiet advancement of their members in court society. The stronger and better the rites, the more aid is given to the spirit of the deceased. If a dead man or woman is courageous and clear-minded their soul can win through to the spirit world even without any aid. Lesser souls require more help, or they may lose their way between this world and the next and forever haunt the living. Their pain and confusion makes them dangerous to everyone, and ngangas or other spiritual adepts must be called in for exorcisms. [B]Walking Corpse:[/B] Born of an unsanctified death, a walking corpse is an undead body possessed by its furious soul, one baffled in its attempts to reach the spirit world. Those who die without the help of proper funerary rites risk arising as a walking corpse, to haunt the living as a decaying abomination of noisome flesh. [B]Spirit:[/B] Humanoid spirits are often the shades of restless humans who have returned from the spirit world for their own varied purpose, and qualify as undead for the purposes of certain spells and powers.[/spoiler] [/spoiler] Stay Frosty[spoiler] [URL='http://www.rpgnow.com/product/206742/Stay-Frosty?affiliate_id=17596']Stay Frosty[/URL][spoiler] [B]Zombie:[/B] ?[/spoiler] [/spoiler] Small But Vicious Dog[spoiler] [URL='http://vaultsofnagoh.blogspot.com/2011/07/small-but-vicious-dog-steals-hearts.html']Small But Vicious Dog[/URL][spoiler] [B]Carrion:[/B] Blame the death-fetishists of Hekhara for these beauties. Some bright spark just had to see what happened when you feed the giant vultures on a diet of zombie flesh. The answer: nothing good. Although at least we now know what’s grosser than a vulture: a giant stinking undead ghoul-vulture.[/spoiler] [/spoiler] Swords and Wizardry[spoiler] [URL='http://www.rpgnow.com/product/86546/Swords-and-Wizardry-Complete-Rule-Book?affiliate_id=17596']Swords and Wizardry[/URL][spoiler] [B]Banshee:[/B] One particularly unusual thing about banshees is that they often associate with living faerie creatures of the less savory variety; they might even be an undead form of faerie. [B]Ghost:[/B] ? [B]Ghoul:[/B] ? [B]Lich:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] ? [B]Shadow:[/B] Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. [I]Animate Dead[/I] spell. [B]Spectre:[/B] Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator. [B]Vampire:[/B] ? [B]Wight:[/B] Any human killed or completely drained of levels by a wight becomes a wight. [B]Wraith:[/B] ? [B]Zombie:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. [B]Zombie Contagious:[/B] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. [I]Animate Dead[/I] spell. Animate Dead Spell Level: Magic-User, 5th Level Range: Referee’s Discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.[/spoiler] [URL='http://swordsandwizardry.com']Swords and Wizardry Monster Book[/URL][spoiler] [B]Allip:[/B] The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. [B]Banshee:[/B] ? [B]Skeletal Remains:[/B] In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time. [B]Cat Feral Undead:[/B] Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. [B]Ethereal Shade:[/B] ? [B]Exoskeleton Giant Ant:[/B] Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. [B]Exoskeleton Giant Beetle:[/B] Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. [B]Exoskeleton Giant Crab:[/B] Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). [B]Exploding Bones:[/B] ? [B]Eyeless Filcher:[/B] An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either f lee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). [B]Ghast:[/B] ? [B]Ghoul:[/B] ? [B]Ghoul Ao-Nyobo, Blue Wife:[/B] ? [B]Glitterskull:[/B] ? [B]Gravebird:[/B] Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. [B]Head-Stealer:[/B] A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. [B]Jackal of Darkness:[/B] ? [B]Lich:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [B]Nykoul:[/B] Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. [B]Rusalka:[/B] Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned. Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. [B]Shadow:[/B] Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow. [B]Silent Knight:[/B] ? [B]Skeletal Fury:[/B] The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. [B]Fossil Skeleton:[/B] Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon. [B]Spectral Scavenger:[/B] ? [B]Spectre:[/B] Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator. [B]Spectre Parasitic:[/B] ? [B]Sumatran Rat-Ghoul:[/B] ? [B]Tree Ghost:[/B] Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. [B]Vampire:[/B] ? [B]Vierd:[/B] ? [B]Wight:[/B] Any human killed or completely drained of levels by a wight becomes a wight. If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. [B]Zombie:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control. [B]Zombie Contagious:[/B] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. [B]Zombie Brain-Eating:[/B] ? [B]Zombie Leper:[/B] Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie). Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again. [B]Zombie Pyre:[/B] ? [B]Zombie Raven:[/B] Zombie Ravens are the rotting, undead bodies of ravens.[/spoiler] [URL='http://www.rpgnow.com/product/112618/Swords-and-Wizardry-Monstrosities?affiliate_id=17596']Monstrosities[/URL][spoiler] [B]Allip:[/B] The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. [B]Banshee:[/B] Ellyllon was an elf warrior who visited the monastery to learn the secrets of the world and to achieve his own inner peace. He instead found ancient words carved into the hollow bells. Reciting them turned him into a deadly banshee. [B]Skeletal Remains:[/B] In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. [B]Cat Feral Undead:[/B] Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. Unfortunately, her beloved cats wandered into a necromancer’s garden and were turned into 18 feral undead cats. [B]Ghoul Aquatic:[/B] ? [B]Kraken Zombie:[/B] ? [B]Demonvessel:[/B] A demonvessel is a corpse that has been animated by trapping the essence of a demon within the body rather than relying on the more basic necromantic means of animating corpses. Depending upon the exact method used to bind the demon into a dead corpse, these undead creatures usually resemble mummies, but in some cases they will appear to be zombies with strange runes tattooed into the skin. Since his wife’s natural death, the successful lamp merchant Garrick has wallowed in self-pity. He offered his vast fortune to anyone who could bring Corliss back to life. Unfortunately, the gods deemed her time had come and resurrection lies beyond mortal magic. A priestess of Orcus (under the guise of a cleric of Freya) named Edlyn (Cleric 8) approached Garrick with empty promises. Edlyn indeed brought Corliss back from death. Her body, infused with a demonic spirit, became a demonvessel. [B]Ethereal Shade:[/B] Lady Baymoral is the true danger in the room. She became an ethereal shade after her death. Her spirit haunts the dining table. [B]Exoskeleton Giant Ant:[/B] Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. [B]Exoskeleton Giant Beetle:[/B] Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell. [B]Exoskeleton Giant Crab:[/B] Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). [B]Exploding Bones:[/B] ? [B]Eyeless Filcher:[/B] An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). The cavern is the home of Jelida Daribe, a vile killer who attacked villages in the dead of night – and left none alive to tell of his foul deeds. Jelida was eventually caught and convicted, but the relatives of his victims tore him apart shortly after his trial. Jelida returned as an eyeless filcher. [B]Flenser:[/B] ? [B]Ghast:[/B] ? [B]Ghost:[/B] There are innumerable types of ghosts with varying qualities, often depending on the nature and circumstances under which the person died. [B]Ghost Strangling:[/B] Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days. At night, the alley is haunted by 3 strangling ghosts, a trio of assassins who were cut down by mysterious means after leaving the manse one dark and stormy night. They had killed the inhabitant, a sorceress of no little influence in the courts of Hell (where she is said to rule to this day). [B]Ghoul:[/B] Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.) [B]Ghoul Ao-Nyobo, Blue Wife:[/B] The palace of the emperor is enormous, but even the emperor knows not how enormous. Behind the walls covered in gilt plaster and mosaics of tortoise shell and amber there are secret, dank passages haunted by the former empress, a woman called Obomay, who would have ruled the empire from behind the imperial throne had not the emperor took a liking to a dancing girl called Othea who was practiced in the secret art of the of seven venoms. Othea now holds the place of power behind the man-child emperor, and Obomay dwells in the shadows after being unceremoniously dumped into a dry well in the Anemone Garden, her hatred re-awakening her as an ao-nyobo ghoul. [B]Ghoul Crimson:[/B] Crimson ghouls are created by strange and terrible magical procedures worked by necromancers upon a normal ghoul. [B]Gravebird:[/B] Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. [B]Head-Stealer:[/B] A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. [B]Jackal of Darkness:[/B] ? [B]Lich:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). The lich Arus Kezanlizil rules the Forge-Temple, claiming it after an unforeseen accident transferred his undead spirit into the body of the dwarven cleric Arbor Oakenchisel. [B]Mummy:[/B] ? [B]Nykoul:[/B] Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. [B]Redwraith:[/B] Weaker redwraiths slowly gain strength over a period of years, eventually becoming full redwraiths that are no longer under the control of the original. [B]Redwraith Weaker:[/B] If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. [B]Rusalka, Water Witch:[/B] Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. [B]Shadow:[/B] Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. [B]Silent Knight:[/B] ? [B]Skeletal Fury:[/B] The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. [B]Skeleton Fossil:[/B] Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon. The caves contain the remains of the first creatures to call the Seething Jungle their home. The native lizardmen died during a natural disaster that collapsed their tunnel homes into the ground around them. The lizardmen’s broken bodies merged with the flowing limestone to create 18 skeleton fossils trapped in the walls. [B]Spectral Scavenger: Spectre:[/B] Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator. [B]Parasitic Spectre:[/B] ? [B]Sumatran Rat-Ghoul:[/B] ? [B]Tree Ghost:[/B] Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. The pale woman is a dryad named Melene slain years ago by the vampire Valmont De Shade as he traveled the countryside seeking a permanent lair. [B]Vampire:[/B] Any human killed by a vampire becomes a vampire under the control of its creator. Four bone pillars stand about this 30-foot-square ossuary. Each four-foot-diameter pillar is crafted from hundreds of random bits of bones and skulls. A low wall of femurs runs from one pillar to the next. Four skull chalices sit on the wall. Each chalice is filled with steaming blood. Anyone drinking from a chalice must make a saving throw or be cursed so he can only drink blood from that moment onward until cured. If the curse is not reversed within 3 months, the victim becomes a vampire. If a possessed creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. [B]Varn:[/B] These are the restless spirits of dead fighters and warriors whose armor continues to fight long after they are gone. Inside the structure is a sarcophagus set into the tiled floor. It is carved to resemble the man buried within. Standing before the grave is the warden’s guardian, a Varn who fell in battle protecting the body from those who would defile it, and continues to do so after death. [B]Vierd:[/B] ? [B]Wight:[/B] Any human killed or completely drained of levels by a wight becomes a wight. If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. [B]Wight Sea:[/B] Sea-wights are highly similar to normal wights, originating from bodies in ocean-flooded tombs, bodies that were consigned to the depths of the ocean, or from individuals – usually those of some power – who perished beneath the dark waves. As with normal wights, a successful attack by a sea-wight drains one level of experience from the victim, and a fully-drained victim rises as a sea-wight of half normal strength under the command of its killer. [B]Zombie Giant Shark:[/B] ? [B]Zombie Giant Octopus:[/B] ? [B]Zombie:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. The bodies of six dwarves are tied to the dead trees of the Hallawstack Trees by their black beards. Each dwarf’s body is cut and bruised, and arrows protrude from their backs. The arrows have ostrich feather fletching. The dwarven bodies have no treasure. They have been dead for six days. One of the dead dwarves is now a zombie that sits facing tree until PCs approach. Its violent death caused it to awake as one of the undead. If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. [B]Zombie Contagious:[/B] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. [B]Zombie Waterlogged:[/B] ? [B]Zombie Brain-Eating:[/B] ? [B]Zombie Leper:[/B] Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. The woman and her companions drank from the tainted pond and turned into 8 leper zombies. All of the clothes are tainted with leprosy that turns someone wearing them into a leper zombie if they fail a saving throw. [B]Zombie Pyre:[/B] These undead creatures are weirdly enchanted with some sort of necromancy. [B]Zombie Raven:[/B] Zombie Ravens are the rotting, undead bodies of ravens.[/spoiler] [URL='http://www.rpgnow.com/product/200826/Battleaxes--Beasties?affiliate_id=17596']Battle Axes & Beasties[/URL][spoiler] [B]Undead:[/B] The restless dead, corpses that are animated by malevolent spirits or foul magics. [B]Lich:[/B] Powerful Wizards or Faithful sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. A spellcaster intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the spellcaster becoming ‘blessed’ with eternal undeath. There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong. [B]Mummy:[/B] The desiccated, undead remains are inhabited and animated by a malevolent spirit. [B]Skeletal Warrior:[/B] Bones animated by the malevolent spirit of a warrior. [B]Skeleton:[/B] The animated bones of the dead, imbued with a souless semblance of life by the spirit that animates their remains. [B]Specter:[/B] Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves. [B]Vampire:[/B] ? [B]Wampyre:[/B] The bite of a vampire drains 2d3 points of Strength from the victim. Those reduced to 0 Strength or lower in this manner become wampyre (lesser vampires) under the control of the creator vampire. [B]Wight:[/B] The touch of a Wraith will drain 1d4 points of Strength from their victim (save for half – minimum of 1 point drained). Victims reduced to 0 Strength or lower will return as a wight in 1d4 days. [B]Wraith:[/B] Powerful, older wights. [B]Zombie:[/B] Zombies are mindless undead creatures, driven by a spirit that hungers for the taste of fresh flesh. Any humanoid killed or completely drained of strength (1 point per hit unless a successful saving throw is made) by a wight returns as a zombie after 1d3 days. [B]Zombie Contagious:[/B] These zombies carry within their bite or scratch a disease that turns those infected into mindless undead. Those slain by Contagious Zombies rise in 1d3 combat rounds as common zombies.[/spoiler] [URL='http://www.rpgnow.com/product/184758/Black-Books-Tomes-of-the-Outer-Dark?affiliate_id=17596']Black Books Tomes of the Outer Dark[/URL][spoiler] [B]Zombie:[/B] The zombie's bite causes D4 damage and, if the victim is killed as a result of a bite, will infect the victim. This infection turns the victim into a zombie in 1D6 hours. [I]Create Zombies[/I] spell. Create Zombies This spell requires a human corpse which retains sufficient flesh to allow mobility after activation. The caster puts an ounce of his or her own blood in the mouth of the corpse, then kisses the lips of the corpse and 'breathes part of himself' into the body. Once the spell is cast, the corpse awakes ready to obey simple commands from its creator. Should the caster die, the zombie becomes inactive. The number of zombies than can be created is unlimited (as long as the caster can pay the SAN cost). Part of the invocation refers collectively to the Outer Gods - every caster knows such entities exist, though no names are used. These zombies stay useful indefinitely. SAN: 1D2 [/spoiler] [URL='http://www.rpgnow.com/product/194104/Chance-Encounters?affiliate_id=17596']Chance Encounters[/URL][spoiler] [B]Null:[/B] When a Cleric or Magic-User dies while affected by Feeblemind, the corpse may reanimate as a null, a rare and terrible form of zombie. [B]Sibilant Corpse:[/B] Rarely, after a Chaotic Magic-User dies, especially if in life he sowed dissension through deceit and gossip, the mage's evil takes new form as an undead sibilant corpse. The necromantic forces that animate a sibilant corpse also grant it frightening sorcerous power.[/spoiler] [URL='http://www.rpgnow.com/product/174346/Crimson-Blades-2-Dark-Fantasy-RPG?affiliate_id=17596']Crimson Blades 2: Dark Fantasy RPG d20 Version[/URL][spoiler] [B]Undead:[/B] Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm. [B]Crypt Corpse:[/B] ? [B]Ghoul:[/B] ? [B]Lich:[/B] Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry). [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [B]Skeleton:[/B] ? [B]Zombie:[/B] Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required. [B]Banshee:[/B] ? [B]Ghost:[/B] They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”. [B]Shadow:[/B] Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him. [B]Wight:[/B] Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him. [B]Wisp:[/B] ? [B]Wraith:[/B] ? [B]Vampire Prince:[/B] Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood. [B]Lich Lord:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/190299/Crypts-and-Things-Remastered?affiliate_id=17596']Crypts & Things Remastered[/URL][spoiler] [B]Undead:[/B] With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses. Evil Priest powers that require blood soaked rituals to invoke include raising the undead [B]Corpse Colossus:[/B] “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics where cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.” Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer. [B]Crypt Fiend:[/B] ? [B]Faceless:[/B] ? [B]Ghoul:[/B] Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul. Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. [B]Hanged Man:[/B] These undead assassins are created by foul black magic that reanimates thieves after their death by hanging. [B]Lich:[/B] “The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.” A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] “Some Kings and High-Priests are rich enough and powerful enough to cheat death.” [B]Red Zombie:[/B] These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection. This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud. [B]Reincarnate:[/B] The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead. [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. [I]Animate Dead[/I] spell. [B]Spore Zombie:[/B] “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.” Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food. Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend. [B]Tattooed Warrior:[/B] “A famed warrior, long dead but preserved by black arts to fight on the tribes behalf.” Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead. [B]Wight:[/B] Any human killed or completely drained of levels by a wight becomes a wight. Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. [B]Wind Wraith:[/B] Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms. [B]Zombie:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand. Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. [I]Animate Dead[/I] spell. [B]Zombie Contagious:[/B] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. [B]Great Undead Whale:[/B] ? [B]Hollow:[/B] The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them. [B]Ozzark the Dead King, The Plague Lord:[/B] ? [B]Blood Pope:[/B] ? [B]The Green Man, Minor Corpse Colossus:[/B] When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses). A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man. [B]Giant Undead Pike:[/B] ? Animate Dead Spell Level: 5th Level Colour: Black Range: Crypt Keeper’s Discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain. The Countess’ diamond Wedding ring. This is worn by the Countess and will have to be taken from her cold undead fingers. It is engraved with “Death shall not part us!”’Anyone wearing the ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. Of course they must pass another Saving Throw or else go insane from the transformation. Further Sanity rolls are required when ever the character feeds on raw sentient flesh, which they need to do at least once a weak, or uses their Ghoulish abilities. Furthermore the now Ghoul only heals Hit Points and lost Constitution via feeding (full Hit Points and 2D6 Constitution per corpse) and must make a Saving Throw whenever passing a fresh corpse or stop and feed. The ring has a monetary value of 100 GP.[/spoiler] [URL='http://www.rpgnow.com/product/166076/Chthonic-Codex?affiliate_id=17596']Chthonic Codex[/URL][spoiler] [B]Lecternomancer:[/B] Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations. Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic. Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books. [B]Skullsnatcher:[/B] Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways. Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual. [B]Savant Emeritus:[/B] Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; th reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least. [B]Hypogean Dragon Ghostly:[/B] ? [B]Hypogean Dragon Mummified:[/B] ? [B]Undead:[/B] These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world. School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare IngredientsTable. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, ofcourse, because the Drink stillworks. School of Necromancy Level 8 - Drink ofEternalPower - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE. [I]Interrupted Rest[/I] spell. [I]Zombify[/I] spell. [I]Back from the Graves[/I] spell. [I]Gift of Immortality[/I] spell. [I]Great Gift of Immortality[/I] spell. [I]Lost Company[/I] spell. [I]Grand Celebration of the Chthonic Gods[/I] spell. [B]Zombie:[/B] [I]Zombify[/I] spell. [I]Lost Company[/I] spell. [I]Grand Celebration of the Chthonic Gods[/I] spell. [B]Dead Head:[/B] [I]Dead Head[/I] spell. Interrupted Rest Level: 1/i. Range: touch. Casting time: 1 round. Duration: instantaneous. The touched corpse corpse animates as an undead oflevel 1. Its personality has been completely corrupted by the ordeal ofwaking up as a rotting corpse; it is free-willed but spiteful, ravenous and angry with all that is alive. Dispensation - the caster must pour a pint ofinnocent blood on the corpse. Zombify Level: 2/i. Range: touch. Casting time: 8 hours. Duration: instantaneous. The caster lights incense and candles around a corpse, then rubs it with special powders and mhyrr. The corpse animates as an undead of level equal to the Tier of the Caster. It is completely subject to the Casters will. The ingredients cost 50c per level of the undead created. Alteration - Necrosurgery - this spell must be cast within 2d6 rounds of the subject's death. The caster treats the corpse with oils (500c) and replaces the heart with a stone. The subject is animated as a zombie, their powers, skills, levels, personality, will and agency escaping the clutch of death completely preserved, but completely subject to the caster's will. The undead will lose 1 level per month until, at level 0, they instead become a mindless ravenous lvl1 undead. Back from the Graves Level: 5/iii. Range: 20'. Casting time: 1 turn. Duration: instantaneous. The closest humanoid corpses to the caster will animate as undead. The spell affects 2 corpses per Caster level and the undead created are level 1. Their personalities have been completely corrupted by the ordeal of waking up as rotting corpses: they are spiteful, ravenous and angry with all that is alive, but they must save or obey every wish of the caster. The spell ingredients cost 1000c. Dispensation - the casting time is 1 turn per corpse to be reanimated. Gift of Immortality Level: 6/iii. Range: touch. Casting time: 8 hours. Duration: instantaneous. Like Interrupted Rest except that the subject's powers, skills, levels, personality, will and agency escape the clutch ofdeath completely preserved. The spell also laces the corpse with necromantic energy. The subject gains undead immunities, one Undead Ability determined rolling 1d6 on the following table, plus the ability to see in the dark. The spell needs ingredients costing 1000c. 1: any physical contact transfers 1d6 hits from the victim to the undead 2: immunity to cold and spells up to level 1d6+1 3: any victim killed with natural attacks will raise as a lvl 1 undead minion in 1 turn 4: once per day the undead can teleport between shadows 5: victims hit by the undead natural attack must save or be paralyzed for 1 turn 6: become incorporeal for up to 1 hour, either once per day or spending 1 mana. While incorporeal the undead can't interact with non-magic objects. Great Gift of Immortality Level: 10/v. Range: touch. Casting time: 12 hours. Duration: instantaneous. Like Gift of Immortality except the subject gains one random undead ability per Tier it had before death. The spell requires ingredients costing 5000c. Lost Company Level: 11/iv. Range: 100 yards. Casting time: 1 round. Duration: instantaneous. Like Zombify except it affects the closest 250 corpses. The spell needs ingredients costing 10000c. Grand Celebration of the Chthonic Gods Level: 12/vi. Range: 1 mile. Casting time: 8 hours. Duration: instantaneous. The caster finds a suitable threshold for having a meal of dog meat and burying alive 12 innocent people, 6 men and 6 women, each person wearing jewelry worth 2500c. Two hours after the burial 250 corpses within range animate like Zombify. At the fourth, sixth and eight hour of casting a characters of level 1d6+1 animates as per the spell Great Gift of Immortality. They report for duty as lieutenants, their devotion to the caster unshakable. Each lieutenant independently controls 250 corpses that animate together with them. If a lieutenant is destroyed its now free-willed company will do its best to take as many lives as possible. The 12 victims are never reanimated: after the burial they simply vanish from below the ground. Alteration - Totentanz - Like Interrupted Rest except affecting all corpses in range. The ingredients cost 10000c. Dead Head Level: 4/ii. Range: touch. Casting time: instantaneous. Duration: until dawn. The Caster animates an undead severed head, known as a Dead Head, completely subject to the caster’s will. The head has 1 Hit per caster’s Tier and whispers with a really quiet voice. If an appendage is stitched to it, the Dead Head will be able to use it to move around, flying with bird or bat wings, hopping on a foot, crawling on a hand. Alteration - Heeding Head - Duration: permanent - a head is set up to watch over a passage or an entrance, and the caster can order it to watch for a particular event or creature. When the head witnesses the event or creature it will report it by talking, whispering or shouting.[/spoiler] [URL='http://www.rpgnow.com/product/175364/Gary-Vs-The-Monsters?affiliate_id=17596']Gary vs the Monsters[/URL][spoiler] [B]Dream Stalker:[/B] Dream Stalkers are a special kind of ghost of people who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. [B]Ghost:[/B] Ghosts are the tortured souls of mortals who have stuck around because something keeps them anchored to the material world. This could be lots of things from loose ends of a mortal life, a violent or tragic death, trapped by some crazy necromancer, or even trapped by a more powerful and evil ghost. [B]Mummy:[/B] ? [B]Necroid:[/B] The Necroids are evil demon-like beings who enter the real world and possess corpses. [B]Psycho-Slasher:[/B] Some evil won't die. It keeps going and going. It won't stop. Nothing seems to stop it. Ever. [B]Spirit:[/B] While ghosts were once living mortals, spirits have always been, well, spirits. [B]Vampire Master:[/B] ? [B]Vampire Thrall:[/B] A Vampire may attempt to bite a victim. If the attack is successful then the Vampire latches on and begins to drain the victim's blood at a rate of 1d6 damage per round and healing the Vampire for an equal amount. A victim may attempt an opposed Attack Roll to free themselves. A charmed victim will not attempt to break free. If the blood drain kills the victim then the victim attempts a Saving Throw. If the roll is successful then the victim will come back as a Vampire (Thrall) at the next sunset. [B]Zombie:[/B] If a character is bitten by a zombie attempt a Saving Throw. On a failure, the character dies in 1d6 hours and turns into a zombie. [B]Zombie Upper Torso:[/B] A zombie that has been cut in half. [/spoiler] [URL='http://www.rpgnow.com/product/123023/Rantzs-Fair-Multitude?affiliate_id=17596']Rantz's Fair Multitude[/URL][spoiler] [B]Undead:[/B] When the Ebon Contagion swept across the Cairn Lands, not even the Kivulis could stem the tide of soulless evil that followed. The sacred burial grounds guarded by the Kivulis for generations became corrupted, and the cairns themselves cracked open as the hallowed dead within clawed their way to the surface as undead horrors. [B]Hungry Ghost:[/B] A hungry ghost was a person with a passion for some pleasure that ruled his life, leading him to commit all manner of crimes to sate his inordinate desires. [B]Kummua:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/146256/Ruins--Ronin?affiliate_id=17596']Ruins & Ronin[/URL][spoiler] [B]Ao-Nyobo, Blue Wife:[/B] ? [B]Azuki-Arai:[/B] ? [B]Banshee:[/B] ? [B]Gaki, Hungry Spirits:[/B] Gaki are the undead spirits of the wicked dead turned into horrible monsters for their horrid sins. The precise nature of the crimes committed by the Gaki in life determines their type, 3 kinds are commonly known but they may be more. [B]Jiki-Ketsu-Gaki:[/B] ? [B]Jiki-Niku-Gaki:[/B] ? [B]Shikki-Gaki:[/B] ? [B]Ghoul:[/B] ? [B]Jikininki, Trash Eating Ghoul:[/B] Similar to the Gaki in appearance, these undead originate from greedy, selfish or impious individuals who are cursed after death to seek out and eat human corpses. [B]Kubi-no-nai-bushi:[/B] A Kubi-no-nai-bushi (headless warrior) is a particularly rare and powerful form of undead that is sometimes created when the spirit of a honorable Samurai that was unlawfully or unjustly forced to commit Sepukku returns from the grave in search of vengeance. [B]Kyonshi, Hopping Vampire:[/B] Sometimes when a body is buried improperly or in an inauspicious location, it reanimates with a hunger to kill mortals and consume their lifeforce. Anyone who suffers damage from a Kyonshi runs the risk of becoming a vampire in turn. Exactly how this occurs is a mystery, but most sages agree it is a form of curse. The percentage chance of turning into a vampire is equal to the amount of hit points lost on a 1d100. Those who succumb to the curse slowly turn into vampires themselves, growing fangs and long fingernails and becoming more and more bestial. The process a number of days equal to the victim’s CON minus 1d6 and usually only becomes evident after a couple of days have passed. To stop the transformation a Remove Curse spell must be cast on the victim. [B]Lich:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] ? [B]Shadow:[/B] A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes (9 turns). [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. [I]Animate Dead[/I] spell. [B]Spectre:[/B] Any being killed (or drained below level 0) by a spectre becomes a spectre himself, a pitiful thrall to its creator. [B]Vampire:[/B] Any human killed by a vampire becomes a vampire under the control of its creator. [B]Wight:[/B] Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. [B]Wraith:[/B] ? [B]Zombie:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. [I]Animate Dead[/I] spell. [B]Zombie Contagious:[/B] If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. Animate Dead Spell Level: Sh5 Range: Referee’s discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated per Level of the caster above 8th. The corpses remain animated until slain.[/spoiler] [URL='http://www.rpgnow.com/product/223909/Swords--Wizardry-Continual-Light?affiliate_id=17596']Swords & Wizardry Continual Light[/URL][spoiler] [B]Ghoul:[/B] ? [B]Shadow:[/B] ? [B]Skeleton:[/B] Bones of the dead, animated by vile necromancy. [B]Wight:[/B] ? [B]Zombie:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/124060/Cartographers-Guide-to-the-Creatures-of-Eira?affiliate_id=17596']The Cartographer's Guide to the Creatures of Eira[/URL][spoiler] [B]Bone Spider:[/B] Bone Spiders are malign spirits who form their bodies from the bones of the dead and who haunt the ancient barrows, tombs, bone pits and crypts of the world growing and gaining power as they add more bones (fresh and ancient) to their form. [B]The Chained:[/B] No one knows for certain what The Chained is, some say it is the avatar of the Goddess of Pure Death, others a freak magical accident created by a mage with a vengeance streak. The stories are endless, but all end the same way; The Chained comes for bad folks and when it does they die. [B]Guest:[/B] Spirits that cannot rest, cursed by broken oaths, business left undone, or something else. Left in this world and slowly driven mad by it. Guests were never meant to be in the realms of the mortals and every day they do not pass on is yet another day insanity inducing pain. [B]Unquiet Bodere:[/B] The undead remnants of a mortal who looked into the Outside and didn't have enough sense to die immediately. Driven insane by what they saw the mortal went through what remained of their short life muttering and rambling in their madness revealing truths – oh so dark truths – of what existed Outside. Even when death finally claimed them the things they saw and remembered refused to die with them.[/spoiler] [URL='http://www.rpgnow.com/product/177622/The-Heros-Journey-Fantasy-Roleplaying-Swords--Wizardry?affiliate_id=17596']The Hero's Journey Fantasy Roleplaying[/URL][spoiler] [B]Banshee:[/B] ? [B]Death Knight:[/B] ? [B]Ghoul:[/B] [I]Animate Dead[/I] spell. [B]Liche:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] ? [B]Poltergeist:[/B] Poltergeists are incorporeal spirits animated by anger. [B]Sanguine Fog:[/B] ? [B]Shade Lord:[/B] ? [B]Shadow:[/B] A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes. [B]Skeleton:[/B] Skeletons are animated bones of the dead and are usually under the control of some evil master. [I]Animate Dead[/I] spell. [B]Skeleton Flaming:[/B] Flaming skeletons have been animated with an unholy fire that radiates from them. [B]Specter:[/B] Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator. [B]Vampire:[/B] Any human killed by a vampire becomes a vampire under the control of its creator. [B]Wight:[/B] Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. [I]Animate Dead[/I] spell. [B]Wraith:[/B] ? [B]Zombie:[/B] These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. The standard zombie is simply a corpse animated to do its creator’s bidding. [I]Animate Dead[/I] spell. [B]Zombie Contagious:[/B] If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. Animate Dead Spell Level: Wizard 5 Range: Referee’s discretion Duration: Permanent This spell animates skeletons, zombies, ghouls or wights from dead bodies. The caster determines which type of creature is animated from the corpse. Each casting of this spell produces either 1d6+1 skeletons, 1d6 zombies, 1d6−3 ghouls, or 1 wight. The corpses remain animated and under the command of the caster until destroyed or banished.[/spoiler] [URL='http://www.rpgnow.com/product/240948/The-Little-Book-of-Adventuring-Classes-Vol-1?affiliate_id=17596']The Little Book of Adventuring Classes Vol. 1[/URL][spoiler] [B]Dead Dog Spirit:[/B] ? [B]Undead:[/B] [I]Raise Greater Undead[/I] spell. [B]Wight:[/B] [I]Raise Greater Undead[/I] spell. [B]Wraith:[/B] [I]Raise Greater Undead[/I] spell. [B]Skeleton:[/B] [I]Raise Lesser Undead[/I] spell. [B]Zombie:[/B] [I]Raise Lesser Undead[/I] spell. [B]Ghoul:[/B] [I]Raise Lesser Undead[/I] spell. [B]Unliving:[/B] Unliving are created by dying and being resurrected by a necromancer, in much the same way a zombie is. RAISE GREATER UNDEAD Spell Level: Deathwitch 5th level, Magic-User 7th level Range: 240 feet Duration: Permanent Greater undead such as wights or wraiths can be created from dead bodies, 1d4 for each level of the caster. They remain under the command of the caster, and will remain until slain. RAISE LESSER UNDEAD Spell Level: Deathwitch 3rd level, Magic-User 5th level Range: 240 feet Duration: Permanent Lesser undead such as skeletons (1d8), zombies (1d6), or ghouls (1d4) can be created from dead bodies for each level of the caster. They remain under the command of the caster, and will remain until slain.[/spoiler] [URL='http://www.rpgnow.com/product/68864/The-Majestic-Wilderlands?affiliate_id=17596']The Majestic Wilderlands[/URL][spoiler] [B]Vampire:[/B] Kalis, the blood goddess, has created several monsters using the power of blood. The power of blood can infuse mortals with powerful strength and other arcane abilities. However, that power comes at a price of one’s humanity and deadly weaknesses. Kalis has experimented with many ways of infusing the power of blood but the two most common are the vampires and the werewolves. Vampires are the first of the Children of Blood. Vampires are undead; their immortality and thirst for blood was passed down from Avernus, the first vampire.[/spoiler] [URL='http://www.rpgnow.com/product/88699/Swords--Wizardry-The-Rising-Dark-An-Introduction-to-Agraphar?affiliate_id=17596']The Rising Dark: An Introduction to Agraphar[/URL] [spoiler] [B]Undead:[/B] The people of Agraphar believe that when you die, you either reincarnate if your soul has not yet advanced enough to ascend, or you are taken to one of two places. If you have led a good and virtuous life, you are ascended; valkyries of the heavens descend, and you are taken to the cosmic landscape of the Beyond, where the gods dwell, and you are cast in to the role of soldier in the never ending war between the light and chaos. Most often, a man who has proven himself a virtuous or determined soul who is a master of his craft is believed to ascend as such to the heavens. If, however, you are a vile and wicked person, and you revel in misery, then you are most likely cast down, dragged by the shadow demons of the underworld to the underworld below even the subterranean realms of Agraphar, where you are shaped in to one of the nameless demons of the horde of chaos, turned in to an undead being, or worse. A few wicked souls go willingly, and they are often promoted, it is said, to sadistic roles as archdemons and lords of undeath. Some people lose their way, or are so tangled with the affairs of their living self that they come back as ghosts and spirits to haunt the land; some demonic beings have powers so vile that they can cause this to happen to otherwise good souls, severing the celestial cords that bind the soul to the heavens of the afterlife. Lord of the undead, Maligaunt is an enigmatic being who is said to have been the first mortal of Agraphar to master the existence of undeath. [B]Lich:[/B] The necromancer Crotus perished, but his acolyte Varimoth lived and has stolen his master’s secret cache of lore, allowing himself to become a lich! [B]Burning Skeleton:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/207439/The-Witch-Hedgewitch-for-the-Heros-Journey-RPG?affiliate_id=17596']The Witch: Hedgewitch for the Hero's Journey RPG[/URL][spoiler] [B]Gloaming:[/B] It is the undead creature of a large predatory animal.[/spoiler] [URL='http://black-blade-publishing.com/Store/tabid/65/pid/3/Tomb-of-the-Iron-God-pdf-.aspx']Tomb of the Iron God[/URL][spoiler] [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Ghoul:[/B] Anyone killed by the Eater of the Dead becomes a ghoul under the Eater's command, rising within one round. [B]Glowing Skeleton:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/97423/Tome-of-Adventure-Design?affiliate_id=17596']Tome of Adventure Design[/URL][spoiler] [B]Ghost Shipwreck:[/B] ? [B]Undead Giant Crab Carapace:[/B] ? [B]Undead:[/B] In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things. Table 2-64: Basic Types of Undead Creatures Die Roll Undead Type 01-04 Corporeal, genius, non-reproductive 05-08 Corporeal, genius, reproduces through prey 09-12 Corporeal, non-intelligent, non-reproductive 13-16 Corporeal, non-intelligent, reproduces through prey 17-20 Corporeal, semi-intelligent, non-reproductive 21-24 Corporeal, semi-intelligent, reproduces through prey 25-28 Incorporeal, genius, non-reproductive 29-32 Incorporeal, genius, reproduces through prey 33-36 Incorporeal, non-intelligent, non-reproductive 37-40 Incorporeal, non-intelligent, reproduces through prey 41-44 Incorporeal, semi-intelligent, non-reproductive 45-48 Incorporeal, semi-intelligent, reproduces through prey 49-52 Non-human corporeal, intelligent, non-reproductive 53-56 Non-human, corporeal, intelligent, contagious Undeath 57-60 Non-human, corporeal, non-intelligent, contagious Undeath 61-64 Non-human, corporeal, non-intelligent, non-reproductive 65-68 Non-human, corporeal, semi-intelligent, contagious Undeath 69-72 Non-human, corporeal, semi-intelligent, non-reproductive 73-76 Non-human, incorporeal, intelligent, contagious Undeath 77-80 Semi-corporeal, genius, non-reproductive 81-84 Semi-corporeal, genius, reproduces through prey 85-88 Semi-corporeal, non-intelligent, non-reproductive 89-92 Semi-corporeal, non-intelligent, reproduces through prey 93-96 Semi-corporeal, semi-intelligent, non-reproductive 97-00 Semi-corporeal, semi-intelligent, reproduces through prey Table 2-65: Causes of Intelligent Undeath Die Roll Cause of Intelligent Undeath 01-10 Cursed by enemy 11-20 Cursed by gods 21-30 Disease such as vampirism 31-40 Prepared by others for Undeath, at or before death (unwillingly) 41-50 Prepared by others for Undeath, at or before death (willingly) 51-60 Prepared self for Undeath, during life 61-70 Rejected from underworld for some reason 71-80 Returned partially by actions of others 81-90 Returned to gain vengeance for own killing 91-00 Returned to guard location or item important to self during life Table 2-66: Preparations for Intelligent Undeath Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared. Die Roll Preparation 01-10 Actions are taken to ensure that a god will curse the soul with intelligent undeath 11-20 Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart 21-30 Living body parts incorporated into corpse keep it “alive” 31-40 New soul brought into dead body 41-50 Pact with gods/powers of afterlife to reject soul 51-60 Physical preparation raises body with echo of former intelligence 61-70 Physical preparation raises body with full former intelligence 71-80 Ritual binds soul to a place 81-90 Soul captured by ritual, kept in the wrong plane of existence 91-00 Soul captured in item to prevent completion of the death cycle Table 2-67: Breaks in the Life Cycle As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature. Die Roll Nature of the Break (d100) 01 Deliberately cursed at death by others for actions during lifetime 02 Died after committing crime: Arson 03 Died after committing crime: Assault 04 Died after committing crime: Bankruptcy 05 Died after committing crime: Battery 06 Died after committing crime: Begging 07 Died after committing crime: Blackmail 08 Died after committing crime: Blasphemy 09 Died after committing crime: Breach of contract 10 Died after committing crime: Breach of financial duty 11 Died after committing crime: Breaking and entering 12 Died after committing crime: Bribery 13 Died after committing crime: Burglary 14 Died after committing crime: Cattle theft or rustling 15 Died after committing crime: Consorting with demons 16 Died after committing crime: Counterfeiting 17 Died after committing crime: Cowardice or desertion 18 Died after committing crime: Demonic possession 19 Died after committing crime: Desecration 20 Died after committing crime: Disrespect to clergy 21 Died after committing crime: Disrespect to nobility 22 Died after committing crime: Drug possession 23 Died after committing crime: Drug smuggling 24 Died after committing crime: Drunkenness 25 Died after committing crime: Embezzlement 26 Died after committing crime: Escaped slave 27 Died after committing crime: Extortion 28 Died after committing crime: False imprisonment 29 Died after committing crime: Fleeing crime scene Die Roll Nature of the Break (d100) 30 Died after committing crime: Forgery 31 Died after committing crime: Forsaking an oath 32 Died after committing crime: Gambling 33 Died after committing crime: Grave robbery 34 Died after committing crime: Harboring a criminal 35 Died after committing crime: Harboring a slave 36 Died after committing crime: Heresy 37 Died after committing crime: Horse theft 38 Died after committing crime: Incest 39 Died after committing crime: Inciting to riot 40 Died after committing crime: Insanity 41 Died after committing crime: Kidnapping 42 Died after committing crime: Lewdness, private 43 Died after committing crime: Lewdness, public 44 Died after committing crime: Libel 45 Died after committing crime: Manslaughter 46 Died after committing crime: Misuse of public funds 47 Died after committing crime: Murder 48 Died after committing crime: Mutiny 49 Died after committing crime: Necromancy 50 Died after committing crime: Participating in forbidden meeting 51 Died after committing crime: Perjury 52 Died after committing crime: Pickpocket 53 Died after committing crime: Piracy 54 Died after committing crime: Poisoning 55 Died after committing crime: Possession of forbidden weapon 56 Died after committing crime: Prison escape 57 Died after committing crime: Prostitution Die Roll Nature of the Break (d100) 58 Died after committing crime: Public recklessness 59 Died after committing crime: Racketeering 60 Died after committing crime: Rape 61 Died after committing crime: Receiving stolen goods (fencing) 62 Died after committing crime: Robbery 63 Died after committing crime: Sabotage 64 Died after committing crime: Sale of shoddy goods 65 Died after committing crime: Sedition 66 Died after committing crime: Slander 67 Died after committing crime: Smuggling 68 Died after committing crime: Soliciting 69 Died after committing crime: Swindling 70 Died after committing crime: Theft 71 Died after committing crime: Treason 72 Died after committing crime: Trespass 73 Died after committing crime: Using false measures 74 Died after committing crime: Witchcraft 75 Died after violating taboo: dietary 76 Died after violating taboo: loyalty 77 Died after violating taboo: marriage 78 Died after violating taboo: sexual Die Roll Nature of the Break (d100) 79 Died as a glutton 80 Died as a miser 81 Died as coward 82 Died deliberately 83 Died unloved and unmourned 84 Died while a slave 85 Died while owning slaves 86 Died without children 87 Died without dying (I don’t know, but it sounds good) 88 Died without fulfilling contract 89 Died without fulfilling oath 90 Died without honor (marriage or parenthood) 91 Died without honor (traitor) 92 Died without manhood/womanhood rites 93 Died without marrying 94 Died without proper preparations for death 95 Died without properly honoring ancestors 96 Died without tribal initiation 97 Eaten after death 98 Not buried/burned 99 Not given proper death ceremonies 100 Not given proper preparations for afterlife Table 2-68: Manner of Death The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead). Die Roll Manner of Death 01 Burned in fire 02 Burned in lava 03 Cooked and eaten 04 Crushed 05 Defeated in dishonorable combat 06 Defeated in honorable combat 07 Died during a storm 08 Died during harvest time 09 Died during peacetime 10 Died in a swamp 11 Died in particular ancient ruins 12 Died in the hills 13 Died in the mountains 14 Died near particular type of flower 15 Died near particular type of tree 16 Died of disease 17 Died of fright 18 Died of natural causes 19 Died of thirst 20 Died while carrying particular weapon Die Roll Manner of Death 21 Died while carrying stolen goods 22 Died while wearing particular garment 23 Died while wearing particular piece of jewelry 24 Drowned 25 Executed by asphyxiation 26 Executed by cold 27 Executed by drowning 28 Executed by exposure to elements 29 Executed by fire 30 Executed by hanging 31 Executed by live burial 32 Executed by starvation 33 Executed by strangulation 34 Executed by thirst 35 Executed despite having been pardoned 36 Fell from great height 37 Frozen/hypothermia 38 Heart failure 39 In the saddle 40 Killed by a creature that injects eggs Die Roll Manner of Death 41 Killed by a deception 42 Killed by a jealous spouse 43 Killed by a jester 44 Killed by a lover 45 Killed by a lynch mob 46 Killed by a traitor 47 Killed by a trap 48 Killed by accident 49 Killed by ancient curse 50 Killed by birds 51 Killed by blood poisoning 52 Killed by demon 53 Killed by dogs/jackals 54 Killed by gluttony 55 Killed by insect(s) 56 Killed by inter-dimensional creature 57 Killed by magic 58 Killed by magic weapon 59 Killed by metal 60 Killed by mistake 61 Killed by own child 62 Killed by own parent 63 Killed by particular type of person 64 Killed by poisonous fungus 65 Killed by poisonous plant 66 Killed by pride 67 Killed by priest 68 Killed by relative 69 Killed by soldiers during battle 70 Killed by some particular monster 71 Killed by strange aliens Die Roll Manner of Death 72 Killed by undead 73 Killed by wine or drunkenness 74 Killed by wooden object 75 Killed for a particular reason 76 Killed in a castle 77 Killed in a particular place 78 Killed in a tavern 79 Killed in particular ritual 80 Killed in tournament or joust 81 Killed near a particular thing 82 Killed on particular day of year 83 Killed under a particular zodiacal sign (i.e., a particular month or time) 84 Killed under moonlight 85 Killed underground 86 Killed while exploring 87 Killed while fishing 88 Killed while fleeing 89 Killed while hunting 90 Killed while leading others badly 91 Killed while leading others well 92 Murdered 93 Sacrificed to a demon 94 Sacrificed to a god 95 Sacrificed to ancient horror 96 Starved to death 97 Strangled 98 Struck by lightning 99 Struck down by gods 100 Tortured to death Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other. [B]Zombie:[/B] Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie). Individual Curse Death Magic. [B]Ghoul:[/B] ? [B]Skeleton:[/B] ? [B]Ghost:[/B] ? [B]Vampire:[/B] ? [B]Wraith:[/B] Individual Curse Death Magic. Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)[/spoiler] [URL='http://www.rpgnow.com/product/190631/White-Box--Fantastic-Medieval-Adventure-Game?affiliate_id=17596']White Box: Fantastic Medieval Adventure Game[/URL][spoiler] [B]Banshee:[/B] ? [B]Death Knight:[/B] ? [B]Ghoul:[/B] ? [B]Lich:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] ? [B]Shadow:[/B] A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes. [B]Skeleton:[/B] Skeletons are animated bones of the dead and are usually under the control of some evil master. [I]Animate Dead[/I] spell. [B]Spectre:[/B] Any being killed (or drained below level 0) by a spectre becomes a spectre himself— a pitiful thrall to its creator. [B]Vampire:[/B] Any human killed by a vampire becomes a vampire under the control of its creator. [B]Wight:[/B] Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. [B]Wraith:[/B] ? [B]Zombie:[/B] These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. The standard zombie is simply a corpse animated to do its creator’s bidding. [I]Animate Dead[/I] spell. [B]Zombie Contagious:[/B] If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. Animate Dead Spell Level: M5 Range: Referee’s discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.[/spoiler] [URL='http://www.rpgnow.com/product/146506/White-Box-Omnibus-Swords--Wizardry?affiliate_id=17596']White Box Omnibus[/URL][spoiler] [B]Death Knight:[/B] ? [B]Poltergeist:[/B] Poltergeists are incorporeal spirits animated by anger. [B]Sanguine Fog:[/B] ? [B]Shade Lord:[/B] ? [B]Skeleton Flaming:[/B] Flaming skeletons have been animated with an unholy fire that radiates from them. [B]Wight:[/B] The prisoner has been turned to a wight by the radiant necromantic energy from the room below. [B]Wraith:[/B] ?[/spoiler] [URL='http://www.rpgnow.com/product/196284/OWB001-WWII-Operation-WhiteBox?affiliate_id=17596']WWII Operation White Box[/URL][spoiler] [B]Ghost:[/B] A ghost is an undead spirit that is doomed to wander the earth. Ghosts are bound to the place where they died or to a particular object that had special meaning to them in life (locket, diary, etc.). The touch of an attacking ghost drains one (1) Experience Level unless a Saving Throw is made. If a character is reduced to 0-level by these attacks, he becomes a HD 1 ghost and joins his slayer. [B]Vampire:[/B] ? [B]Vampire Minion:[/B] Anyone drained of blood by a vampire becomes a HD 3 vampire minion unless the corpse is cremated before the next full moon. [/spoiler] [/spoiler] Wayfarers[spoiler] [URL='http://www.rpgnow.com/product/59182/Wayfarers-Original-2008-version?affiliate_id=17596']Wayfarers[/URL][spoiler] [B]Undead:[/B] Undead creatures are those that were once living, but are now animated by energies native to other planes. A hideous ablocanth has laired here for centuries, and using an old ritual, has turned many of the corpses from the barge workers into its undead minions. [B]Apparition:[/B] ? [B]Barghest:[/B] ? [B]Draugr:[/B] Draugr are semi-corporeal undead guardians of cursed warriors or kings, found in ancient tombs and mausoleums. It is not clear whether draugr are imbued with the spirit of the deceased, or otherworldly guardians charged with guarding their resting place. [B]Ghost:[/B] Ghosts are solitary undead, the spiritual remains of tortured souls such as murder victims or those consumed by intense hatred while living. [B]Lich:[/B] These creatures were once powerful magic-users that voluntarily transformed themselves into beings that draw their energies from other realms. [B]Mummy:[/B] Mummies are the animated remains of a long dead humanoid. Unlike skeletons, mummies typically retain some of their mortal flesh, often a result of efforts to embalm or preserve the deceased individual’s remains. Mummies are the animated corpses of a long-dead humanoid. [I]Create Undead[/I] spell. [B]Myling:[/B] In fact, it is widely believed that mylings are the tortured spirits of murdered youth. [B]Shadow:[/B] Shadows are the embodiment of the nefarious impulses or lusts of wicked humanoids that are now deceased. [B]Skeleton:[/B] Skeletons are the animated skeletal remains of a long dead humanoid. Skeletons are the animated bones of an undead humanoid. Thus, their size and appearance depends upon the type of humanoid the skeleton was derived from. Although most skeletons are humanoids, some are the remains of other creatures. [I]Create Undead[/I] spell. [B]Spectre:[/B] A spectre is a particularly evil apparition that haunts the crypts of depraved individuals. [B]Vampire:[/B] Vampires are an undead corruption of a once living humanoid. In fact, it might be said that vampires are not true undead, but actually living creatures infected with an undead disease. Any creature bit by a vampire (1 point of damage) must make a Mental Resistance check of 15 or become a vampire within one week. [B]Wendigo:[/B] The wendigo are the physical manifestations of tortured spirits of that wander the ruins of past civilizations. [B]Wight:[/B] Wights are the remains of dead nobles and kings. They are found within old crypts and mausoleums, sometimes alone or in small numbers and with multiple lesser undead servants. Wights do not typically leave their tombs, as they are bound to the trappings of wealth left behind in their graves. [B]Wraith:[/B] ? [B]Zombie:[/B] A zombie is the animated rotting corpse of a dead humanoid. Zombies are the animated corpses of a dead humanoid. Thus, their size and appearance depends upon the type of humanoid the zombie was derived from. Although most zombies are humanoids, some are the undead remains of other creatures. [I]Create Undead[/I] spell. Create Undead Circle: 5th Resist: None Duration: Permanent Casting time: 12 hours Effect: Special Range: Touch Formula: DDGGSS Damage type: Special Components: V, G, M When cast upon a humanoid corpse, the Create Undead spell enables the mystic to create an undead servant. This undead creature will perform simple tasks if able, or attack the mystic’s foes. The undead servant has no motivation independent of its master, and will serve the mystic until it is destroyed. In addition to a humanoid corpse, when creating the undead, the mystic must employ a vial of blood of the same type of corpse to be animated. For example, were the corpse a human, a vial of human blood must be used to create the undead creature. In addition, the ritual requires the consumption of incense of at least 200 silver royals in value. The type of undead created is dependent upon two factors: the age of the corpse, and the presence of the mystic casting the spell. As such, 1d10 is rolled to determine the type of undead created, modified by +1 for each point of the mystic’s presence, and +1 for each year of age of the targeted corpse. For example, if a mystic with a presence of 12 were to cast upon a 4 year-old corpse, a +16 modifier would be added to the d10 roll. The result of this roll is as follows: 2 to 25: Zombie: Health points: 12 + 2d4, Dodge score: 11, Initiative: -2, Hide/armor: none, To-hit: +2, Attacks: claw: 2 x 1d6 + 4. Intellect: 3, Physical Resist: +5, Mental Resist: n/a, Movement: 80’. Zombies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease. 26 to 30: Mummy: Health points: 20 + 1d8, Dodge score: 13, Initiative: +0, Hide/armor: none, To-hit: +0, Attacks: fists: 2 x 1d8 + 2. Intellect: 3, Physical Resist: +6, Mental Resist: n/a, Movement: 90’. Mummies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease. Any creature struck by a mummy must make a Physical Resistance check or be infected as if by the 1st Circle Ritual magic spell Infect. 31 or more: Skeleton: Health points: 10 + 1d8, Dodge score: 13, Initiative: +1, Hide/armor: none (or by worn armor), To-hit: +1, Attacks: claws: 2 x 1d4 + 1, or 1 x weapon + 1. Intellect: 5, Physical Resist: +1, Mental Resist: n/a, Movement: 160’. Skeletons are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease. A mystic may create and control a maximum number of undead equal to half his or her presence score. For example, a mystic with a presence of 13 could create and control up to 7 undead creatures. If any more undead creatures are created, they will instantly go mad, attacking any creature in sight until destroyed.[/spoiler] [/spoiler] [/spoiler] [/QUOTE]
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